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RUNNIING SOLO - a solo variant


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#1 riddle

riddle

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Posted 31 January 2013 - 10:43 PM

This is a set of rules to enable solo play as a Runner against an automated Corporation deck.

"Running Solo" pares the Corp turn down to its essentials, making it easy to implement but still challenging.
There are no useless cards, and no bad decisions by the AI.

also available at bgg; http://boardgamegeek...runner-variant.

Yyes, I know that the Weyland Agendas couldn't normally be placed into a Jinteki deck, but I had to take out some of the higher scoring Agendas and replace them with these 1 pointers to keep it from being too easy for the Runner to win. Playtesting has been lots of fun, but let me know what you think…

RUNNING SOLO – an Android: Netrunner variant
by Don Riddle

You play as the Runner against an automated Jinteki Corporation (Corp).

Prepare Corp decks
Add all Jinteki cards and all neutral Corp cards from the Base set together, except the following:
Priority Requisition x3, Nisei MK II x2 (1 goes in), Chum x2, Cell Portal x2, Akitaro Watanabe x1

Then, add the following Corp cards: Hostile Takeover x3 (Weyland), Posted Bounty x2 (Weyland), Aggressive Secretary x2 (Haas-Bioroid), Ichi 1.0 x2 (Haas-Bioroid), Tollbooth x2 (NBN)

Then, place the Identity card aside and separate the rest of these cards into 2 decks:
1) R&D: All Agendas and Assets. 2) “the Ice deck”: All Ice and Operations.

Prepare Corp playing field
Shuffle both R&D and the Ice deck and place the top card of each behind the Identity card. This begins the Corp’s HQ.
Place R&D next to the Identity card, and the Ice deck sideways behind R&D.
Then, place one card from the top of the Ice deck facedown and sideways above each of the following: the Identity card (HQ), R&D, and Archives (which is empty at the start of the game).

You’re ready to begin.

The Corp turn
Each Corp turn (including any extra turns it takes) is comprised of 2 steps.
1st step: put an advancement token on any card in a remote server (whether it is normally able to be advanced or not).
2nd step: roll a six-sided die. Perform the following according to the result of the die:

1 Put the top card of the Ice deck facedown and sideways above Archives or R&D, whichever has the least Ice deck cards above it at the time. If tied, the Runner may choose where the new card is placed.
2 Put the top card of the Ice deck facedown and sideways above HQ.
3 Put the top card of the Ice deck facedown and sideways above the Remote Server with the least Ice deck cards above it at the time. If tied, the Runner may choose where the new card is placed. If there are currently no Remote Servers, create a new empty one with the new card above it.
4 Put the top card of R&D facedown into HQ.
5 or 6 Put the top card of R&D facedown into the empty Remote Server with the most Ice deck cards above it at the time. If tied, the Runner may choose where the new card is placed. However, if there are no empty Remote Servers, create a new one, put the top card of R&D card facedown into it and then place the top card of the Ice deck facedown and sideways above this new server.

The Runner turn
The Runner’s turn is played exactly as in normal Netrunner. You may play with any Runner deck, constructed as you choose.

Additional Rules
Treat Jinteki’s Identity card as if it were blank. (For a more difficult challenge, disregard this rule.)

The Corp is assumed to have infinite credits and automatically pays any costs that are required by a card, including rez costs for Ice.

When the Corp deck initiates a Trace, it automatically succeeds.

When a card in a Remote Server has 6 advancement tokens on it, the Corp immediately scores it facedown as a 2 point Agenda. (The Corp wins when it has accumulated 7 points, or if the Runner flatlines.)

When the Runner approaches an unrezzed Ice deck card, it is revealed. If it is Ice, it is immediately rezzed. If it is an Operation card, it is discarded (without using its ability) and the Corp gains an Extra Turn token (and the run continues). After the Runner’s current turn has ended, the Corp takes an extra turn consecutively for each Extra Turn token it has earned, and then loses those tokens.

When the Runner accesses a card in HQ, R&D or a Remote Server:
> If it is an Agenda, the Runner scores it, regardless of the number of Advancement tokens on it.
> If it is an Asset, after its effects have occurred (if it had any), the Runner must trash it by paying its Trash cost or the Corp will immediately score the card as a 1 point Agenda.

When the Runner successfully runs on Archives, she accesses every card in Archives, turning them all faceup and scoring any Agendas found there.

At the start of the Runner’s turn, if the Runner is tagged, he loses 1 click (only 1 – more tags do not mean more lost clicks).

If a program is to be trashed, determine which randomly.

If R&D ever runs out of cards, instead of the Corp losing the game, all cards in Archives and HQ (except Ice and Operations, which are left in Archives) are shuffled together to form a new R&D. Then, purge all virus counters and place the top card of both R&D and the Ice deck facedown into HQ..

If HQ ever contains more than 5 cards at the end of the Corp turn, discard cards randomly facedown into Archives until only 5 cards remain in HQ.






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