How To Use Your Netrunning Deck Netrunning Deck
How To Use Your Netrunning Deck Netrunning Deck
How To Use Your Netrunning Deck Netrunning Deck
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situations, governments, and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly coincidental.
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NETRUNNING DECK USER'S GUIDE
Do It Your Way
W hat's in the Netrunning Deck?
w h a t s i n t h e n e t r u n n i n g d e c k w h a t s i n t h e d e c k
The Netrunning Deck contains 52 cards: 15 Program cards, 27 Black ICE cards, 3
Demon cards, and 7 Floor cards. They break down into 8 categories.
This is a User's Guide.
The key word there is
"guide". We're showing Program (Booster) Program (Defender)
you one way to use the
Netrunning Deck to Red border } Red border }
enhance your game but White bar } Red bar }
it isn't the only way. We Cards Cards
encourage you to exper- ■ Eraser x1 ■ Armor x1
iment with the cards. Play ■ See Ya x1 ■ Flak x1
around with them and see
■ Speedy Gonzalvez x1 ■ Shield x1
what works best for your
■ Worm x1
table.
In other words, don't be
afraid to hack the system. Program (Attacker Anti-Program) Program (Attacker Anti-Personnel)
Red border } Red border }
Black & white bar } Black & red bar }
Cards Cards
■ Banhammer x1 ■ Deckkrash x1 ■ Superglue x1
■ Sword x1 ■ Hellbolt x1 ■ Vrizzbolt x1
■ Nervescrub x1
■ Poison Flatline x1
Demon Floor
Black & white border } White border }
Cards Cards
■ Balron x1 ■ Control Node x3
■ Efreet x1 ■ File x1
■ Imp x1 ■ Password x3
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HOW TO USE YOUR NETRUNNING DECK
A 3 Floor NET The NET The NET The NET Architecture after
Architecture, ready Architecture as Architecture after the Netrunner Backdoors
to be explored by a it appears when the Netrunner the Password, defeats
Netrunner. the Netrunner first successfully uses the Hellhound, and
jacks in. Pathfinder. downloads the File.
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HOW TO USE YOUR NETRUNNING DECK
S etting Up a Cyberdeck
S e t t i n g U p a C y b e r d e c k S e t t i n g U p a C y b e r d e c k
1. Gather the cards representing the Programs installed on your Cyberdeck and place them in a row, face up,
in front of you. This is your Program Row.
2. To Rez a Program (make it active), push the corresponding card up above your Program Row.
3. If a Program is Derezzed, rotate the card upside down, but do not move back to your Program Row yet! To
deactivate the Derezzed Program, return the card to your Program Row, and rotate it right side up again.
4. For Attack Programs, rotating the card sideways in your Program Row is a good way to keep track of whether
you have used it that Turn. You can rotate it upright again at the start of your next Turn.
5. For a Program with once-per-netrun restrictions, after they have been used, rotate the card sideways, flip it
facedown, and return it to the Program Row if neccessary.
6. Programs that are destroyed should be removed from your Program Row and returned to the Netrunning
Deck. Ouch!
A Program Row representing the Programs installed on Redeye's Poor Quality Cyberdeck.
On Redeye's first Turn, they Rez Armor and Worm, pushing the cards up above the Program Row.
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HOW TO USE YOUR NETRUNNING DECK
An enemy Netrunner Derezzes Redeye's Worm Program, so they rotate it upside down. On their next Turn,
they can use a NET Action to deactivate the Worm, rotate the card upright, and return it to the Program Row.
Redeye uses a NET Action to attack a Skunk Black ICE with their Sword Program. They rotate the card sideways in the
Program Row to represent the Sword Program being used this Turn. At the start of their next Turn, they'll rotate it back upright.
Redeye's Armor Program is Derezzed. Since each instance of the Armor Program can only be used once per
netrun so it is rotated sideays, flipped facedown, and returned to the Program Row.
An Asp Black ICE successfully destroys Redeye's See Ya Program. The card is removed from the Program Row.