The game really changed when Daemonis was forced to discard Yog.0. If he had had that, the game would have gone very differently, as Bedlam had an agenda or two in his hand for the majority of the game.
Did he have agendas in the archives?
The first card that went into the archives was a snare. And I couldn't pop that from archives anyway so you were safe if you ran it. Don't remember if you put any other cards there.
You were hard to pin down. When we started you ran so much that I was sure you were going to faceplant and kill yourself. Then you started getting stuff out and I was sure I was doomed.
If didn't focus on R&D so much and ran either HQ or my remote server then you would have won for sure.
The remote server was only a trap once. It was Nisei then junebug then the PR. I was super nervous to actual try and score agendas since I could never seem to keep you out.
As far as the game in general is its very interesting.
I was frustrated with the way credits worked. If you are taking clicks for them then those are clicks that you are not using to do something useful. I felt bottlenecked after the initial few money cards ran out.
Also playing as corp theres no way to attack which is weird. You pretty much have to set up honey traps and hope for the best.
The clicks themselves are a neat way to do things as I don't think Ive played too many games with action points. Being able to draw cards and get credits is nice even if there are better ways of doing that.
Biggest hurdle for me to actually spend money on this is what its going to be for any game. Trying to find people to play is a pain. And an LCG is going to rely on a changing meta game to be interesting. So if you aren't playing you aren't needed new cards.
Anyway thanks for running Farangu! It was fun. Im sorry if things dragged out because of me. (seems like we played for a long time but IDK)
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FaranguI am a beardy manWith a beardy planRegistered Userregular
The second card that was trashed (I didn't bother to show it because the game was going to end that round either way) was a Wall of Thorns. No agendas were trashed, although the very next card after the ones Daemonis just saw was an Agenda.
As far as your defensive stance, this is true in the core set(with the exception of Scorched Earth), but there are more cards that are not ICE introduced via the data packs that will actually allow you to either deal damage to or trash installed equipment. However, they always require some investment other than money(winning a trace, having the runner being tagged, advancing the card enough), so the Corp still has to play a mostly defensive game.
Core set Jinteki having a lack of credits is a really pronounced issue, and why they are the hardest to learn. And, of course, you were going to get a good amount of economy cards over the next couple of turns. But yes, it is always kind of frustrating when you have to take credits for clicks, although at least you have the option and it's not just "Well, I have no credits so my turn is done". The other facet in that is the Runner making the Corp decide to rez ICE is their primary way (at least at first) of keeping the Corp poor. A very large part of strategy in this game is deciding whether or not a piece of ICE is effective enough to make you spend anywhere from 1/4 to 3/4 of your money when they decide to run it.
I'm still glad you had fun. But these grievances you have make me consider making "improved" starter decks so that new folks have a better appreciation for what a decently constructed deck is capable of.
yeah, pretty fun game. Trying to install Octgn right now
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FaranguI am a beardy manWith a beardy planRegistered Userregular
That's the other part of it. I'd love to gradually bring in cards from data packs and show some of the new tools this game has gotten over the last year, but at that point it'd just be much more efficient to install OCTGN and deckbuild for yourself.
I'm still about and ready to interface with some gibsons! (Am I getting the terminology right? )
I've never played although I've been following the thread/interested in the game for some time. The deckbuilding aspect is one piece that has largely kept me away from buying it in meatspace though, sadly. I'm game for whatevs though, so I'll opt for deckbuilding if my opponent wishes to do so as well.
Since the letter of the day is 'N', I think Noise and NBN would be my faction cards of choice.
FaranguI am a beardy manWith a beardy planRegistered Userregular
It came to mind that the newer folks reading might not know how deckbuilding works in Netrunner. It's quite simple, really. First, look at the identity cards on the first page (NBN is shown below for quick reference).
Notice the two numbers in the lower left corner? Those are what you use for deckbuilding. The top number (45, in this case) is the minimum number of cards your deck has to have. The bottom number (15) is how much out of faction influence you can have. Here's how influence works:
Let's say that caliber, when building his deck, decides he wants more economy in there(which is never a bad idea, BTW). He really liked how the Adonis campaigns of HB worked.
