Holger's Turn Chart
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Start of Game:
Runner: Shuffle your deck; take [5] from
bank; draw 5 cards = hand size; 4 MU.
Corp: Shuffle your deck; take [5] from
bank; draw 5 cards = hand size.
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Corporation's Turn:
The Corporation's turn consists of drawing a
card from R&D and then taking three actions. Cards in play might give
the Corporation additional actions.
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Start of Corp Turn:
Runner: Special card effects can be used.
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Corp: Draw a card from R&D.
Special card effects can be used, including rezzing a node or upgrade.
You may score an agenda if it has advancement counters on it equal to or
more than its difficulty. Resolve any 'start of turn' effects in any order
you choose.
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Check victory conditions:
Did Corp gain 7th Bad Publicity counter ?
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Yes: Corp loses; END.
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No: Did Corp draw all required cards ?
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No: Corp loses; END.
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Yes: Did Corp score 7th Agenda Point ?
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Yes: Corp wins; END
No: Go to step 6.
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Corp: Do you have any actions left?
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Yes: Go to step 7.
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No: Go to step 11.
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Corp: Take an action. You can do any one of
the following things for each of your actions:
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Draw another card from R&D.
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Take a bit from the bit bank to the Corporate bit pool.
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Install an agenda, ice, node, or upgrade card.
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Play an operation card.
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Advance a card that is capable of being advanced. ( Pay [1] to put an advancement
counter on the card.)
-
Pay [2] from the your bit pool to destroy one of the Runner's resource
cards if the Runner has a tag.
-
Cards in play might let you perform actions not listed here.
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After a Corp action
Runner: Special
effects may be used.
-
Corp: Special effects may be used, including
rezzing nodes and upgrades. You may score an agenda if it has advancement
counters on it equal to or more than its difficulty.
-
Check victory conditions:
Did Corp gain 7th Bad Publicity counter ?
-
Yes: Corp loses; END.
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No: Did Corp flaltine the Runner ?
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Yes: Corp wins; END.
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No: Did Corp score 7th Agenda Point ?
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Yes: Corp wins; END
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No: Go to step 6.
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End of Corp turn.
Corp: Deal with any 'end of turn' effects.
After preforming all end-of-turn effects discard down to your maximum hand
size.
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Runner's Turn
The Runner's turn consists of taking four actions. Cards in play might
give the Runner additional actions.
-
Start of Runner Turn.
Runner: Special effects may be used. Resolve
any 'start of turn' effects in any order you choose.
-
Corp: Special card effects can be used, including
rezzing nodes and upgrades.
-
Check victory conditions:
Did Corp gain 7th Bad Publicity counter ?
-
Yes: Corp loses; END.
-
No: Did Runner get flatlined ?
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Yes: Corp wins; END.
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No: Did Runner score 7th Agenda Point ?
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Yes: Runner wins; END
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No: Go to step 16.
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Runner: Do you have any actions left?
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Yes: Go to step 17
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No: Go to step 21
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Runner: Take an action. You can do any one
of the following things for each of your actions.
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Draw a card from the stack.
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Take a bit from the bit bank to your bit pool.
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Install a hardware, resource, or program card. The card's installation
cost is paid immediatly.
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Play a prep card.
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Make a run on a data fort. See Sparky's Run Chart.
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Pay [2] to lose a tag.
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Cards in play might let you perform actions not listed here.
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After a Runner action
Runner: Special effects may be used.
-
Corp: Special effects may be used, including
rezzing nodes and upgrades.
-
Check victory conditions:
Did Corp gain 7th Bad Publicity counter ?
-
Yes: Corp loses; END.
-
No: Did Runner get flatlined ?
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Yes: Corp wins; END.
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No: Did Runner score 7th Agenda Point ?
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Yes: Runner wins; END
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No: Go to step 16.
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End of Runner Turn
Runner: Deal with any 'end of turn' effects.
After performing any end-of-turn effects discard down to your maximum hand
size.
Is your hand size less than zero ?
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Yes: Runner is flatlined; Runner loses; END
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No: Go to step 2.
Netrunner is © 1996 Wizards of the Coast, Inc.
Cyberpunk 2020, Cyberpunk, and Netrunner
therein are trademarks of R. Talsorian Games, Inc. Copyrights in certain
text, graphic designs, characters, and places derived from Cyberpunk 2020
® are the property of R. Talsorian Games, Inc., and are produced under
license to Wizards of the Coast, Inc.