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Anonymous /tg/96146473#96163240
7/23/2025, 9:43:22 PM
>>96160544
The best way to think about it is as a tower defense game mixed with some bluffing elements.
One player is a "hacker" (in this case rethemed as the Expedition's side) which tries to build the best rig and program suite to break down the other player's defenses, the "evil corporation" (here rethemed as "whatever can be encountered in the Deep), and expose their dastardly plan.
Mechanically, this is done by the hacker simply saying he'll "run" (hence, Runner = Hacker in their world) on one of the Corp's servers, i.e, any "tower" of cards the Corp puts on the table facedown. The Corp's hand, deck and trash are all accessible locations, as well as any "remote" server he opened before. So, if the Corp leaves his HQ (name for the hand) or R&D without any defenses & the runner simply declares a Run on them, he get to reveal one card, if that's an Objective, he picks it up and scores it.
Part of the Deckbuilding rules forces the Corp to include a number of Objective cards based on how many cards you have in your deck (this will be simplified in this version, too much fiddling around in that mechanic), and for the Corp to win, he must find these cards, play them in a Remote Server, Advance them (i.e spend 1 Action & 1 Credit) up to its requirement, and then reveal it.
Defense cards (ICE) comes in 3 main types (Barrier, Sentry, Code Gate), and the Runner's hacking programs are usually keyed to breaking down a single type. Everything is done through Credit. Most Breakers (hacking programs) can be pumped to deal with any ICE of the correct type by feeding it Credits. Unless he is atrocious at deckbuilding, it is theoretically impossible to lock out a server from being accessed, it just becomes too expensive for the Runner's economy.
Runner gets 4 Actions a turn, Corp gets 3+1 card draw (to threaten flooding). Actions are mostly Draw a card, Play a card, Gain 1 Credit, Advance.
First player to get to 7 Objective points wins the game.