card games

2014: Game of the Year

I’m stretching my usual definition of both ‘Game’ and ‘of 2014’ here, but this is undoubtedly the game I’ve played most of over the past 12 months, the one that’s given me the most pleasure, and the one that has most dominated my thoughts in idle moments. Kate ‘Mac’ McCaffrey had been building up her rig for weeks, feeling the hot glare of Jinteki’s spybots on the back of her neck the whole time. Working a several-levels-below-her-abilities data job to build up a stock of credits, surviving on cheap energy drinks while she built up a fearsome rig. Click, click, click, until… It was finally time. Welcome to Netrunner, a two-player card game set in a dystopian future of mega-corporations, hackers and elevators to the Moon. For anyone who has already taken Netrunner‘s red pill, the above won’t be too difficult to translate into a rough version of what’s going on at the table. Otherwise, I appreciate it’s probably impossible to visualise this as some cards on a table, so let’s try and lay it out: It’s early in the game, the fourth turn. The Runner player, who picked Mac from a broad roster of hackers, has spent the majority of her turns preparing for the moment we’re picking apart here. The most notable cards she has played thus far are the ‘Armitage Codebusting’ resource card, which sits on the table waiting to be tapped up for money, and a sturdy suite of three Icebreakers – we’ll get to those in a minute. This turn, she has used up three of the four ‘click’ actions she gets every turn to take six credits from Armitage Codebusting, and her prep is complete. It’s time to run. Mac rammed the cable into the port where her spine met her skull, tapped the ‘enter’ key, and she was in. All of Jinteki’s servers and defenses were neatly visualised, laid out before her. Without a moment’s hesitation, she went right for the company’s HQ. On their turns, meanwhile, the Corp player on the other side of the table (representing Jinteki, a Japanese mega-corporation best known for manufacturing clones) has been playing a very different game. While the Runner plays all of her cards openly, the Corp’s are kept face-down until revealed. This is what runs are for – hacks into the Corp’s servers, a risky foray into enemy territory to reveal their plans. There’s not just one game to master here, but two neatly interlocking ones. While the Runner player is constantly on the offence, the Corp plays defence. It’s not all they do, but the top priority is protecting every card they have from these hacks. And I mean every card: not just the ones they’ve decided to play into ‘Remote Servers’, but also their discard pile (aka Archives), the deck they’re drawing from (R&D), even their hand of cards (HQ). Jinteki’s defence systems stayed dark, letting Mac float right past. Suspicious, maybe, but no time to wonder why now: the files were in sight. Suddenly, there was a buzz down the line, that telltale sign of a rez command. BOOOOOM. The Corp protects their valuables with ‘Ice’ cards, stacked on top of each server – their hand or deck or a card ‘installed’ on the table – for the Runner to approach one by one. These can block entry, or charge a toll, or do some truly nasty things to intruders, and the Runner doesn’t have a clue which it will be until the card has been flipped over. Ice is played face-down too, and during runs the Corp has the option to ‘rez’ – activate the Ice’s defenses by paying a set cost – one at a time. In this case, our Jinteki player has three pieces of Ice in front of their HQ. They peek at the ice card nearest to the Runner, then consider the Runner’s line-up of Icebreakers – each of which can break through certain pieces of Ice at a cost, negating their effects but not damaging the Ice itself – and the state of their own finances. This gamble is Netrunner‘s heartbeat. For the Runner, hitting the wrong piece of Ice can be disastrous, but failing to run will eventually cost them the game. For the Corp, it can be tempting to rez a piece of Ice, but doing so will deplete their resources in a game where everything costs money, and give the Runner an extra piece of information. With all this in mind, the Jinteki player declines to rez their first and second pieces of Ice. When it comes to the final layer, with Mac getting dangerously close to the precious cards in their hand, they finally flip one over, revealing it to be a Data Mine. Back in the real world, a spot of blood dripped from Mac’s nose and splashed onto her console’, obscuring the loading bar that slowly filled on its vidscreen. She felt the metallic heat on her tongue as half-written programs combusted, and knew corners of her brain would never be the same again. Still, she’d managed to snatch a single file from Jinteki’s HQ – vital evidence. Normally at this point, the Runner could pay a couple of credits to stop the effects with one of their Icebreakers, depending on the type of Ice in question. If it’s is a Codegate, they’d need a Decoder; for a Barrier, a Fracter; for a Sentry, a Killer. But Trap cards like Data Mine are an exception, without a corresponding breaker type. There are ways, but they’re not common, and Mac doesn’t have any in her armoury – catching her out to the cost of one point of net damage. Netrunner isn’t a combative game, in any straightforward sense, but Runners can get hurt. The Corp can broadcast brain-damaging signals through the net, or just trace the Runner back to their poky flat and blow their entire building to smithereens. Reading the largely incomprehensible rulebook, this was the moment I fell […]