ANR Damage Control — Introducing: ANR Damage Control

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Introducing: ANR Damage Control

My name is Jonathan Schoenfelder (although I appear most often on Netrunner sites as rumirumirumirumi) and I’m introducing today a project I’ve been brewing for the past few months. It’s called ANR Damage Control, a weekly column about Android Netrunner the Living Card Game by Fantasy Flight. This column will have a special focus given to damage decks and the various cards, mechanics, and strategies that go into them.

I’ve been playing ANR in Boise, ID for more than a year and a half (since the release of Creation & Control) and from the very first I’ve been struck by the game’s mechanical depth and the dynamic conflicts they create. The cyberwarfare waged between the runner and the corp has both thematic charge and compelling game design that has made it an obsession for me and many other players. One of my favorite aspects of the game’s design has been the way various types of damage and damage prevention shapes the games at many interconnected levels: from the individual game decisions to the overall strategy of different decks to the underlying psychology of players. Damage and its accompanying mechanics and dynamics are wholly distinct and intimately entwined with the entire game of Netrunner, and as such it makes for an interesting subject with a great breadth of topics available for examining and discussing.

When I began to think of what kind of original content I could bring to the Netrunner community, I thought about subjects I could write about that had both specificity and a large amount of material to cover. It’s often easy to make the subject of one’s writing so broad that it becomes abstract and vague, and for a game about precise interactions I felt like it would be unfitting to take too broad a view. At the same time, I don’t want to write something so narrowly focused that I would exhaust everything there is to be said in a single article. Damage strikes a middle ground between a focused approach that invites more thought and conversation than it closes. As the game progresses with new cards and different styles of play, there will be new aspects of damage to consider and discuss. And it’s one of my favorite parts of the game, which does a lot for giving me things to say.


Because this column will be dealing with such a specific topic in Netrunner, it’s going to be geared towards people who have played the game more so than total newcomers. But there’s something to be gained by new and experienced players to engage in an extended meditation on a specific topic in the game, and so I want to be open to wide audience of players even if non-players might find themselves lost in the specialized communication that defines Netrunner. As a means of introducing the column, I’d like to give a basic run-down of what I mean by damage decks and outline some of the basics about damage.

“Damage decks” is simply a term I use to describe any corporation deck that uses damage as a part of its composition and strategy. If a deck has Snare! or Scorched Earth in it, then it’s a damage deck. There are three types of damage in Netrunner:

  • Meat Damage - This represents the corporation attacking the runner’s body in “meatspace.” It’s often difficult to produce and in most cases require that the runner is tagged first. When a meat damage effect hits its target, it’s usually in large bursts. When you take a meat damage the corporation randomly trashes one card from your grip.
  • Net Damage - This represents the corporation attacking the runner’s mind while they’re jacked in. It’s easier to produce net damage than other forms of damage because it doesn’t require the runner to be tagged and many pieces of ice have subroutines that produce it. When you take a net damage the corporation trashes one card randomly from your grip.
  • Brain Damage - This represents permanent damage to the runner’s brain. It’s difficult to get brain damage to hit the runner because there are very few sources for it and most of the ice that give brain damage through their subroutines are bioroids, so you can avoid the damage by spending a click. When you take brain damage the corporation randomly trashes a card from your grip and your handsize is permanently reduced by 1.

If you ever take damage greater than the number of cards you have in your grip, or you end your turn with a handsize smaller than zero, you’re flatlined and immediately lose the game. It’s simple enough to point to a card in a decklist to determine whether it’s a damage deck or not, but there’s more to damage decks than simply whether there are damage producing cards.

It’s important to understand what purposes and strategies damage serves in a damage deck. Not every deck that has damage in them will try to flatline the runner. Some decks have damage cards in them without the damage being an integral part of their strategy, and there are decks that have no damage cards in them but are still using damage to their strategical advantage. Each deck is going to use damage in its own way in order to achieve victory and effect the way runners behave, and most of the well-crafted damage decks will use some combination of the basic damage strategies.

For the sake of simplification, I’ll use three different terms for the broadest categories of damage strategies. The first, which has already been mentioned, is the Kill. The potential to end the game in a fiery explosion (or a well timed jab in the heart) has been a staple for corporation decks since the core set, and a column on damage decks could not be complete without special attention paid to this powerful strategy. Kill strategies are most beneficial to the corporation player because it’s a surefire means of winning even if the rest of the game is going in the runner’s favor: it doesn’t matter if the runner can blaze through all your defenses and steal your agendas if they wind up dead. Kills are often highly situational and difficult to produce reliably: flatlines can take the corporation player by surprise just as much as they take runners. Decks that focus too much on killing the runner can find themselves in losing positions often, and unless they can land the fated killshot they’re left with dismal prospects for the game.

The second strategy is Disruption. Cards were included in the runner’s deck so that they could be used, and losing a card to a piece of damage can be a serious loss of resources. Many decks include damage in order to disrupt the runner’s plans and sap their resources before they have a chance to be used. This can come in the form of an important breaker lost to damage, but it can also disrupt the runner’s plans by forcing them to take an extra click to draw a card. The risks for disruption strategies are lower (since you aren’t putting all of your effort toward producing a specific amount of damage) but so are the rewards (you don’t get an automatic win).

Finally, the third strategy is to Threaten the runner, and this is the most subtle of the three. Sometimes you don’t have to deal damage to the runner at all to get a strategic benefit from damage: if the runner alters their behavior in order to avoid damage you’re gaining a benefit from damage without having to use any of your own resources. There are many decks that include damage cards but that are meant to be used only situationally. Meanwhile the runner changes the way they play the game in order to actively avoid those situations, which can create opportunities the corporation wouldn’t have if the runner wasn’t playing cautiously. Some decks are even built and played to give the runner the impression of forthcoming damage but don’t include any damage dealing cards. The rewards and the risks for this strategy are very difficult to articulate clearly because of its psychological effects, but its presence is palpable and powerful.


I’m planning several articles to deal with a variety of topics and in a variety of different forms. For instance I plan on writing card reviews, which is a well-worn genre of netrunner content but that I think could use the benefit of a narrower focus. I also plan on providing decklists when a specific topic lends itself to discussing specific decks. I want to also take certain opportunities to speak more broadly and abstractly about the game of netrunner, and in these cases damage will provide the necessary grounding. I’m excited to embark on this project and I’m eagerly awaiting any response from the community, whether it’s criticism, conversation, disagreement, or inspiration. Feel free to comment here or in the Reddit thread, or contact me directly through email at rumirumirumirumi@gmail.com.

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