The tips in this article are aimed to be applicable to most (if not all) decks, and I’ve tried to keep stuff like “play better cards/decks” out of here. This article isn’t about deck construction or deck choice. This article is about play decisions and matters pertaining to playing the game and not deckbuilding choices. I tried to keep any completely wild opinions largely out of this article where I could, and tried to stick to fact as much as possible, or at least the sort of content that opinions can be made from. With that in mind, this article is geared towards the sort of player who considers themselves moderately skilled but wants to improve and take every edge they can. I don’t think any of these tips are going to turn a first-time-player into the next world champion immediately, and I’m no perfect player myself, but, in my opinion, they’re the sort of thing that you need to know or do if you want any chance of becoming a world champion.
Netrunner’s a fairly overwhelming game, so if you’re a new player who’s struggling to maintain a cool head already, even without trying to do the things I’ve listed in this article and finding it hard to do them all, try doing one at a time. Work on each part of your game at a time, and it’s important that your brain is focused on the game. Ideally you want to be doing everything in this article ‘automatically’, so a slower approach to learning these tenets might help immensely.
A shout-out and thanks to accomplished player Tagore Nakornchai for proof reading this article.
1: Always Draw First (Except When You Shouldn’t)
Let me tell you a turn which is in almost all cases strictly incorrect as Corp: click one install; click two install; click three draw a card. If you’re planning on drawing in a turn, and as Corp, you should know what your three clicks are going to look like in almost every case before taking the first click and drawing is one of those options (unless you draw into something that changes your turn), it should happen first as it gives you more information and more options to evaluate, and could change what you would otherwise do in your turn. For completeness, an example where you might not know your three clicks exactly as Corp is if you plan on fast advancing into a Clot threat, but in this case you should have two sets of three clicks ‘planned’ and choose which one based on whether or not the Runner gets Clot or not.
You should draw first when you can for quite a few reasons. As we all know, in Netrunner, cards are options, and having more cards in your hand means you’ve got more options for what to do with your clicks. It follows from this that seeing what our options are earlier is better than seeing them later, and the card you see may very well change what you plan on doing or be something better than what you were going to do earlier. In the above example of install install draw, the drawn card could be an agenda that you want to protect HQ for, it could be a better piece of ICE that you’d rather install than one of the other two, or it could be something that’s better than installing that piece of ICE. To put it simply: drawing cards might improve your options and change what you want to do with the rest of the turn, so do it first.
This doesn’t only apply to Corp, and very much applies to Runners too. There’s a few nuances with the Runner side of things, though, as it’s a perfectly fine turn to run then draw three times. Adding runs into the equation where you might want to click through scary ICE like Ichi 2.0 or react to the Architect you just let fire or Snare! you just accessed makes it a lot less clear cut. If you run an unprotected R&D, you might get an agenda (or access something tasty to trash like Caprice Nisei) and want to check again, up to a theoretical four times. If you know all the rezzed ICE on a server, you can run late into your turn if you don’t plan on re-running the server, and if you aren’t running for an access because of effects like Bank Job, Security Testing, or even if you’re just running an unprotected Archives to see the facedowns, aside from traps there are very few reasons not to run after drawing, as you will not need those clicks to the same server again, and you may draw cards that change your course of action (or even just draw a card like Dirty Laundry or Desperado to make it better). In the Runner’s case, whether or not drawing earlier rather than later is correct is dependent on what types of runs you’re making, but I leave that to the reader as something to decide for themselves in each individual case. I should reiterate, however, that unless your turn contains running and your turn involves drawing, in almost every case it is correct to draw before doing other actions. In the more complex cases, it’s very game state dependent, but this advice can still be used as a good guideline.
2: Plan Your Turns, Not Your Clicks
This leads on from the last section, as I believe the reason some people do draw late in the turn is because of improper turn planning. I’m going to make a bit of a strong assertion here that might make a few people raise their eyebrows: I believe that relying on click trackers in games of Netrunner makes you a worse player. Your turn is not a set of three or four discrete clicks and in cases where taking a click doesn’t change the game state (e.g. running/drawing), you shouldn’t need to think about what you’re doing next, you should have known before you took your last action. Your clicks are a set of actions you use to achieve a goal, and not individual things you should decide without regarding the others. To this extent, before you take any of your clicks, I believe you should have a plan/goal in your head of what you want to achieve, then a more concrete set of clicks you’ll probably take (if these clicks don’t include drawing/running, they should be concrete and should not change between clicks).
Even in situations where you need to draw/run, you should still have a goal in mind and still have a plan of clicks, but it should be of a forked path in your head. The fork in your turn should cover what happens if nothing changes or nothing goes wrong (this can almost always be mapped out as four clicks beforehand) and a slightly less concrete turn-idea that covers if things do go wrong (which could be as simple as “have clicks free in case something goes wrong during the run”). This goes hand in hand with preventing or minimising the damage of these threats to begin with; if you’re already thinking about what happens if things go wrong or if your options suddenly change, you’ll be hurt less when things do go wrong. Your threat prevention is built into the way you’re thinking about and planning your turns.
Planning turns instead of clicks strengthens your individual clicks themselves. Your reasoning for each click is backed up by your plan for the turn, this makes each click less of a whimsical decision and more of a cog for an already-designed machine. Planning your turns instead of clicks will also help you be a faster Netrunner player. Removing the need to ponder between each click means you can do most of your decision making on the opposing player’s turn (even if it’s more of an “if they do X, then I’ll Y, else I’ll Z”) and means you have a better idea about what you should doing on each click, condensing many decision points into one. It’s easy to see that a turn can be fast and fluid if you already know what you’re going to do beforehand.