See the little dots in the lower left corner? That is that card's influence cost. So one copy of Adonis costs 2 influence to put in any non-HB deck, which would leave caliber 13 influence left to spend however he pleases.
The other big rules:
No more than 3 copies of any card in a deck.
When building a Corp deck, you are required to have a certain number of Agenda Points in it. At the Core Set minimum of 45 cards, a Corp deck is required to have either 20 or 21 Agenda Points in it. These points can be split between however many(or few) cards the Corp desires. However, for every 5 cards over that minimum, the Points requirement goes up by 2. So if caliber's deck goes up to 50 cards, he will then need 22 or 23 points of Agendas. This is impossible to do in the Core Set since you cannot use Agendas that belong to a different faction. So, the largest a Corp deck can be in the Core Set is 49 cards.
General rule of thumb for deck building when considering how many cards to include:
For the Runner - Building a deck is pretty standard in this regard...try to keep to the absolute minimum deck size since you rarely get a mandatory draw, and it's pretty important to find what you need quickly. I also tend to run more copies of cards if I am relying on card draw, and less if I have access to search cards for those tools (ex: less copies of each icebreaker if I am running Special Order).
For the Corp - People tend to go for the high end of deck size relative to agenda points without going over the threshold (usually 49). This lets you include more tools to keep the runner out (or more economy), but more importantly it should make the runner less likely to access an agenda from HQ or R&D due to card dilution. It also keeps deck bloat down so it isn't too hard to find what you need with your mandatory draw each turn (49 is very manageable, 54 not as much but your mileage may vary).
That was a great game! Really impressed to see Jinteki take the win; one of the hardest to learn and in many ways the weakest of the core deck (though a Victor 1.0 was splashed in).
FaranguI am a beardy manWith a beardy planRegistered Userregular
The big thing now that deckbuilding is in play:
Try and keep track of what your opponent has spent influence on as you see it, and try to spot any patterns. Are they focusing on a particular style or type of card? How much influence have you not seen yet?
I heard NBN has some corporate ties with those scary Weyland dudes. You hear about what happened to Frank when he tried to just get a peek at their ICE? They carpet bombed his entire city block. Then they salted the ashes that used to Frank's house. I'll have to be careful about letting them trace me back and get a fix on this location.
Did you know some studies suggest anarchist hacker terrorists can possibly break into your computer and control your mind? Stay tuned, we'll be telling you the 1 secret that might stop them tonight!
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You were hard to pin down. When we started you ran so much that I was sure you were going to faceplant and kill yourself. Then you started getting stuff out and I was sure I was doomed.
If didn't focus on R&D so much and ran either HQ or my remote server then you would have won for sure.
The remote server was only a trap once. It was Nisei then junebug then the PR. I was super nervous to actual try and score agendas since I could never seem to keep you out.
I was frustrated with the way credits worked. If you are taking clicks for them then those are clicks that you are not using to do something useful. I felt bottlenecked after the initial few money cards ran out.
Also playing as corp theres no way to attack which is weird. You pretty much have to set up honey traps and hope for the best.
The clicks themselves are a neat way to do things as I don't think Ive played too many games with action points. Being able to draw cards and get credits is nice even if there are better ways of doing that.
Biggest hurdle for me to actually spend money on this is what its going to be for any game. Trying to find people to play is a pain. And an LCG is going to rely on a changing meta game to be interesting. So if you aren't playing you aren't needed new cards.
Anyway thanks for running Farangu! It was fun. Im sorry if things dragged out because of me. (seems like we played for a long time but IDK)
As far as your defensive stance, this is true in the core set(with the exception of Scorched Earth), but there are more cards that are not ICE introduced via the data packs that will actually allow you to either deal damage to or trash installed equipment. However, they always require some investment other than money(winning a trace, having the runner being tagged, advancing the card enough), so the Corp still has to play a mostly defensive game.
Core set Jinteki having a lack of credits is a really pronounced issue, and why they are the hardest to learn. And, of course, you were going to get a good amount of economy cards over the next couple of turns. But yes, it is always kind of frustrating when you have to take credits for clicks, although at least you have the option and it's not just "Well, I have no credits so my turn is done". The other facet in that is the Runner making the Corp decide to rez ICE is their primary way (at least at first) of keeping the Corp poor. A very large part of strategy in this game is deciding whether or not a piece of ICE is effective enough to make you spend anywhere from 1/4 to 3/4 of your money when they decide to run it.
