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Richard Garfield's Netrunner is back!

Started by JongWK, May 14, 2012, 03:11:21 PM

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everloss

I always thought the original game sounded fun, but I got burned out by Magic by the time I was 16. Been poor ever since. CCG's may be fun, but it's a scam as far as I'm concerned.

However, I think Garfield's run on Magic was the best time of that game. That later shit was and is just that... shit.
Like everyone else, I have a blog
rpgpunk

The Yann Waters

Quote from: everloss;622578However, I think Garfield's run on Magic was the best time of that game. That later shit was and is just that... shit.
Well, Garfield did come back for the recent Innistrad block, which piqued my interest in MTG for the first time in many, many years.
Previously known by the name of "GrimGent".

jibbajibba

I only play magic casually but I play (or was playing back in the UK) it quite a lot casually buying 3 or 4  boxes a year or so and just running booster draft with my mates and its great. Really good . Been into Zendikar, Return to Mirrodin and innistraad and all were great with excellent world building and nuance.

a Box of boosters costs c. $100 and will last us for 4-6 games of booster draft (dependng on nmber of players ) and then we can booster draft from the old cards again using any one of a number of draft game types. Great fun all round and cheaper than a round of drinks in a bar in Singapore ..... so meh :)
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fellowhoodlum

oh FYI this iteration of Netrunner is no longer a CCG but a "Limited Card Game" so there's not random boosters, all sets and expansions have fixed content.

jcfiala

Quote from: silva;622476Just to say I played my first game of Netrunner. It was a blast.

Anyone else playing?

A bit.  We've got an every other week group meeting here in Denver, and I was able to drop by to the last one and enjoy some games - amusingly people kept playing 'Kate' as the runner and losing... it looked like the only times the runner was winning was when they played Gabriel.

I had a blast, although getting used to the new rules for traces took a bit.
 

silva

Ok, im still learning to play it, but I think the different groups can be classified more or less like this:

Runners:

Criminals: resource/money grabbers, and dirty tricks specialists

Anarchs: trashers/sabotage specialists.

Shapers: software and hardware specialists.


Corps:

Jinteki: Ambushes and dirty tricks specialists.

NBN: tracers and taggers specialists.

Haas-Bioroid: ?

Weyland: ?

Didnt play the corps enought to pinpoint their specialties. Also, I think their strenghts are broader than the runners.

Is this accurate ?

Brasidas

Quote from: silva;623284Ok,Corps:

Jinteki: Ambushes and dirty tricks specialists.

NBN: tracers and taggers specialists.

Haas-Bioroid: ?

Weyland: ?

Didnt play the corps enought to pinpoint their specialties. Also, I think their strenghts are broader than the runners.

Is this accurate ?

For Jinteki, I'd add:  Net damage also seems to be their thing, and misdirection.  Weak ice right now, although Sensei helps.

NBN adds:  Non-violent ways to mess with runners once tagged, potentially the fastest corp (SanSan, Psychographics, and Autopilot Script).  Their ice isn't terribly powerful, but they all have effects you can't break.

HB:  Money generation and powerful ice.  Probably the strongest corp from the core set.  Very good ice, but E3 implants (criminals) hurts them massively, so beware.

Weyland:  The other tag faction.  Focuses on direct damage once they know where you are.  Powerful ice; doesn't do the brain damage of HB, but doesn't have the "click to bypass" weaknesses either.  Also has extra money generation.

silva

#22
Thanks for the info, Brasidas. One thing I noticed about Weyland is that they dont bother about bad publicity or having its name showing in the news. They do what they have to do, fuck discretion. And they hit hard.

Is it just my impression or Jinteki seems the weakest faction of the Core set ? I mean, yeah, they have all that traps and misdirection (Project Junebug is freaking mean) but on the other hand, if the runner knows what theyre running against, its not hard to take precautions to nullify most of Jinteki´s tricks. No ?

Brasidas

I agree that Jinteki was the weakest of the core sets.  The ice they had wasn't enough to really slow down a runner, and the net damage they could do outside of Junebug wasn't enough.  As long as you were careful running on remote servers, any of the runner factions should do alright.

