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This is a unique solo variant that attempts to accurately simulate a 2 player game.

The variant is VERY


simple; it changes no rules from the original game, and all decks are compatible with it. Fair warning,
these rules do not simulate the second player for you. Unlike other solo variants, you play both the corp
and the runner to the best of your ability, instead of the usual affair where you play against a scripted
enemy. You will lose just as many times as you win because you are playing against yourself, but I assure
you there is more strategy to this variant and your skill will improve greater.

The main problem with converting Netrunner to Solo is that there's so much hidden information going
on. Let's say you were playing NR by yourself, and on the Corp's turn, you placed a trap asset down
instead of an agenda. How are you supposed to trick your Runner-self next turn, into thinking that the
trap server you placed was a nice juicy agenda server?

Answer: If you randomized the agenda card and the asset card as the corp, then on your turn as the
runner, you would have no idea which card was the actual agenda. This is a central theme of this variant.
In order to simulate the mechanic of hidden information, we simply do not know what the information is
in the first place. Playing the corp is a unique experience- you will be selecting which information both
sides will know.

The result is a 1 or 2 player game, where there is no hidden information exclusive to either player. The
runner is given "the psychic" advantage of knowing what the cards are, but the corp is the lucky bastard,
always drawing the right card at the right time.

-------Setup--------

-Construct your corporation deck. We'll refer to that deck as the Real deck. Duplicate it into what we call
the Ghost deck. The Ghost deck is made up of cards from an entirely different card game. You can use
almost any other card game, so long as the cards can be separated into three different strengths (weak,
mid, fierce) and four different categories (ie 4 colors/4 suites).

-For your convenience, you can use my app to simulate your ghost deck and get you up and running
much faster. http://www.fastswf.com/qM5aKDk

-Separate your real deck into four decks = Agendas+Assets, Upgrades, Operations, and Events.
-Do the same for your ghost deck, but divide those further into three strengths, Weak, Mid, and Fierce. If
you can't divide it into three, the remainders go into mid, and then weak.

-Either muster a very adventurous friend, or steel yourself for Netventure.

-------Rules--------

The game is for 1 or 2 players.

The corp starts off the game with ghost cards, which over the course of the game will be converted into
real Netrunner cards. All cards are ghosted until either exposed or revealed as usual by the Runner, or
voluntarily exposed by the Corp in an action called "Displaying".

All cards are played face up, with the exception that the Corp can turn cards face down. For instance, if
the Corp has two agendas and one asset in his hand, he can turn them face down, shuffle them, and
install them at random. He cannot privately look at the card without turning it face up.

Even though runner can always see the same cards that the corp can see, cards are only converted to
faceup/unrezzed Corp cards via the Display Action.

The Corp can display a card as a free action. This action does not interact with the Netrunner timing
flowcharts and can be done at any time.

Display:

When any Ghost card is exposed by the runner, revealed/accessed by the runner, or voluntarily exposed
by the Corp as a free action, randomly determine which real card the ghost card becomes, by using the
strength of the ghost card. Before you scoff and close the tab, the strength of a ghost card does not
entail the cost of the actual card. The strength is actually relative to the time it is exposed, and the Corp
mostly controls when that ghost card is converted.
Take out the ghost card's real corresponding deck: Ice, Upgrade, Operation, or Asset+Agendas.

Shuffle the real deck. The ghost card determines how many real cards you draw-

Weak- 2 cards

Mid- 3 cards

Fierce- 4 cards

The ghost card will randomly become one of these real cards...

The Corp may put aside any number of these cards faceup, into the refused pile. He places the rest of
the cards face down into the "hope I get this" pile. Draw one last real card into the hope I get this pile,
shuffle and deal 1 one of those cards, and voila, your ghost card becomes a real card.

The Real card replaces the ghost card, and both parties are allowed to act on the knowledge of what the
card is. The ghost card is removed from the game. The Real card returns to its previous state, exactly like
how an Expose works.

That's all you need to know to play this variant.

---Optional Rules---

Unlike normal Netrunner, the corp can advance ghost agendas/assets, regardless of whether or not the
card can actually be advanced. If the ghost card you display turns out to not be legally advanceable, the
corp can either immediately gain 2 credits per advancement token, or attach the tokens to his/her ID
with the following text: "Spend 3 credits: Transfer this token to an installed non-ice card."

--Notes on Strategy--

As for how the Corp plays, you now control the flow of information rather than hiding it. Beginning from
your first five cards, you can choose to expose any of these cards to learn what they actually are before
mulliganing them. Remember, what you learn is what your opponent learns as well, so it is legal to not
look at a ghost card you are dealt, as long as the ghost card is played legally. This is important when the
Corp draws a card on his turn. If you already know what you're going to do on your Corp turn, why
bother looking at the card you drew, if it shows the runner what that card is?

Mini FAQ:

Q: Does the Corp's ability to turn cards face down apply to real cards or just ghost cards?

A: Both. The corp never needs to know what a real card or ghost card is, so long as he/she is legally
playing it according to the type of card. For instance, you could display an agenda in your hand only to
find out it has a high chance of being something you don't want. Just turn the card face down and find
out later.

Q: Can I use this variant as a way to build decks?

A: If you're a noob at netrunner, I'd say this is by far the best solo variant for putting your theorycraft
decks into testing. It won't beat the real thing, but hey, all of the cards work as printed. You won't find
another solo variant that does that.

Q: Can the runner use a ghost deck as well?

A: If you wanted a completely balanced solo variant, then yes, the runner should have a ghost deck as
well, but it'd be very tedious. The optional rule should balance for the Corp having to ghost everything.

Q: What happens if I don't have enough real cards to give to the Corp during the Display action?

A: Give as many as you can to the Corp first. Usually, the Corp just picks what they want at that point. It
no longer matters that the card is random.

Q: What happens if the Corp tries to use an effect on a ghost card that would only legally work on some
of his real cards?

A: He can't. The Corp's main weakness is that he can't play cards he can't see. For instance, if a card
effect tells you to rez a Bioroid ice, but all of your ice cards are ghost cards, then there is no way to fulfill
that effect without voluntarily exposing it to the runner. The corp is often forced to voluntarily display
cards in order to satisfy card prereqs, which means that the metagame does not favor Runner-Expose
type cards.
Q: What about Psi games??

A: Yeeeaaah maybe just don't play those here. All cards printed technically work in this variant, but for
psi games and the one card "Push your Luck", you'll need to find your own solution to randomize what
each side does. Maybe use dice, orrr write down what you chose for one side and then choose what the
other side chooses after you forget what you wrote. Just don't play psi games.

Q: What card game works well for the Ghost deck?

A: I used the Game of Thrones LCG cards. The Greyjoy are Fierce, the neutral faction is medium, and the
Starks are too easy, hehe.

Q: When should the Corp display its own cards?

A: With operations, basically as soon as you get them. Technically, unlike Ice/Agendas/Assets, there's not
much point in keeping an operation secret, but there can be exceptions, especially trashable operations
that the corp doesn't want both sides to know about until the corp is ready to play it.

Consider, if the runner had two breakers but didn't have a barrier breaker. You could install and display
an ice, and if it was a barrier, you could safely display and install an agenda and start advancing it.
Conversely, if money is the bigger varying factor, you'd want to display the ice at the moment the runner
runs into it. Consider a piece of ice like Universal Connectivity Fee, and how you wouldn't want to rez or
even display this piece of ice until the runner had enough money to get wrecked by it. The strategy in
this variant can at times actually be more complex than the base game, even if two players played this
variant.

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