I'm still glad you had fun. But these grievances you have make me consider making "improved" starter decks so that new folks have a better appreciation for what a decently constructed deck is capable of.
Chicago Megagame group
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Chicago Megagame group
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If you are, please list:
Which preferred faction you would be for both sides
Have you played before
Would you like to do a modified version of deckbuilding, or keep to the starter decks
Chicago Megagame group
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I've never played although I've been following the thread/interested in the game for some time. The deckbuilding aspect is one piece that has largely kept me away from buying it in meatspace though, sadly. I'm game for whatevs though, so I'll opt for deckbuilding if my opponent wishes to do so as well.
Since the letter of the day is 'N', I think Noise and NBN would be my faction cards of choice.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Chicago Megagame group
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I think I would like NBN Making News as Corp or Anarch Noise as Runner. A little bit of building. Core set only.
Never played, would probably skip deckbuilding.
Weyland and Santiago.
Geth, roll 1d1000 for caliber
Geth, roll 1d1000 for Mikey
Chicago Megagame group
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@Caliber, please choose which side you'd rather be. I'll be sending out the deck building options shortly.
Chicago Megagame group
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NBN is on the air and coming to you loud and clear!
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Notice the two numbers in the lower left corner? Those are what you use for deckbuilding. The top number (45, in this case) is the minimum number of cards your deck has to have. The bottom number (15) is how much out of faction influence you can have. Here's how influence works:
Let's say that caliber, when building his deck, decides he wants more economy in there(which is never a bad idea, BTW). He really liked how the Adonis campaigns of HB worked.
See the little dots in the lower left corner? That is that card's influence cost. So one copy of Adonis costs 2 influence to put in any non-HB deck, which would leave caliber 13 influence left to spend however he pleases.
The other big rules:
No more than 3 copies of any card in a deck.
When building a Corp deck, you are required to have a certain number of Agenda Points in it. At the Core Set minimum of 45 cards, a Corp deck is required to have either 20 or 21 Agenda Points in it. These points can be split between however many(or few) cards the Corp desires. However, for every 5 cards over that minimum, the Points requirement goes up by 2. So if caliber's deck goes up to 50 cards, he will then need 22 or 23 points of Agendas. This is impossible to do in the Core Set since you cannot use Agendas that belong to a different faction. So, the largest a Corp deck can be in the Core Set is 49 cards.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
For the Runner - Building a deck is pretty standard in this regard...try to keep to the absolute minimum deck size since you rarely get a mandatory draw, and it's pretty important to find what you need quickly. I also tend to run more copies of cards if I am relying on card draw, and less if I have access to search cards for those tools (ex: less copies of each icebreaker if I am running Special Order).
For the Corp - People tend to go for the high end of deck size relative to agenda points without going over the threshold (usually 49). This lets you include more tools to keep the runner out (or more economy), but more importantly it should make the runner less likely to access an agenda from HQ or R&D due to card dilution. It also keeps deck bloat down so it isn't too hard to find what you need with your mandatory draw each turn (49 is very manageable, 54 not as much but your mileage may vary).
Great plays all around!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Sorry to interrupt your scheduled show, we're just having some technical difficulty. We'll be right back after these messages!
@Farangu
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
If it's awful, I'll crack their servers and make them play Beavis and Butthead for the next 24 hours.
I won't mulligan @Farangu
Caliber's re-deal will have to wait until this afternoon, unfortunately.
Chicago Megagame group
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Chicago Megagame group
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Try and keep track of what your opponent has spent influence on as you see it, and try to spot any patterns. Are they focusing on a particular style or type of card? How much influence have you not seen yet?
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Click 1: Research another card
@Farangu
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Did you know some studies suggest anarchist hacker terrorists can possibly break into your computer and control your mind? Stay tuned, we'll be telling you the 1 secret that might stop them tonight!
@Farangu
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Handsize limits?!? Sounds like political spin from our political opponents!
Click 3: Install ICE above HQ, discard down to 5.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Chicago Megagame group
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@caliber Click 1 run HQ. Do you rez your ICE?