Team Nemesis Netrunner 2v2 Rules v2.0
Team Nemesis Netrunner 2v2 Rules v2.0
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 and Card Revealing 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).
Team Actions: Spots, Loans, Collaboration At any time during a players turn (and provided their teammate is agreeable) they may declare a Team Action. The Team Actions that are available to the Agitator (Runner) and Hegemon (Corp) teams differ in important respects that are described below. At any time during either Runners turn a Runner may declare that they wish to Spot their teammate, which involves transferring any number of credits from one Runners credit pool to the other. Spotting happens instantly and requires no clicks, the only requirement being that it occurs during a Runners turn. At any time during either Corps turn a Corp may declare that they are making a Loan to their teammate, which involves transferring any number of credits from one Corps credit pool to the other. Unlike Spotting, the Corp that is receiving a Loan must use a click to receive the credits from their teammate. If the active Corp has no clicks or does not wish to use a click then no Loan occurs and no credits are transferred from their teammates credit pool. At any time during their turn a Corp may declare that they wish to Collaborate with their teammate, which in thematic terms means that they wish to provide assistance in some R&D effort. In Collaboration, the active Corp spends 1 click and 1 credit in order to allow their teammate one immediate draw from their R&D deck. Collaboration can always be refused (for example if this would cause one a player to draw their last R&D card), in which case no clicks or credits are spent and no game effects occur. There is no limit to the number of times a Corp may Collaborate with their teammate as long as they can pay the 1 click/1 credit cost.
Direct Damage and Going to Ground Because in Team Nemesis Netrunner a Runner is exposed to full two Corp turns before they have an opportunity to add cards to their Grip, there is a correspondingly higher risk of being flatlined by direct damage sources. Accordingly, Team Nemesis Netrunner utilizes a Going to Ground mechanic to offset this increased risk. In thematic terms Going to Ground represents the fact that a Runner is pulling up stakes, changing locations frequently, and in general making an active attempt to stay off the Corps radar. A Runner may declare that they are Going to Ground immediately after receiving any amount of direct damage during another players turn. As soon as any other play or game effect occurs the Runner loses the ability to make this declaration (although some reasonable opportunity to make the declaration must be allowed by their opponents). When a Runner declares they are Going to Ground they forfeit one click from their upcoming turn, which reduces the total number of clicks on their upcoming turn to 3 (cards that automatically consume clicks, like Wyldside, continue to function as normal). In return for this click forfeiture the Runner gains the ability to Prevent up to 3 points of any kind of damage from any source until the beginning of their next turn. Note that the damage prevention effect gained by Going to Ground cannot be parceled out against different effects but must either be used entirely or not at all. Runners are free to utilize this prevention ability until the beginning of their turn (i.e. they are never required to use it), however the forfeited click remains forfeited regardless of whether the damage prevention is actually used. Runners may declare that they are Going to Ground a maximum of once per round (this limitation is reset whenever their turn begins).
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. Once 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 no longer has a Nemesis and may thus freely choose their target.