The second data pack, Trace Amounts, helps bring Jinteki up to speed.  Between Fetal AI, Sensei*, and the new identity, I'm seeing a lot more of them.  In fact, at our first tournament, the guy who won used Jinteki for his corp.



*Not sure about Sensei yet, I splashed it into my NBN deck, thinking it might be useful, since NBN's ice doesn't have a lot of End the run subroutines either, but it didn't work out as well as I wanted, and I'm pulling it out next time I tweak the deck.  I think it will work better with Jinteki.

Ghost Whistler

This is a good game and the data packs are pretty decent, except for the inexplicable nonsense of printing multiple identities you don't need.

However as well as Jinteki's weaknesses there are a couple of things that bother me:

Tagging seems to be overpowered; it's a tactic the runner has to meta for which is not what I like in games. I don't like my deckbuilding choices made for me.

The Anarch cards are almost all overpriced.

Crypsis needs to be buffed considerably.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

silva

Yeah, the Trace rules seems the weak point in the game right now.

I just dont see the point with the Anarch costs. Ive played some (very successful) games with Noise and had no problem with it.

And Crypsis can be a great early game tool, but a terrible late game one (except if youre Gabriel Santiago and have lots of money).

Ghost Whistler

Quote from: silva;628683Yeah, the Trace rules seems the weak point in the game right now.

I just dont see the point with the Anarch costs. Ive played some (very successful) games with Noise and had no problem with it.

And Crypsis can be a great early game tool, but a terrible late game one (except if youre Gabriel Santiago and have lots of money).

Crypsis is just far too weak: even if the token you have to sacrifice was once per run it would be an improvement, not every piece of ice. And for the anarch's to make the most of it you need the 3 cost hardware that gives everything a virus token when they come into play. That's 8 credits right off the bat; and that's the problem the anarch's have: too much cost.

Their cards aren't bad, it's just everything is expensive.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

silva

Ghost, I think youre confusing it. Its the Criminal programs that are expensive, not the Anarch ones. Lets take a look.


Anarch program costs:

- Wyrm:
1 to install,
3 to break subroutine,
1 to own str+1 or ice str-1
4 total

- Datasucker:
1 to install
1 total

- Corroder:
2 to install,
1 to break subroutine,
1 to str+1
4 total

- Parasite:
1 to install
1 total

- Djinn
2 to install,
1 to search virus in stack
3 total

- Mimic
3 to install,
1 to break subroutine
4 total

- Medium
3 to install
3 total

- Yog.0
5 to install,
0 to break subroutine
5 total

(Anarch program cost average: 3,125 )


Criminals program cost:

- Aurora
3 to install,
2 to break subroutine,
2 to str+3
7 total

- Ninja
4 to install,
1 to break subroutine,
3 to str+5
8 total

- Sneakdoor Beta
4 to install
4 total

- Femme Fatale
9 to install,
1 to break subroutine
2 to str+1
12 total

(Criminal program cost average: 7,75 )

See ? :)

Brasidas

Silva, you've really got to compare breakers to a specific ice they're trying to break.

I think your Wyrm is a bit off. You have to install, raise Wyrm's strength to the value of the ice, then pay to lower the ice's strength to 0, then start paying to break subs. It's hellacious.  

I also disagree with Ghost, I really like Crypsis. I'll try to go into why, once I get to a proper computer.

silva

#29
But I never use Wyrm to directly break anything, so I never pay its 3 cred cost. I use Wyrm to lower the Ice´s power so my other breakers can work (Mimic, Corroder, Yog, even Crypsis). Actually, I think Wyrm was created for this. If you are using it for directly breaking things, youre using it wrong (or sub-optimally). Other Anarch breakers even lack the buff (+1 str) ability, forcing you to use them in combination with Wyrm (or other Ice weakening card).

What takes us back to Ghost Whistler question: no, Anarch programs are not expensive. In fact, they tend to be cheaper, because to make the most use of them, they must be used in combination with other Ice weakening cards. Take a look at "Mimic" for eg - its a 3 strenght breaker that costs 3 creds. Its cheap compared to most other breakers. Or look at "Yog.0" - its a 3 strenght decoder that breaks subroutines for 0 creds (!!) and costs only 5 creds to install. Its already good as it is, but in combination with Wyrm/Parasite/Datasucker, its amazing.