I know that there are a lot of people who were fans of the old Netrunner game, but there are also a lot of new gamers who've never played Netrunner but maybe just heard about it and don't really know what it's like.
Anyway, I ended up writing this short description of the important psychological aspect of the game in a thread on BGG in response to someone asking why people kept saying that this game didn't depend on who had the best cards as much as most CCGs do.
"One big factor that isn't related to the cards at all is bluffing and second-guessing each other.
When the Corp player puts a card down in his data fort, it could be a valuable agenda worth VPs, or it could be a trap that hurts the Runner.
Say your opponent has two forts, one heavily protected, one not so heavy. He places one card in each. What do you do? Obviously he'd put the valuable one in his well protected fort, but maybe he put it in the other fort to fool you. But then he knows that you'd expect a trick, so maybe he put it in the strong fort after all. Or maybe they're BOTH traps - and he's planning to wear down your life and resources before putting his real agenda into play… Hmm, if he's doing that, then the real agenda might be in his hand, but even if you hack it successfully there's only a 1-in-5 change of grabbing the right card. Would he risk that? Surely he wouldn't put an Agenda in his discard pile with no protection at all - but then again it's the one place you'd never look, and he could have a card to retrieve it. If they're BOTH Agendas, should you get the easy one first or the hard one? There's no way to tell which is more points. Now the last two cards you liberated from the lighter fort were both traps or junk. He might be a conservative and only use that for unimportant stuff, or he might be conditioning you to stay away from it so he can pass an Agenda right under your nose…
So, yeah. Nothing in there really has to do with the cards at all, and it's a major part of the game. There are also a lot of cards that can do similar jobs, with varying degrees of efficiency. For example, most icebreaker programs have a base strength value, a cost to use, and a cost to bump up their strength. One can likely substitute for another in a pinch, but they might have wildly different efficiencies. One might be free to use, but have a limited strength that can't be buffed. It's great if your opponent likes to use lots of cheap ice. Another is costly to install, moderate to use, but can be strengthened for a fairly low cost - it's good against a variety of medium to strong ice. Another one might be sub-par all around, but it breaks TWO kinds of ice where most icebreakers only do one of the three types. That saves memory (you only start with enough memory for 4 programs) meaning you can fit a program to do something else useful like a Stealth program or a Virus that you can use to spy on their data fort after you break in."
If you've got your own thoughts to help new players understand what the game is like, feel free to post them here too.