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Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.
The Revised Core Set for Android: Netrunner released in late 2017 includes cards from the original Core Set released in 2012 as well as cards from the Genesis Cycle and Spin Cycle series of Data Packs. While the cards in this set have been released previously, the art on some of them is new.
- Better than collectible card games
- No chasing rares
- High skill ceiling
- Great for dueling
- Bluffing and mind games
- Skill element determines outcomes more than in Magic
- Competitive scene is fragile
- Requires meta-game knowledge
- Chasing sequential packs in remote locations was problematic
- Cheating incident soured tournament play
- Scene eventually collapsed
- Hacking and corporate espionage
- Cyberpunk Android universe
- Two-player duel
- Magic: The Gathering
- Star Wars LCG
Mechanics (from transcript analysis)
- Asymmetric gameplay — Hacker vs Corporation with different mechanics
- bluffing — Mind games and deception
- Deck construction — Build tournament-ready decks
- living card game — Structured card game with predictable card releases
- Skill-heavy — Pilot skill matters more than deck power
Video topics + discussion points
Quotes (from this video)
- It's delightfully simple and still delightfully a good game.
- Everyone has a different journey here. Everyone starts off playing different games and ends up with different favorite games.
- It had some of the most amazing world building I've ever seen for a game.
- I think the fact that it's rooted in a single D6 system is just going to hamper it for all time.
- This game got me through a pretty rough period of time.
- I am never getting rid of Arkham Horror second edition unless an Arkham Horror fourth edition comes out.
- I was immediately hooked by it.
- It's an absolute banger of a game.
- I could see myself playing that more.
- There's so many layers and mind games to it that player skill and the ability to read your opponent counts for so much more than just having an awesome deck.
References (from this video)
- Fun negotiation gameplay
- Mark is terrible at bluffing games
- Bluffing and negotiation
- Medieval Nottingham
- Party game style negotiation
Mechanics (from transcript analysis)
- bluffing — Players must deceive the sheriff about their goods
- negotiation — Players negotiate with the sheriff
Video topics + discussion points
Quotes (from this video)
- you can recruit monsters to your army that give you super powers
- it's a beautiful scary, it's a beautiful looking game
- this game is just a mini explosion, it's great
- gizmos is a lot of fun so we're giving this away our very first giveaway gizmos
- this little box the game when you see it it's not very pretty but it's so fun
- blood rage is a fantastic game
- massive Darkness two is freaking amazing
- the origami zombie side black plague is by far our favorite zombie side
- if you're gonna buy any zombie side game off the shelf Black Plague favorite one favorite one
- Cthulhu death may die is absolutely fabulous
- we can't stop playing this game
- zombie side Gear Up is getting another board game coffee seal of approval this game is so much fun
References (from this video)
- Really really good two-player game
- Highly thematic
- Deep strategic gameplay
- Requires learning specific terminology
- Needs repeated plays to master
- Lifestyle game that requires staying current
- Asymmetrical card dueling
- Cyberpunk - hacker vs corporation
- Thematic cyberpunk narrative
Mechanics (from transcript analysis)
- asymmetrical gameplay — One player is hacker, other is corporation with different mechanics
- Card dueling — Playing cards strategically against opponent
- Defense Building — Corporation sets up ICE blockers to prevent hacker penetration
Video topics + discussion points
Quotes (from this video)
- Azul is just a classic classic game
- I will always want to play this game it's a staple
- Racing is my favorite game mechanic
- I love watching everything kind of like waterfall off of each other
- Castles of Burgundy is incredible I love Castle's birdie
- I love this game so basically like the world is dying
- The best part about Black Angel the little robot guys
- Bet on yourself always always I don't even care if I lose the game believe in yourself
- Dice Throne is an incredible 1v1 battle Yahtzee game
- Wingspan I am almost always in a game of Wingspan on BGA
- This game is beautifully designed it just feels good when you play it
- I can't win and I am getting freaking sick of it
- It's always a great time when it hits the table
- Paint the Roses is a Cooperative deduction game
- I've fallen back in love with it
- Some of the best gaming experiences I've had is playing that game
- I really really love Flamme Rouge it is an excellent game
- I will fall in love with this game it's got the recipe for it to be like a top 10 game
References (from this video)
- Groundbreaking asymmetric gameplay and deck-building integration
- Rich thematic depth that rewards long-term strategic planning
- Excellent for players who enjoy hard strategic puzzles and social deduction
- Steep learning curve and rule complexity can be intimidating
- Thematic and mechanical density may limit accessibility for casual players
- Asymmetric bluffing, security, and infiltration with rich strategic tension
- Cyberpunk dystopia featuring hackers, corporations, and intricate information warfare
- Dark, conspiratorial atmosphere that emphasizes strategic information control and player agency
- Magic: The Gathering
- RoboRally
- Go
Mechanics (from transcript analysis)
- Asymmetric deck-building and play — One side (the Corporation) defends information assets; the other (the Runner) probes and hacks to breach defenses, requiring distinct strategic approaches.
