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#jinteki
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I want to build a new corp deck... HB or Wayland?
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soybeeftacos · 6 months
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Sleeving up some teaching decks from… 2017?! Hear me out!
I’m playing with some newer players, and we are playing with almost only Null Signal cards. For our regular meetup, I have brought some Standard decks and even some older FFG “classiques” decks. And as we have played, one other player has asked me to help him step him through systems in the game. To build decks that focus on one approach at a time. As we all know, learning this game can be woefully overwhelming, so I’m happy to help.
I asked for suggestions on how to help him from GLC and somewhat expectedly was told to just use System Gateway decks or perhaps to dive into Project CROW. Both are fine — the former for the newest of new players, the latter for players interested in working up to competitive decks. (The players in my group are neither).
So, this has led me back to TheBigBoy, as many things in this game have over the years. Back in 2016-2017, Abram Jopp developed these teaching decks — based on FFG cards that were current and legal at the time — as tools to help players learn different styles of play. His interpretation of what each faction was about wasn’t perfect but really did capture some important basics — Anarchs want to trash stuff, Criminals want to hit centrals for money; HB likes ICE, Jinteki will tax you with net damage. And so on.
And so, I am sleeving them up. None of these cards are legal anymore other than a few basics (Hedge Fund, Dirty Laundry). But the player I’m helping out doesn’t care. It gives my old cards some kind of new use — and this way, since they mostly aren’t being used, I can keep these decks permanently built. I’m throwing them and some other old decks into a Quiver I haven’t used in years (it housed my old Netrunner cube), and who knows? Maybe I’ll get some old style teaching games in soon.
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netrunnerconduit · 10 months
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And my final fic of the season!
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hellofromheinlein · 1 year
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Really cool new piece of fiction by @netrunnerconduit / @chouxflower for scoops season!
I've been a big fan of where Null Signal Games have taken Netrunner and the newest set Parhelion is already shaping up to be a lot of fun. This new Jinteki ID is so cool, it looks like it will give trap heavy decks another win condition and really reinforces the mind games that made me fall in love with this game in the first place.
Keep it up Null Signal!
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following solely for the A:NR username. Jinteki bs forever :D
:D back at you! And to be clear, I'm saying that I enjoy being on the receiving end of a Caprice psi game as much as the giving end!
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jazzyjama · 2 years
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Tabletoptober Day 3 - Media
I was going to try to do "media that has inspired my game worlds/games", but I can't remember the shows/books/movies/music I've listened to enough that serves as inspiration. Everything just sorta amalgamized together into one big mass that I can't pull specifics out of.
I will instead talk about my favorite fictional Media empire, and that's NBN from Android: Netrunner.
NBN is very good at fucking with the player in less direct ways than groups like Wayland and Jinteki. Their major schtick is to use the Trace mechanic, to either force the Runner to give up credits frequently, to evade the Trace, or to take the negative effect of it. This plays into the Identity's arc-phrase: Someone is always watching.
Their cards all deal with advertising, media, data monitoring and manipulation. Imagine if Google, Amazon, Apple and Facebook fused.
They got some fun cards, some neat Agendas to score/steal and all in all, just a really flexible playstyle if you're a creative deck builder. It's always fun to splash a few of their cards when I'm playing Wayland just because I like how they synergize.
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roguedeck · 2 years
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NETRUNNER - MIDNIGHT SUN CORP REVIEW
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Last time, we looked at the Runner side of this new pack. TOday, we're going to break down the Corp. Let's dig on in:
Haas-Bioroid
Unlike the Runner half of the set, some of the corps aren't seeing new IDs yet. This gives a couple of the factions a little bit of a looser feel than the narrow strategic direction we see with the Runners. HB is the best example of this.
We've got a throwback to themed ICE suites with Harmonic ICE (which are both fine). Hakarl 1.0 is going to wreck some fools. And getting a new 2/1 agenda is always great.
But the only card that really matters in HB is Big Deal.
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HB was already in a strong position with Precision Design and Seamless Launch in the card pool. This is simply another way to win the game.
Overall Opinion: HB gets some useful cheap ICE, but all we really want to do is Big Deal out the game.
Jinteki
Jinteki has some exciting cards in this pack. I don't know t=if they are good enough to make up for the lake of econ and their super porous ICE, but what you see gets the mind chugging in interesting new directions.
Clearly a lot of these cards are designed to support the facedown archive cards in Restoring Humanity - but they do it in very interesting ways. Moon Pool and Regensis lead you to an interesting mind game of dropping agendas in archives. At least we also get Bathynomus to make those archive runs painful.
A lot of the other cards are simple reflections of necessary game effects. Mavirus is a red Cyberdex. Mitosis is a new and improved version of Mushin.
