Updated Netrunner L2P Script

Based on NSG's original script.

Corp List

Weyland Consortium: Built to Last (System Gateway)

Agenda (9)

Asset (8)

Operation (11)

Barrier (6)

Code Gate (5)

Sentry (5)

18 influence spent (max 15, available -3)
19 agenda points (between 18 and 19)
44 cards (min 40)

Runner List

Zahya Sadeghi: Versatile Smuggler (System Gateway)

Event (16)

Hardware (4)

Resource (9)

Icebreaker (11)

16 influence spent (max 15, available -1)
40 cards (min 40)

Topdeck before starting (top to bottom)

Runner:

Corp:

Script

Corp Turn 1

  1. Start of turn: Draw 1 card. This step is mandatory and happens at the beginning of Corp’s turn, every turn. Corp draws Hedge Fund.
  2. Click 1: Basic action: “Install a card from HQ”. Corp installs Superconducting Hub into a new remote server face down.
  3. Click 2: Basic action: “Advance 1 installed card” that can be advanced. Corp spends 1 credit and advances the face down card Superconducting Hub installed in the remote server by placing an advancement token on it.
    1. ID ability triggers: Corp gains 2 credits
  4. Click 3: Basic action: “Install a card from HQ”. Corp installs Palisade protecting the remote server, face down in front of Superconducting Hub.

Corp's turn ends with 6 credits and 4 cards in HQ.

Runner Turn 1

  1. Click 1: Basic action: “Play 1 event from your grip”. Runner pays 5 credits to play Sure Gamble, gaining 9 credits.
  2. Click 2: Basic action: “Play 1 event from your grip”. Runner pays 0 credits to play Jailbreak, selecting R&D as the run target.
    1. The run is declared successful.
    2. On successful run (before accessing cards):
      1. Jailbreak effect: draw 1 card. Runner draws Ritual.
      2. Jailbreak effect: Runner will access 1 additional card.
    3. Runner breaches R&D, accessing 2 cards from the top of R&D.
    4. Runner accesses the first card from the top of R&D. Corp player shows the Runner the top card of R&D without the Corp player seeing this card. The Runner accesses Above the Law and must steal this agenda if able. Runner declares a steal and the Corp player reveals the card, then places it in the Runner’s score area.
    5. Runner accesses the second card from the top of R&D. Corp player shows the Runner the top card of R&D without the Corp player seeing this card. The Runner accesses Tithe. Tithe is not stealable nor is it trashable. The Runner indicates to the Corp player that the Runner will take no further action and the Corp can place the card back on top of R&D without seeing the card.
    6. End of run.
      1. ID ability triggers: Runner gains one credit for each card accessed (2 credits).
  3. Click 3: Basic action: “Run any server”. Runner selects the remote server as the run target.
    1. The Runner approaches the outermost ice protecting the remote server.
    2. The Corp chooses to rez Palisade by paying the rez cost of 3 credits and flipping the card face up.
    3. The Runner encounters Palisade.
      1. The Runner currently has no way to break the subroutines on the ice being encountered.
      2. The Runner indicates to the Corp to fire all subroutines in order.
        1. Palisade: Resolve “End the run.” subroutine.
      3. The run ends.
  4. Click 4: Basic action: “Draw 1 card”. Runner draws Red Team.

Runner's turn ends with 11 credits and 5 cards in the grip.

Corp Turn 2

Corp starts turn 2 with 4 cards in HQ and 3 credits.

  1. Start of turn: Mandatory draw 1 card. Corp draws Tithe.
  2. Click 1: Basic action: “Advance 1 installed card” that can be advanced. Corp spends 1 credit and advances Superconducting Hub.
  3. Click 2: Basic action: “Advance 1 installed card” that can be advanced. Corp advances Superconducting Hub again bringing it to 3 advancement tokens.
  4. Score an Agenda on your turn: Superconducting Hub has met the advancement requirement of 3 advancements and can be scored. Corp player indicates that the Corp will score an agenda, reveals the face down agenda placing it in the Corp’s score area, and placing the 3 agenda counters back in the token pool.
    1. Any “On score” effects would happen now.
      1. Superconducting Hub On Score effect: Corp player draws 2 cards (Offworld Office, Kessleroid). The corp player now has a maximum hand size of 7.
  5. Click 3: Basic action: “Install a card from HQ”. Corp player installs Tithe face down protecting a central server, R&D.

Corp’s turn ends with 1 credit and 6 cards in HQ.

Runner Turn 2

Runner starts turn 2 with 11 credits and 5 cards in the grip.