- Bluffing and deduction — Hidden information and probabilistic outcomes create moments of misdirection and strategic guessing about the opponent's intent.
- resource management and timing — Both sides balance credits, events, and access to programs to optimize critical plays.
Video topics + discussion points
Quotes (from this video)
- The amount of variance in G in the game is what I call luck; if there's a lot of swing in how it plays out among players of equal skill, that’s a measure of luck.
- I definitely see luck and skill as a continuum, not a dichotomy, with different payoffs depending on how the game is structured.
- Rando chess is chess plus a randomizer: you roll a die and if you roll a one, the winner is the loser; it demonstrates that even 'high-skill' games can harbor significant luck.
- Guess a digit of pi is a toy game that shows complexity can create luck; it’s deterministic but feels like luck for most people, which reveals how perceived luck can emerge from complexity.
- Bake luck in, don’t remove it entirely; let it shape the drama and the arc of play rather than being tacked on as a single mechanic.
References (from this video)
- Fantastic competitive card game
- Unique asymmetrical design
- Deck building creates variety
- High bluffing potential
- Complex interaction between corporation and runner
- Most unique design in their collection
- Not played frequently
- Long time since last play
- Hacking
- Cyberpunk
- Corporation vs Hacker
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- there's so many games you will never have time to play all of them
- thematically it's so well represents the theme it feels amazing
- it's one of the most unique designs I've ever played
- don't trust your friends
- every time you win or lose you always feel satisfied about with this game because this is what I build
- what else you want from board games got good times and good stories
- it's Simplicity is what amazes me
- one of my favorite games because of the experiences it gives you
- no two games were the same which I really loved about it
References (from this video)
- Iconic IP in a durable CCG-style experience
- Deep strategic play and fan base
- Resource management can be complex
- Older edition learning curve
- Competitive deck-building duel
- Cyberpunk corporate espionage in a neon-drenched city
- Asymmetric, high-tension planning and counterplay
- Netrunner (Original)
- KeyForge
- Love Letter
Mechanics (from transcript analysis)
- deck-building — Each side builds a deck to execute programs and disrupt opponents.
- engine-building — As the game unfolds, players develop their engine to gain advances.
Video topics + discussion points
Quotes (from this video)
- the visual overhaul and the potential for modernization has me really excited about this one
- this is a re-implementation of the Battlestar Galactica game
- the art designer now or never the box blows me away and i love that color scheme
- it's important to highlight some light games in the face of ff g behemoths
- the visual overhaul and potential for modernization has me excited about this one
- i think this award has historically been pretty spot-on
References (from this video)
- Excellent asymmetry that creates a rich chess-match feel
- Tight resource management and decision depth
- Engaging bluffing and bluff-detection dynamics
- Compact playtime (~30 minutes per game) suitable for lunch-table sessions
- Strong ongoing community interest and revival options via print-on-demand variants
- Nomenclature and jargon can be a barrier for new players
- Expansion and meta complexity can overwhelm casual players
- Maintaining multiple decks and metas can be time-consuming
- Availability and price of core sets from the original era can be expensive
- asymmetric duel, bluffing, infiltration, and hacking within a defended system
- Cyberpunk universe with a hacker (runner) vs. corporate security (corporation)
- two-sided, evolving meta with hidden information and bluff-driven tension
- Lord of the Rings TCG
- World of Warcraft CCG
- Arkham Horror (card/board game lineage)
- Legend of the Five Rings
- Ashes: Rise of the Phoenixborn
- Doom Town
- Star Wars Destiny
- Arkham Horror
Mechanics (from transcript analysis)
- agenda scoring — Corporation aims to advance and score agendas to reach a victory condition; runner seeks to steal agendas to prevent this.