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Blood in the Water is my favorite card in the whole set. This is just a game winner.
Overall Opinion: Jinteki is in bad shape already, and I don't know this set does much to improve their position in the metagame. We get a couple useful tools, but what sets Jinteki apart right now is the power of the new win cons (Regensis and Blood in the Water). I don't know if that's enough to power red decks up, but it'll be fun trying to make it work.
NBN
Our last two corp factions actually do get new IDs. NBN has a new gimmick to put advancement counters on cards. I think this is a potentially very powerful ability, but who knows if Weyland can use some of these cards better.
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Drago Ivanov is a yellow version of Zealous Judge. If you don't run him, you might just get wrecked. If you do, it might be a Checkist Scion instead. This give and take reminds me a lot of Fly on the Wall mindgames. Vasilisa is a potentially painful face check. Mestnichestvo is both painfully taxing and a potential roadblock that NBN desperately needs. Given a long enough game Ubiquitous Vig is going to be amazing econ. Artifical Cryptocrash is going to mess some runners up when combined with Seamless Launch.
The most exciting card is Backroom Machnications. This isn't anywhere near as powerful as Exchange of Information, but this is an important tool for both the 5/3 and 4/2 heavy agenda suites that NBN likes.
Overall Opinion: NBN gets plenty of new toys that lead to new strategies, augment existing strategies, and even power up some other factions. They seem like a big winner of the set.
Weyland
Let's get this out of the way, Ob Superheavy Logistics seems like an amazingly powerful effect - but I don't know how to pull it off yet.
This whole "trash your board" mechanic is probably great. Azef Protocol is already strong as a 3/2, but it also has the chance to kill the runner. Svyatogor Excavator is a corp Pawnshop. Extract is a massive burst econ card. Trust Operation isn't exactly Boom, but you could get incredibly far ahead of the Runner with it.
I actually like all the Weyland ICE in this set. Maskirovka gives you the kind of versatile ICE that Weyland generally lacks. Stavka is a great way to surprise the runner while making sure you keep the surprises coming. Envelopment is a nicely undercosted ICE to rush behind - that also works great with your ID.
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Overall Opinion: I have a feeling I am underestimating the power of Ob. On the whole, Weyland's cards are average power. You don't hate having them, but they don't seem to have the same "I win" potential that other factions received. But with that said, Ob and Trust Operation are the kind of flexible tutors that probably win more games than I'm thinking of.
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weirdletter · 3 years
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Azatoth Dimension Dash, by Jinteki, via DeviantArt.
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I made these #netrunner double side token with the art of @hildajzmin to mark once per turn triggers and click tokens with all the jinteki flavour. If you want to take track of your stargate runs, the trigger of find the truth or just click, this can be a good idea. #lasercutting #boardgames #token #nisei #snare #jinteki #atrapamoscas #plant #illustrator #myart #maker #fablab https://www.instagram.com/p/CDb5M6iDE_C/?igshid=k2fdqvikgjq8
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teaandink · 5 years
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#artistsoninstagram #art #artist #illustration #illustrator #androidnetrunner #netrunner #jinteki #potatoes https://www.instagram.com/p/BmLoli0BRIR/?igshid=nn25ijzcpf1
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themakerseye · 7 years
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Latest laser experiment.
One of my favorite Netrunner cards will always be the gloriously janky “Labyrinthine Servers” agenda.
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funshade-express · 9 years
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Netrunner: Dealing with Jinteki PE
So a recent Question from cobelli57 of "Whats a good way to trash cards without accessing them" (paraphrasing) leads to a root problem of "How to deal with Jinteki PE" You can build a deck around trashing cards without accessing them but it's not necessarily the best choice vs other decks where accessing is perfectly safe. So a better choice is "How to fight PE with my already made deck?"
You can find slight differences in the "shell game" Style of PE that run little ice but more focus on traps then anything else. So first lets see the terrible things that can happen to you.
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This is probably the most nasty thing to hit during your game fighting PE. Taking 3 brain damage (assuming its been Mushin no Shin) can make all of life harder to deal with later in the match up. where your constantly almost dead from being EMP'ed to flatline and you have to draw up first to even SCORE fetal let alone not die afterwords
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Snare! is a monster of its own. 3 Net from RND access can catch a lot of runners off guard and causes some of the most flatlines just from lack of clicks left to draw back up after hitting one.
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Psychic field is one im surprised more people don't splash into. some times more deadly then the Snare this is the most likely to cause flatlines from EMP the turn after
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The most painful agenda to score taking 3 net from PE and 2 credits you effectively pay 2 to snare yourself Scoring this monster.
