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Feb. 25th, 2014

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Fifteen Decks in Fifteen Weeks, Pt 6

I have two more concept decks to present to you this time around, one of which has been refined throughout Spin and even late Genesis in prior versions. The Runner deck, Exile Parasucker, was something that I have been kicking around mentally for a little while and decided to try and bring to execution.

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Feb. 5th, 2014

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Fourteen Decks in Fourteen Weeks, Pt5

Christmas holidays and Summer break have gotten the better of me and this series, it seems, but here we are in February 2014 and there’s three rounds of the Spin League #1 decks to catch up on. Allon-sy!

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Dec. 16th, 2013

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Fourteen Decks in Fourteen Weeks, Pt4

Perhaps I should re-title this article Thirteen Decks, because this time around I played a variation on the Corp deck from the last fortnight. The reason being that by this stage of the league, I was out in front and matched against a player whom I knew to be using a net deck or two previously: Weyland Scorch (probably Glacier) and Shaper Katman. As Swordsman entered the environment I banked on a change from the Katman deck to him running Andromeda Static Breakers, given that deck had been tearing up the recent Plugged-in Tour and taking fourteen or fifteen of the top sixteen spots at the World Championship (my reports vary). I also expected that the Weyland deck would remain unchanged, given the strong performance of the archetype in both events. As such I did a little metagaming with my Brain Trust, and decided that Jinteki Personal Evolution had a strong game against Andromeda and that Gabriel Santiago with masses of credits (the “Vegas” archetype that Emma had played in Round 1 of the League) tweaked with Scorch defence was the best option against Weyland. Would I be successful? Read on…

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Dec. 13th, 2013

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Fourteen Decks in Fourteen Weeks, Pt3

Round three of the Spin League 1 saw one new Corp deck and one revision of a tried and true Runner deck.

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Dec. 3rd, 2013

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Fourteen Decks in Fourteen Weeks, Pt2

Welcome back to the new series of articles about the decks that I’m tooling around with for the Adelaide City Grid’s Spin League. This round I went with a new Exile build, after rejecting the early attempt of the Pawn cycle, and a new NBN deck that I’d latched on to the concept of a week or two after my HB code gate deck started getting smashed by a Kit build my wife started to run. So, on to the decks…

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Nov. 29th, 2013

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Fourteen Decks in Fourteen Weeks, Pt1

Welcome to a new mini-series of articles I’m hoping to sustain over the coming months. I’m intending to do something different for this series, which is to introduce a number of decks that I’ve designed and played, although perhaps not refined particularly well and discuss the merits and drawbacks of each. These might be completely off the wall and conceptual, or they may be fairly conventional designs, though hopefully more of the former than the latter. Think of them as potential jumping off points, perhaps, for tuning into tournament level decks of your own. Then again, they may prove in some cases to be little more than intellectual exercises, on par with the conceptual decks of Card Game DBs Tech Talk article series by Scud (not linked because the tagging doesn’t seem to work on CGDB).

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Nov. 28th, 2013

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Designing an Android: Netrunner deck

I’ve stumbled across a few blog posts recently that discuss how to build Netrunner decks, and while they’re good articles in their own right, I think there’s certain missing aspects. This is my own attempt to fill that gap. While the articles that inspired me to write this one cover a lot of the mechanical bases from which to actually construct a deck, and try to get the ratio of cards right in doing so, they are missing the fundamentals: designing a deck to do whatever it is intended to do.

A caveat first up: I’m an inveterate list-maker – not just with regards to deck lists, but customisable card games make for an excellent outlet for my OCD in this regard. I have dozens of deck lists (and variant versions thereof) archived and really there’s so many that I’ve probably played less than fifty percent of them. What this does mean, though, is that if you’re the type of player who builds decks by throwing a wodge of cards together, playing the deck and then winnowing out the chaff1, then there may not be much in this article for you. Or perhaps it may let you think about deck design in a different way. Allons-y!

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The Jinteki Replicating Perfection Project, Pt2: Agenda

This article was intended to be part of a series that never really progressed beyond the concept stage, so don’t go looking for Pt1 at this time. I may come back to the deck and the series in the future though the former is more likely than the latter. Still, I thought that the notion of Action Investment in scoring various Agenda schemes made for another interesting facet in considering the Agenda you’re building into a deck, so I’ve decided to post this article anyway.

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Nov. 27th, 2013

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Unfettered Trace: the Danger of Unlimited Tracing in A:NR

Welcome to the first essay by request in my series devoted to Android: Netrunner. This essay was requested of me by Ludo, a.k.a. wormhole surfer, a French game store proprietor, my co-editor on the Android: Netrunner The Card Game Facebook page, administrator of the French forum and blog site Run4Games, organiser of a number (all?) of the French National Netrunner Championships and a long-time Netrunner supporter. Its fair to say that both of us would be described as staunch advocates of the merits of the original Netrunner game, and Ludo especially might hold a greater love for O:NR than its newer incarnation.

Ludo asked me to discuss the difference between the trace mechanic in the original game and the new version, which is what I’ve done. The concern we both have is the existence of “accumulative trace effects”, that is, trace effects that have an increasing (accumulating) effect by the degree that the Corporation defeats the Runner’s link strength. These effects present a potential danger to the game of creating a Negative Player Experience (NPE), as it is termed in some other customisable card games (CCGs), and so I wanted to delve deeper into the trace mechanics to see what makes these effects so potent and potentially un-fun to play against. I’ve done this and go so far as to suggest a possible remedy for the card templates that employ such effects that could perhaps curb the dangers of unfettered tracing.

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Sep. 22nd, 2013

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Olivia

Someone is in my apartment.

The security system pings me for normal shit like a B&E, but I’d got nothing while working at the Jinteki people plant. Whatever this is then, it isn’t anything normal, and so the New Angeles Police Department aren’t my best option. Lucky me. I can do without the awkward questions my ‘guest’ would prompt if they found him.

So instead I find him. He’s lounging in the poly-fibe settee, ThreeD up too loud, console, voicePAD, data packs, empty Diesel cans and Shankers food containers strewn about. Like he owned the hab, just as he had way back when.

Ryp Phays. Self-styled ‘cyber-guerrilla’ as if that makes his brand of virt-terrorism any better. He calls himself a Runner when he’s not being pompous, which is really a cyberspace criminal as far as the Corporation targets are concerned. Justifying it as sticking it to the Corps where they hurt the most – their bottom line – is just so much bullshit when he’s just trashing other people’s property for the thrill of it. Ryp lacks elegance. There’s no style to his running; his cyberspace hacking is all about burning it down with viruses and ice-eaters.

He grins at me.

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