- Asymmetric gameplay — Runner and Corporation have distinct actions, goals, and win conditions requiring players to learn two separate play styles.
- Hidden information and bluffing — Corporations hide most of their assets; runners see their own hand and face-down corporation assets, creating bluffing opportunities around what is real vs. bait.
- resource management (credits) and deckbuilding — Both sides must manage scarce credits and build/modify decks to access needed cards, install defenses, and execute runs efficiently.
- rig-building (hardware/software) — Runners construct rigs with hardware and programs to attack the corporation's servers, enabling dynamic, tech-focused strategies.
- trace and interaction — Traces and other interactions test risk assessment and bid strategies, adding tension and strategic depth to each run.
Video topics + discussion points
Quotes (from this video)
- this game does not suck after 10 years
- it's a chess match
- the core game was solid
- we can easily play one game of Netrunner in probably 30 minutes
- the game is basically a two-player only card game
- there's plenty of life left in it
References (from this video)
- loved the experience
- play mat ramped up organization
Mechanics (from transcript analysis)
- two-player asymmetric card dueling — Corporation vs Runner with distinct mechanics and objectives.
Video topics + discussion points
Quotes (from this video)
- we played a total of 30 different games this month
- this month flew by
- friggin love it it is an incredibly tight engine builder
- i friggin loved this game
- we love wingspan we need to get some of the expansions though
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you're like one of the nicest people ever
- that was a perfect picture round you did awesome
- you got a total of 14 points emerson, which is huge
- look up emerson's games on bgg everybody they're fantastic
- cyber bunny
References (from this video)
- apparent asymmetric dueling card game
- cyberpunk/dystopian future
- semi-themed
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dominion has a severe problem with that artwork being just the definition of.
- the art is not up to date
- This needs a second edition
- We could see a 2.0 that doesn't break the bank
- Time Pirates is a game where you're going through time rescuing artifacts
- Escape the Dark Tower is mindblowingly stupid
References (from this video)
- Iconic design by Richard Garfield; strong thematic cohesion
- Varied playlists of decks with flexible tactical options
- One of the best examples of a living card game design
- Deck building can feel fiddly for some players
- Print-and-play or organized play balance can be delicate with house rules
- High-stakes digital intrusion with cold corporate power
- Cyberpunk hacking duel between corporation and runner
- asymmetrical table-based cyberwar with clean sci-fi flavor
- Magic: The Gathering
- Magic
Mechanics (from transcript analysis)
- Asymmetric play — corporation vs runner have opposing goals and play styles
- information control / bluffing — hacking and counter-hacking involves strategic information management
- living card game / deck-building lite — pre-built decks with some customization; not fully customizable like CCGs
Video topics + discussion points
Quotes (from this video)
- this game is just fantastic
- it's a brain burner
- it's a top-notch game
- the betrayer card in there
- this thing is Scott ohms masterpiece I love love love love tiny epic galaxies
- Terraforming Mars is a game about terraforming Mars
- I could play this game forever
- it's the game that keeps on giving
References (from this video)
- Metallic gray color scheme
- Colorful image stands out
- Not overly busy
- Minority Report-style tech aesthetic
- Conveys game feel well
- Beautifully drawn
- Character shows little emotion
- Somewhat passive appearance
- Hacking/computer warfare
- Cyberpunk/tech
- Futuristic
Mechanics (from transcript analysis)
- Card game — Asymmetrical hacking game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game