Wait…. Snare?

By vermillian2, in Android: Netrunner The Card Game

Playing today as Jinteki, runner hit my RnD and revealed a Snare asset. It did three damage to him (I had the funds to pay its trigger)… YIKES!

So runners really need to hold on to some cards to avoid being flatlined when on the offense… AND need to have creds for the subroutine breaking… sounds kinda maddening!

We play that right?

That's the risk you [puts sunglasses on]…run.

YEAH!!!!

vermillian said:

Playing today as Jinteki, runner hit my RnD and revealed a Snare asset. It did three damage to him (I had the funds to pay its trigger)… YIKES!

So runners really need to hold on to some cards to avoid being flatlined when on the offense… AND need to have creds for the subroutine breaking… sounds kinda maddening!

We play that right?

Check out Project Junebug.

::cue evil laughter::

*Ahem* .. and yes, you played that right. Remember, however, that it's at -1 cards, not zero, that the Runner dies. The Runner can have zero cards in their hand and still be alive.

Project Junebug is such a nasty nasty card! It almost feels like your cheating those scruffy runners…almost.

This is why it is best that a runner leaves one click available til after a run. The rules say that if the runner's hand is less than zero at the end of his turn, he is flatlined. But, if a runner keeps a click available for a run, if he is damaged, he can then spend the click to draw a card so that he is no longer at less than zero. At least I'm pretty sure this would work.

End of the turn refers to maximum hand size, which gets reduced by 1 for every point of brain damage you take. So if you take enough brain damage where your max hand size is less than zero at the end of your turn, you lose. If at ANY time you are forced to discard and have no cards to do so, you are flatlined and the corp wins immediately. No chance to spend a click for draw.

Doc9 said:

This is why it is best that a runner leaves one click available til after a run. The rules say that if the runner's hand is less than zero at the end of his turn, he is flatlined. But, if a runner keeps a click available for a run, if he is damaged, he can then spend the click to draw a card so that he is no longer at less than zero. At least I'm pretty sure this would work.

The actual rules quote:

If the Runner takes more damage than the number of cards in
his grip, or if he has a maximum hand size of less than zero at
the end of his turn, then he is flatlined and the Corporation
wins the game.

Two distinct clauses.

If the Runner needs to discard and cannot, the Runner loses.

If the Runner has a hand size lower than zero at end of turn the Runner cannot maintain '0' cards in hand and loses.