  1. Click 1: Basic action: “Install 1 card from your grip”. Runner installs Red Team by paying 5 credits.
    1. Red Team effect: add 12 credits from the credit pool on to this card.
  2. Click 2: Red Team action: “Run a central server you have not run this turn”. Runner chooses a central server to initiate a run, R&D.
    1. Runner approaches the outermost ice protecting the server.
    2. Corp player chooses to rez Tithe by paying its rez cost, 1 credit, and flipping the ice face up.
    3. Runner player encounters Tithe.
      1. The Runner currently has no way to break the subroutines on the ice being encountered.
      2. The Runner indicates to the Corp to fire all subroutines in order.
        1. Tithe: Resolve “Do 1 net damage” subroutine. The Corp does 1 net damage to the Runner. *Teaching Moment* Explain damage and flatlining.
        2. Tithe: Resolve “Gain 1 credit” subroutine. The Corp gains 1 credit.
        3. The run does not end.
        4. The runner passes the ice.
    4. The run is declared successful.
    5. On successful run (before accessing cards):
      1. Red Team effect: Runner gains 3 credits, take these 3 credits from the 12 credits on Red Team.
    6. Runner breaches R&D, accessing 1 card at the top of R&D. Runner accesses the first card from the top of R&D. Corp player shows the Runner the top card of R&D without the Corp player seeing this card. The Runner accesses Syailendra. Syailendra is not stealable nor is it trashable. The Runner indicates to the Corp player that the Runner will take no further action and the Corp can place the card back on top of R&D without seeing the card.
    7. End of Run.
      1. ID ability triggers: Runner gains one credit for each card accessed (1 credit).
  3. Click 3: Basic action: “Install 1 card from your grip”. Runner installs Verbal Plasticity by paying its install cost of 3 credits.
  4. Click 4: Basic action: “Draw 1 card”.
    1. Verbal Plasticity replacement effect: “Draw 2 cards instead”. Runner draws Side Hustle and Rising Tide.

Runner’s turn ends with 7 credits and 4 cards in the grip.

Corp Turn 3

Corp starts turn 3 with 6 cards in HQ and 1 credit.

  1. Start of turn: Mandatory draw 1 card. Corp draws Syailendra.
  2. Click 1: Basic action: “Gain 1 credit”. Corp adds 1 credit to their credit pool.
  3. Click 2: Basic action: “Install 1 card from HQ”. Corp installs an asset Regolith Mining License in the protected remote server face down, behind the rezzed Palisade.
  4. Rez a card: Corp rezzes Regolith Mining License by playing its install cost of 2 credits, and flipping it face up. *Teaching Moment* explain rezzing cards and when they can be rezzed.
    1. Regolith Mining License “on rez” effect: add 15 credits onto this card.
  5. Click 3: Regolith Mining License action: “Take 3 credits from this asset”. Corp player adds 3 credits to the Corp credit pool from Regolith.

Corp’s turn ends with 3 credits and 6 cards in HQ.

Runner Turn 3

Runner starts turn 3 with 7 credits and 4 cards in the grip.

  1. Click 1: Red Team action: “Run a central server you have not run this turn”. Runner chooses a central server to initiate a run, HQ.
    1. The run is declared successful.
    2. On successful run (before accessing cards):
      1. Red Team effect: Runner gains 3 credits, take these 3 credits from the 12 credits on Red Team.
    3. Runner breaches HQ, accessing 1 card at random from HQ.
    4. End of Run.
      1. ID ability triggers: Runner gains one credit for each card accessed (1 credit).
  2. Click 2: Basic action: “Install 1 card from the grip”. Runner installs Rising Tide by paying its install cost of 1 credit.
  3. Click 3: Basic action: “Run any server”. Runner chooses the remote server (Regolith) as the run target.
    1. The Runner approaches the outermost ice protecting the remote server, Palisade.
    2. Palisade is rezzed, the Runner encounters Palisade.
    3. The Runner can now use Rising Tide to interface with the Barrier type ICE and break the subroutines on the ice being encountered.
      1. Teaching Moment explain Interface and using installed card abilities to break subroutines on ice.
      2. The Runner uses the “1credit: +1 strength” ability on Rising Tide 3 times by paying 3 credits.
      3. Rising Tide can now interface with the Barrier type ICE.
      4. The Runner uses the “Interface → 1credit: Break 1 barrier subroutine.” ability on Rising Tide 1 time by paying 1 credit.
    4. All subroutines on the ice are now broken. The Runner passes Palisade.
    5. The Runner accesses Regolith Mining License.
      1. Teaching Moment explain trashing cards and trash costs.
      2. The trash cost of this asset is 3. The runner pays 3 credits to trash Regolith Mining License.
    6. The run ends.

The rest of the runner’s turn is unscripted, the Runner can choose what they want to do for the remaining click and rest of the turns.

Before leaving the players, explain some final topics that may come up:

This is the end of the tutorial script.

Let the players continue playing the game to 7 points.