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This is a MUCH less common card in PE Shell as the solution is Deus X and in a lot of games 3 brain damage thats mostly unpreventable vs to 6 net, 3 brain will practicly win you the game if early one, but a June bug is compleatly negated by Deus X (I still like it) These are the WORST things you can access in your fight of PE. but the most important note. is that only Snare and Fetal work from HQ and RND. Everything else is 100% safe to access. 
When your fighting PE. Go for HQ/RND
As the golden rule, don't run last click. But running in HQ/RND is the safe bet fighting Jinteki PE. as we are all Scared of snare flatline if it doesn't kill you, it was wasted credits on their part. and you spend the rest of your turn drawing back up. and you'll never see that snare again (Cough cough Jackson) IT'S OK TO HIT SNARE!, as long as it's early in your turn hit it. make them spend credits then draw back up. A lot of people become crippled in fear of hitting a snare. I like to call it Occupational hazard. 
Ok they just Mushin'd a card. Time to Assess the situation
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Any PE Shell deck worth noting runs 3 of this card and will jackson it back every chance they get. When they do, it's gennerly one of three cards (with exceptions) Overwriter, Ronin, Future perfect, Fetal AI. The moment they Mushin first thing you should do Is check their archives. (not running but like... grab it and look at it) If you see 2+ Overwriter its probably not that and your safer to run it. Second thing you do is ask the golden question
If that is a Future Perfect. How F***ed am I going to be? if they are sitting at 4 points. you run it. I don't care. 3 brain damage is not worth the chance of losing right then and there. If they are at 2 or less points you might let them score a Future perfect as the game becomes impossibly hard with a 2 card hand size. Most PE decks run 2-3 Advancable Death traps (cerebral) 2-3 Ronin and 2 Future perfects. 3 Fetal AI. When they mushin a card if your to take raw satistics its about a 1/4 chance of something that will Ruin your day if you access it. I tend to be more scared of unadvanced things as hitting Snare! or Psy field will set me back an entire turn where advancing means its neither. 
Counting Cards Clicks and Credits
When your turn is about to end the few things you should do is count their credits and Cards and assess the situation. In their three clicks what would it take to murder you? If they have a 4 advanced card, and its a Ronin they can Ronin EMP EMP for 5 damage, if their new 2 advanced card in a ronin the most they can do is Advance Advance Ronin for 3 damage. or do they have the credits to emp you twice? Ect. Doing this small thing can help you figure out information of what everything is. if you have 4 cards in hand and he advances that 2 advance card twice. he might of realized he needed that ronin at 4 to kill you and is trying to correct himself too late.
TL:DR When fighting PE go for HQ and RND as much as you can until your forced to start checking remotes. only check remotes as an Opportunity (they are low on credits and can't hurt you) or a last resort. mostly I tend to ignore remotes unless they are Mushin'd
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soybeeftacos · 6 months
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I’ve been building a lot of physical decks lately, which is kinda funny as I get in approximately three physical games per week. But, I like having options. Including the System Gateway teaching decks, FFG demo decks, and seven TheBigBoy teaching decks I keep in my spare Quiver, I currently have seventeen decks built. Yikes. I suddenly feel very awkward typing that out. I’m excited about the game, okay?!
Anyway, one of the most recently built decks is this fast advance A Teia that I only learned about last week when Andrej featured this idea on his Tuesday stream, I think. It uses the A Teia ability and an agenda I’ve never, ever considered playing (Timely Public Release). With the TPR token, you first install a piece of ice from Archives or HQ at the end of the Runner’s turn, then using the A Teia ability, install an agenda from HQ in the second remote. Then turn passes, you Seamless Launch on your turn, and score it out. It’s really a quasi fast advance — it’s not installing and scoring out on the same turn, technically, so can’t be interrupted by Clot. I’m curious to see if I can get the “TPR train” up and running.
I also love that this deck was designed by Sokka, the latest two-time World champion, using the last card designed by the only previous two-time World champ, Dan D’Argenio. (Embolus was actually designed by Kenny Deakins, I think). You can see here that my only copies of TPR are the ones I got at Magnum Opus, the final FFG Worlds event, and I got Dan to scribble his name on there, as I got all of my champ cards signed.
It feels good to see a janky but quasi-viable Jinteki “fast advance” of sorts deck in the meta, and extra nice to see the least-played champ card finally get a few rays of sun. If there’s anything I love about this game, it’s seeing the creativity of good players turning binder fodder into the crux of an interesting deck.
Now to find the time to actually play it!
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illuminatinggames · 7 years
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Sunday evening #Netrunner and #ToonCamera. Very close game; I went out to a big early lead, but ended up losing by 1 point. I think my Null/virus/Parasite deck may need some tweaking. Playing against #Jinteki is always harrowing. So much surprise damage-dealing capability! #bgg #boardgamegeek #androidnetrunner
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popthejackson · 7 years
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The pros and cons of jinteki.net
It's an exciting time for Android: Netrunner. An entirely new way of playing the game is about to arrive. Possibly. Eventually. If they can find the boat. 
