Android: Netrunner is an asymmetrical cyberpunk Card Game for two players made by Fantasy Flight Games.
Set in a dystopian, cyberpunk future where monolithic megacorps own and control the vast majority of human interests. While corporation players try to score points by advancing their agendas, they have to guard their intellectual properties from the elite and subversive hackers known as netrunners.
This is a game definition for the Online Card and Tabletop Gaming Network (OCTGN). Its card effects are almost completely automated to allow for smoother play and prevent mistakes
This site is the repository of all things related to this game definitiojn. Please check the header above for such things such as installation instructions, tutorials, and contributions information.
You can see the latest news and updates below.
I see various people running their own little leagues and tournaments but usually nobody bothers to inform me about them, or make sure their stats can be correctly tracked. Usually this is not a problem, but if there is any confusion, and you want me to inform you of the stats of how a particular match ended, that is not easily achievable, as non-league stats are hidden by default and I need a full export to reach them, which can take some time.
A better solution would be, as a league organizer, to make sure you contact me to tag your league matches within the code of ANR in OCTGN. This way I can both retrieve a matches stats easier, and I can even provide a full statistics spreadsheet for your tournament or league after it’s finished.
All you need to do is contact me and let me know two things:
- Name of the League or Tournament (e.g. “Accelerated Beta League“)
- Unique game tag that all your participants will be using in their game title. (e.g. “[BGG-L02]“). The tag should always be surrounded by [square brackets] to distinguish it in the title.
Using this tag in the title will automatically mark a game as a league match, but even if you forget, you can use the game menu to record the match for the league.
So send me those details before you’re about to begin and I’ll make sure you matches are tagged properly in the statistics. If you don’t however, please do not ask me for individual game stats, as that’s far too much effort on my behalf.
Well have no fear, the latest data pack for A:NR is now rezzed! You can find the censored files in the sets page
The update comes with all cards automated as always, with some minor quirks:
- Bishop: Its placement is not restricted. To rehost it, just target an appropriate ICE and double click it.
- CopyCat: It won’t check for the duplicate ICE. Just make sure you’re using it when you’re allowed to.
- Wotan: Since the runner decides which routines fire, they’ve not been put at options. The runner can simply trash their progs, lose money and so on.
- Hellion Alpha Test: When the trace succeeds, the card will just remain on the table. Just target the resource and double click The Helion Alpha Test to return that card to R&D
- Off the Grid won’t actually prevent runs automatically. Just don’t do it.
- Profiteering will allow you to put >3 BP. Just don’t do it.
Other than that, everything should be groovy, but as always, if you find any bugs, report them over on github.
And if you haven’t noticed, there’s also been a few mechanical improvements in the last few days as well:
- Server access will now be blocked until the corp gives the OK. After 3 requests to access, the runner has a chance to bypass an unresponsive corp (but don’t do this unless you’re sure the corp is not still thinking about it). Second attempt will also directly prompt the corp to acknowledge the run or inform that they’re working on their reacts.
- Can now derez Agendas
- Reconnect() will now return ICE to their normal position, in case they get screwed.
- Plascrete carapace now comes with power tokens and their use is optional. When you’re about to receive meat damage, double click the carapace to use a token and create a damage-prevention effect on the table. That damage prevention will disappear once you receive any amount of meat damage, so don’t use the carapace all at the same time just to prevent the 3 incoming PSF damage.
Oh yeah, one last thing, the final set of the Genesis Cycle has now reached its uncensoring date, so I’ve replaced the individual data pack image packs with a whole uncensored package for the Genesis Cycle to be more convenient for the new players.
In my games I explicitly ask people not to drag & drop cards around the table. This is because doing so would not run any scripts these cards would require for installation or trashing, scripting such as updating MU totals, adding credits tokens and so on. So people insisting on manually dragging cards around ended up with false MUs, unfinished installations and so on.
However with some latest functionality of OCTGN, I’ve now managed to add code that can gracefully handle drag & drops. It works as following
- Dragging your ID from your hand to the table, will initiate the game setup. This should be easier to remember than pressing ctrl+shift+s.
