Optional Netrunner Rules

My Group:

        The group of players I often play with uses  the below variations. It may not be some ideas you use. In fact, it may not be anything you ever want to actually see! But feel free to comment back to me about any of these rules. Any refining would be appreciated:

The Three Player Game

        "How the frack can you play with three?" is a comment I often get from people when I suggest this. But as my home group often has small numbers (the greatest we ever get is six people consecutively), so this game was made up for when we didn't want to leave someone out. To start off, all that is required is one corp and one runner, like a normal game. The third player may choose either runner or corp. Seated in a rough circle (what else can you do with three players), play starts with the first corp. You take turns going clockwise around the circle, making sure that both corps (if two) get their first turn before the runner gets to go.

        One may think that this causes problems for the lone person, but to balance that, the lone corp or runner gets an additional bit per turn. I know this isn't much, but it gets the lone corp much more quickly to phase II (corp has enough money to protect itself and the runner in not established yet), and it can make a lone runner much more of a terror (phase I lasts really long as you exploit the weaknesses of both corps).

        There are some decks that are not as effective or more challenging when playing in this style. Playing as the lone corp, a tag-and-bag deck will need to kill both runners (just because you kill one opponent doesn't mean you win, just your better than one opponent). The same happens for a lone runner who has a corp go out of business because of bad publicity (the other corp still works and hense is causeing evil). They still can be fun for unprepared opponents. A solo player needs to take out both opponents to win by other methods then agenda points. However, if you do take out one opponent and have one to go, you do have the advantage of keeping the "drip" of one bit per turn.

        This is a pretty fun varient and is great for all sides to play. If you are a player with a opponent of each type, here are some strategies:

        If you are the first runner, run quick when you see any oppertunity or else the other runner may get what you want.

        If you are second runner, learn from his mistakes (even if he just finds that the top card of R&D is just ice), and use these spare actions to more quickly get your self to phased III (full runner readyness).

        If you one of two corps, try to look strong, but not overpowering, as you want the runner to pay attention to your opponent. That way it is easier to get to phase II and try to win quickly (strong last minute efforts REALLY pay off here more than early gains).

        I will continue adding to this page as we go along. If you want to suggest something to be posted, please feel free to write me here . I will post any new rules sent to me. Hope to hear from many of you soon. Thanks!


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