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NETRUNNER 2 v 2 TEAM NEMESIS RULESET by PIMPBOT

Exclusively for teams of 2 Runners (Agitator team) versus 2 Corps (Hegemon team), using standard decks and set-up (5 credits).

The Nemesis System, First Round Running The Nemesis System forms the core of this alternative team ruleset for Netrunner. In the Nemesis System each player is paired with a Nemesis from the opposing team such that each of the four players involved has a single Nemesis. (i.e. Runner1 is the nemesis of the Corp1 player and vice versa, Runner2 is the nemesis of Corp2 player and vice versa). This pairing may either be determined randomly or freely chosen, so long as each player has a single Nemesis before gameplay begins. Under the Nemesis System whenever card effects are brought into play that designate a general opponent (often stated as the runner or the corporation in the card text), these card effects only resolve against a players Nemesis, leaving the other opponent on the opposing team unaffected. Example: Runner1 has a Chakana card in play, whose card effect states that the advancement requirement of all agendas is increased by 1. This card does not increase the agenda costs for both Corporation players as this would make it far too powerful. Instead it only affects Runner1s Nemesis (which is the Corp1 player). The costs for agenda advancement for the Corp2 player remains unaffected. Note that the Nemesis System only applies to cards that produce passive or global effects against opponents, since the intent behind this system is to prevent those kinds of cards from being inordinately powerful under team-play conditions. The Nemesis System has no bearing on cards that provide bonuses to the player putting them into play (e.g. cards like Hedge Fund), or on cards that specifically target other cards in play (e.g. cards like Parasite), nor does it prevent a Runner from running against either Corporation or activating other card effects in support of those runs or as a consequence of the outcome of those runs. Example: Runner1 has a Chakana card in play and they would like to make a successful R&D run to charge it up. Their Nemesis (the Corp1 player) has a well-protected R&D but the Corp2 player does not. Runner1 decides to run on Corp2s R&D and succeeds, obtaining a virus counter for the Chakana. Once the Chakana has enough virus counters to activate it will only effect the Corp1 player (even though some of these counters may have come from runs against Corp2). Important Note: In the first round of a new game Runners may only make runs against their Nemesis. This restriction is removed after each player has completed one turn.

Turn Order/Seating Turn order is Corp1-Runner1-Corp2-Runner2-repeat, and players should be seated accordingly.

Table-talk, Card Revealing and Resource Sharing (Receiving) Table-talk is allowed under the condition that all such talk remains public for both teammates and opponents to witness. Players may not discuss in private, or reveal hidden cards to other players outside the scope of normal gameplay rules. Whenever cards are revealed as part of gameplay effects they are revealed to the entire table at the same time. Players may tell other players what cards they are holding or what cards they have installed under the normal table-talk rules, they just cannot actually reveal those cards in the absence of any reveal game effect (meaning that these players may just as easily be lying or bluffing). Players on the same team may Receive additional credits or cards from their partners. On a players turn, they may spend one click to Receive any number of credits and a maximum of one non-Agenda card from their teammate. If players wish to discuss these trades with their teammates (or if they wish to give explanations, or strategize, etc) they are free to do so but they must abide by standard table talk rules, meaning that all such communication must be public.

Victory Conditions As a competitive/cooperative ruleset, Team Nemesis rules make it possible for individuals as well as for teams to declare victory under the right conditions. The basic idea is that each player should be trying to achieve an individual victory (1 winner, 3 losers), while being prepared to accept team victory (2 winners, 2 losers) if individual victory proves too difficult to achieve. A Runner player achieves individual victory if they are able to score 8 or more Agenda points during the course of the game (+1 as compared to standard Netrunner because more Agendas are available to be stolen). A Corp player achieves individual victory is they are able to score 7 or more Agenda points during the course of the game. The Runner team achieves Agitator team victory if, between both Runner players, a total of 12 or more Agenda points are scored during the course of the game, or if both Corps run out of R&D cards. The Corp team achieves Hegemon team victory if, between both Corp players, a total of 11 or more Agenda points are scored during the course of the game, or if both Runners are flatlined.

Player/Nemesis Elimination If one Corp runs out of R&D cards or one Runner is flatlined, those players are immediately eliminated from the turn order and play continues until a victor can be declared. Any Agenda points being held by eliminated players are removed from the game and no longer count toward achieving team victory. As soon as at least one player has been eliminated in Team Nemesis Netrunner, all Nemesis System limitations regarding future card effects and the targeting of opponents are removed. Cards that are already installed retain their original targets (and may now be useless if that players Nemesis has been eliminated from the game), but players may freely target either opponent with any new card effects as they are brought into play. One a target is selected it cannot be changed unless the card generated the effect in question is removed from play and re-installed. Example: Runner1 has a Chakana installed when Corp1, Runner1s Nemesis, is suddenly eliminated. That Chakana no longer has any viable game effect since its target no longer exists. Fortunately Runner1 is able to play Salvage from their hand and re-installs a new Chakana while trashing the old one. The new Chakana targets Corp2 and play proceeds. Note that in a game in which their teammate has been eliminated, players are free to target either opponent but they must announce which opponent they are targeting whenever a card requiring a target is put into play/installed. It remains the case that cards generating global effects can only target a single opponent, the only change is that the player putting such cards into play may choose their target.

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