Seven Game Design Lessons From Netrunner


Here's a pretty good overview of the mechanics and systems of Netrunner:

Many CCG-style card games, starting from genre founder Magic: The Gathering, tend to have a snowball effect, where a player with the best board position (e.g. more cards in play, stronger units on the board) keep on getting a better position, and it gets more and more difficult for the opponent to turn the game around.

In Netrunner instead the actions required to win, as advancing agenda cards for the corp or making runs for the runner, requires the spending of both clicks and actions, so the player that scores points unavoidably gets poorer and the board state moves toward a new balance.This situation makes for boring endgames where there isn’t fun neither in winning or losing. 

To limit this effect there are usually specific cards that balance the situation, destroying all cards in player (Wrath of God in Magic, Valar Morghulis in AGOT:LCG) or giving an advantage to the losing player (Magic Drain in Summoner Wars). Usually these cards are not appreciated by the player, and seen as unexciting necessity.

Full Story: HERE

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