- Dragging any card from hand to table, will attempt to install it. If you’re dragging corp cards, you have to keep shift pressed to place them face-down. Don’t complain to me if you forget!
- Dragging any card out of the table will either trash it (if you place it in trash) or uninstall it (if you place it in hand or R&D/stack). This will take care of MU totals and attached cards as well
- Dragging any card from Archives/R&D to the table, will check with you, if you want to play it at no cost. Pressing ‘No’ will just place the card on the table without triggering any scripts.
That said, even though drag & drop is now non-game breaking, I still strongly suggest you keep using the app the same way you’ve done until now. That is, just double-click (or press ‘del’ to trash). It’s both faster and less mistake-prone. Particularly because when manually dragging, the card first moves to its end location, and then all scripts fire, so if you do it by mistake (say you don’t have enough credits to play it), then you’ve just revealed the card to your opponent anyway. Using double-click would have prevented it before that.
Still, that should hopefully be more intuitive for many people and should certainly cut down on mistakes done when dragging cards around on the quick.
So, I made a Custom Biotics deck that I think has some potential and I call is “Psycho Gods”.
I played two games with it the other day that nicely displays what I’m trying to do. What do you think?
You can find the decklist here
As we’re approaching the release of the next data pack in a few days, I decided to warm up my code-crafting by fixing some of the bugs which have been reported in the meantime. See the list below!
- Runner should not be able to access face-down ICE anymore if they have them targeted when pressing Ctrl+Enter.
- Brain DMG Flatline should now happen only at end of turn.
- Fetal AI in Jinteki:PE should now do the correct damage when stolen.
- Added warning when corp approaches decking.
- Card draw effects can now deck the corp, as long as they initiated the effect themselves.
- Advanceable trap assets should now not trigger from R&D or H&Q.
- Amazon industrial zone can rez ICE now (Target the ICE you just installed and double click on the industrial zone to rez it at a reduced cost.)
- Plascrete will now be trashed when emptied of Tokens
- Rezzed Awakening Center ICE now works correctly when used
Data pack updates should be arriving soon enough.
Grab them from the sets page.
3.4.2.x brings around for a change that I’ve been wanting for a while, particularly the ability to trigger scripts for the other player!
For the first use basis, I’ve coded it so that cards like Snare! and Junebug will immediately pop a dialogue for the corporation, asking them if they’d like to trigger the card effects. This will hopefully end the common issue where someone would trash your snare before you had a chance to activate it.
Let me know what you think and if any bugs arrive from it.
I’ve just anonymized the latest statistics export for the ANR games played on OCTGN and made it available publicly. If that kind of thing is your area of expertise, feel free to perform some interesting number crunching
In recent days I’ve been playtesting some new ideas about corp strategies, and I ended up with some quite interesting games played which I’ve recorded and uploaded for your pleasure.
First it’s a game between Jinteki: Replicating Perfection and The Professor. It’s a horizontal deck concept, containing just 10 ICE, which I primarily use to cover my centrals, in order to tax the runner when running on any of my servers, which in turn have high cost assets and upgrades along with Encryption Protocols, to make trashing prohibitive.
The Second is a game between Cerebral Imaging and Rielle. The CI deck is built around abusing the extended handsize and Celebrity Gifts. It keeps recursing them via Jackson Howard and Archived Memories which effectively provides me with an on-demand Melange which cannot be trashed, as long as I’m holing an Archived Memories in hand. This provides a fairly solid economy, capable of supporting multiple high-cost Bioroids.
FFG has announced a new Tournament Tour (only in the US. Booo!)which will decide which of two new runner IDs will see the light of day. It was not clear from the post if these IDs were going to be part of a latter cycle, or just provided individually as promos of some sort, so since I already had the art and card data available, I decided to just go ahead and add them to ANR on OCTGN, for people to experiment with.
However even though one of these IDs might be officially derezzed forever, it doesn’t have to be the case for OCTGN play. So don’t think of it as losing on ID forever. Think of it as one ID becoming an OCTGN exclusive