Jump to content



Photo

Short Netrunner Game?


  • Please log in to reply
10 replies to this topic

#1 Joe K.

Joe K.

    Member

  • Members
  • 42 posts

Posted 12 August 2012 - 07:34 AM

I have never played Netrunner until now.

 

Usually with my friends, I play quick games of M:TG on small coffee tables, in the lunch room, and even sometimes on a possible small table in public transport.

M:TG games usually last 5-10 minutes in our plays. It only requires 2d10s and two decks.

Netrunner has a lot of potential and can be strip down to play games on the go. Hear are some things what I would strip down:

  • There will be no Identity cards. Instead, the Reference card will represent the HQ.
  • Near the left or right of the middle of the table will be the dice bag full of tokens
  • NO click tracker!
  • Credit pool is kept under the R&D/Stack
  • Runners installed cards (Hardware, Programs, Resources) are kept closely together, maybe even share the same line or stack on top of each other (NOT indicating being hosted!)

However, the one thing I have to try out is what should the score be? I was thinking maybe 5. Possibly even shorter?

…Just a few things to play Netrunner on the go. My objective is trying to play the game around 10-15 mins and on small surfaces. Whats your say?



#2 pastah_rhymez

pastah_rhymez

    Member

  • Members
  • 12 posts

Posted 12 August 2012 - 11:59 AM

I'd say that your ideas will probably not reduce playtime. Being experienced, however, will reduce your playtime.

If you read the tournament rules you will notice that 65 minutes is the guideline for two rounds of Netrunner. 10-15 minutes is probably being delusional.



#3 AussieKSU

AussieKSU

    Member

  • Members
  • 101 posts

Posted 12 August 2012 - 12:12 PM

I disagree. Old games of NR between two experienced players were usually done in 15 minutes. Note that the click tracker is optional. When people are comfortable with identies, I would hazard to say in non-tournie play, the ident card need not be played. The play area as stated in the rules can certainly be condensed for non-tournie play - with the flexibility to play cards in whatever area may be available. The tricky thing with a small amount of space would be for new data forts. Some corp decks play with numerous forts, and could make a bus seat a insufficient area.



#4 byronczimmer

byronczimmer

    Member

  • Members
  • 93 posts

Posted 12 August 2012 - 12:15 PM

I say try the game first and then figure out how to reduce it, or if its worth it.

Personally, playing a shorter game doesn't sound interesting to me, you lost the opportunity for the bluff/counterbluff.



#5 Joe K.

Joe K.

    Member

  • Members
  • 42 posts

Posted 13 August 2012 - 03:55 PM

byronczimmer said:

 

I say try the game first and then figure out how to reduce it, or if its worth it.

Personally, playing a shorter game doesn't sound interesting to me, you lost the opportunity for the bluff/counterbluff.

 

 

 

I was thinking it would be about 3-5 bluffs in a short game. It like how the quick "beef-up" monsters that grows quick win the game in M:TG. Have some cheap bluffs hear and there and some good runs.

Maybe the Corp would have a better chance of winning because of the limited bluffs, but then again, a Runner with really good hardware can trample over the Corps defence. Just like M:TG, its classic luck vs. skill.

But I do see how it takes away the intense 1 on 1 board game style of the game.

 

I think there will be really quick recognitions of the cards since its in style of LCG, unlike the endless possbilities in any CCG.

Yeah, I will just have and wait in see how the game is done in play. -Got my dice bag ready…



#6 byronczimmer

byronczimmer

    Member

  • Members
  • 93 posts

Posted 13 August 2012 - 04:56 PM

Joe K. said:

-Got my dice bag ready…

You don't need dice to play.



#7 AussieKSU

AussieKSU

    Member

  • Members
  • 101 posts

Posted 13 August 2012 - 05:15 PM

Unless blink gets reprinted, in which case, you should think of a different deck idea :D



#8 byronczimmer

byronczimmer

    Member

  • Members
  • 93 posts

Posted 14 August 2012 - 03:02 AM

AussieKSU said:

Unless blink gets reprinted, in which case, you should think of a different deck idea :D

I kind of grow tired of the straw men arguments.  As it stands, we do not need dice to play.  If we need dice, they will be included in the box.

If 'Blink' gets reprinted, they will probably have some form of 'roll the top card of the deck' mechanic, similar to one of the iterations of Crypsis we've seen.

 



#9 malhaku

malhaku

    Member

  • Members
  • 2 posts

Posted 14 August 2012 - 08:05 AM

byronczimmer said:

I say try the game first and then figure out how to reduce it, or if its worth it.

QFT

I'm a MTG & Netrunner player.  They are vastly different beasts. You'll want to at least play it before you start tinkering.

Also, you're going to be very hard pressed to play on a very small surface.



#10 Treguard

Treguard

    Member

  • Members
  • 202 posts

Posted 15 August 2012 - 12:22 AM

Heck, I'm surprised you manage to play Magic in such a small space. Netrunner? you'll need the extra room.



#11 Joe K.

Joe K.

    Member

  • Members
  • 42 posts

Posted 15 August 2012 - 03:43 PM

byronczimmer said:

Joe K. said:

 

-Got my dice bag ready…

 

 

You don't need dice to play.

 

hahahaha, meant to keep the tokens in it

 

I don't know if FFG is going to reissue the cards that require a single d6 (i think their were some old ones). It seems very unlikely to play a semi-complex game on the go, rather to play something easy like traditional playing cards. Some CCG/LCG are exclusive to hobbyist. Playing fast has a thrill to it, especially if both players know what they are doing.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS