NETRUNNER Wayne O Connor reviews the New Edition
etrunner casts its players in the opposing roles of a Futuristic Hacker and the Corporation who they oppose. The game was originally designed by Richard Garfield, the creator of Magic and released in the CCG format. But the new version has been released by Fantasy Flight Games as part of their LCG line. Unlike the random boosters and card-sets of CCGs, the LCG format is released in regular instalments of set cards. Firstly, I was huge fan of the original Netrunner game, so like many was keen to see this reimagining. The first thing that’s clear from the new set is that FFG didn’t change much of the core
mechanics; why fix it if it ain’t broken? With an update to the Tracing mechanic being the prominent rule change, the game remains the Netrunner I loved. But prettier! FFG has pulled out all the stops, and the art and token components are a high standard throughout. The core game-play sees two players selecting to play either a Runner or the Corporation and utilising a deck of cards built specifically to those roles. Within that, FFG have introduced new Identities, essentially character cards that help define the decks a little further. Each of these new identities/factions have inherent strengths and weaknesses that can be explored in
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play. The players have a number of actions each turn, from Drawing a Card to Drawing a Credit (the games currency) to building ICE (the Computer’s defences a Runner needs get around) to Going on a Run. This last is the core Runner
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