Forthcoming "campaign expansion" Terminal Directive was this week reviewed by Shut Up & Sit Down's Quintin Smith. Quinns, who was for a while the most effective hype-man that Netrunner could have wished for, doesn't play any more. In his review he explains that this is due to various factors, some personal and some down to the game’s direction. But he also points to online play:
The game might have fared better ... if it weren’t for the growth of fan-made internet platforms that let people play Netrunner online. As these have gotten better and better, we get people playing Netrunner faster and faster, where testing some hot new deck is as simple as downloading a file.
When my friends and I started going to meet-ups, everyone in the scene was playing around five games a week, which means the refinement of our decks was a magical, personal process. Today, when you and your friends can test the same deck six or seven times a night, with no tedious sleeving and unsleeving cards, you end up with brutal decks that are more science than art.
So, then: jinteki.net.
The first thing anybody that plays Netrunner says about Netrunner is: "It's amazing, you should play it, do you want to play it, let's play it now.” Then, after a short and confusing game that ends for some unclear reason, they confess: "It's a complete bastard to learn.” Some games have a learning curve; Netrunner has a learning wall that disappears up into the clouds and hurts as you scramble up and then fall down, again and again.
Which is fine. Fun, even. (Part of the reason I started playing Netrunner was as a challenge: here is a complicated thing, can I get the hang of it?) But it can also be quite dispiriting, particularly when you get a short way up the wall, start to feel pretty good about how things are going, and then look up and see that the top is still not in view, and that the clouds you've just broken through were hiding ... more wall, and more clouds.
The only way up that wall is to play Netrunner, over and over. SU&SD are almost certainly correct to note the accelerant effect that j.net has on the competitive game, but for those just coming to the game that same acceleration is much more benign. It might even be crucial.
Personally speaking, I’m exceptionally lucky. I have no kids or other dependants, and I have a reasonable amount of free time. I live in London, which as a city has its problems but as a Netrunner meta is full of lovely people who really want to blow up your house. Which all means that I can play Netrunner one or two evenings a week, and go along to tournaments every other weekend or so if I'm feeling ambitious. This is, I think, a pretty decent amount of Netrunner to be playing.
Yet even in that exceptionally privileged position, the ability to squeeze a couple of games into a lunch break, or a slow Sunday morning, made the process of getting acquainted with all the crunchy, basic, functional stuff much quicker and much more flexible. And Netrunner has loads of that stuff. I have, after about a year of playing online and off, achieved the giddy heights of barely-informed, fumbling mediocrity. If I'd just been playing off-, I wouldn't even be able to say that.
(It should also be noted Netrunner now isn’t just more complicated than it was when it was just a core set; it’s also straightforwardly bigger. About a thousand cards now. And so the ability to do more learning through j.net has, usefully and symbiotically, evolved in step with the need to learn more.)
Perhaps more importantly, jinteki.net also means that the game can exist for those people who don't inhabit a scorch-happy London, or have logistical or personal reasons that prevent them from tripping along to the pub on Tuesday. At Reading's BABW qualifier I played a game against somebody from Yukon, Canada, near the Alaskan border, who happened to be in London on holiday. His local meta consists of two people; if his adversary quits, or gets eaten by a bear, it will just be him. Perhaps understandably, he plays a lot online.
What Quinns says feels right. Jinteki.net probably does mean that Netrunner as a game -- strong archetypes, their counters, their counter-counters, and so on -- is “solved” quicker that it would otherwise be. It certainly does mean that decks can be tested and tweaked on an almost industrial basis. And all of that must be terribly bleak for anybody that hoped that the joy of personalised discovery and boutique deckbuilding could be preserved within competition.
But j.net also means that the problems of Netrunner as a game in the world, as a game played by people who have complicated lives filled with things that aren't Netrunner, can be minimised and worked around. It serves an important function in taking the game to places, to times, and to people that it otherwise couldn't reach. Even if the online version of the game it brings is riddled with breakerless Leela.
Ultimately, if a game has an accessible online platform and also has a competitive scene, then naturally the latter will co-opt the former for testing, for tweaking, and for practice. And naturally they will take others with them. Yet if it doesn’t, then the game becomes much more closed: harder to get into; harder to get to. This is, perhaps, a irresoluble tension, the inevitable consequence of taking a hobby and firing it through the internet.
Doesn’t make for a particularly snappy conclusion, sadly, but here we are. Jinteki.net, a land of contrasts.
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gottdeswill · 7 years
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