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Corporation Rules


Corporation Overview

To play, we need a deck of Corporation cards. Our deck must have a minimum number of agenda points in it (this represents a certain amount of activity required to make a profit), which may be supplied by a variable number of agenda cards. The following chart indicates the agenda point-to-deck size ratios we must respect.

Corporation Deck Size Limits

Agenda points
in our deck
Our maximum
deck size
18-19 45
20-21 50
22-23 55
24-25 60
26-27 65
28-29 70
Etc. Etc.

In addition to the limit imposed by the chart above, we may not play with fewer than 45 cards.

In addition to our deck, we will also need a number of markers, to represent bits and other counters. We will probably need no more than 40 such counters, but there is no limit to the number of bits we have available for use in the game. Each bit represents approximately 500,000 eurobucks worth of company resources: personnel, information, and equipment, among other things. When out of play, bits are in our bit bank; when in play, they are in our bit pool. We maintain our bit bank of counters in a convenient location in the margin of our playing area; we establish our bit pool somewhere directly in front of us.

Our deck is R&D, short for "Research and Development." Our hand is HQ, short for "Headquarters." The Corporate discard area, or Archives, consists of two piles, one face up and the other face down. Whenever any of our cards are trashed, whether by us or the Runner, they go to the top of one of the piles in our Archives. When any of our cards on the table that are face up are trashed, they go to the face-up pile. When we discard a card or when a card that is face down in play is trashed, it goes to the face-down pile. When a card that is accessed is trashed, it goes to the face-up pile. Operations we play go to the face-up pile. The Runner can examine the contents of the face-up pile at any time, but may only examine the face-down pile when he or she accesses the Archives.

Our primary purpose is to advance our agendas, which involves keeping the Runner from stealing them. To protect our uninstalled agendas, we will need to install ice on, and upgrades inside, our HQ and R&D. To protect our installed agendas, or the occasional nodes, we will want to establish subsidiary data forts. In order to make sure we have enough ice to protect our data forts, we should, as a start, try a deck with at least 25% ice cards. Finally, we must remember to obtain enough bits to pay for rezzing our nodes, upgrades, and ice , and to pay for advancing our agendas and playing our operations.


Corporation Cards

There are five types of cards in our Corporate deck: agenda, ice, node, upgrade, and operation. The following sections explain the special rules for and layout of each type of card.

Agendas: Agendas are data associated with our secret projects, generally projects to improve our Corporate infrastructure or advance our mission. In any case, agendas are highly sensitive data, theft of which could affect the value of our Corporation. Agendas are installed vertically and face down, and only in subsidiary data forts. Only one agenda or node card can occupy a given data fort at a time. If we wish, we can overwrite an existing agenda or node on our turn, which means to opt to trash it as part of the action of installing another agenda or node in its place. The number of advancement counters required to score the agenda, the difficulty of an agenda, is located in the symbol in the upper right corner of the card. The number of agenda points the card is worth is located in the symbol in the lower right corner of the card. Any bonus we might get for scoring the agenda is explained in the text box. Such a bonus is active as soon as it is applicable.

Nodes: Nodes are stores of data supporting projects that would be of little interest to marketplace competitors. If we were to run an advertising campaign, we might construct a node in netspace to contain the campaign's database. Nodes are installed vertically and face down, and only in subsidiary data forts. Only one of either an agenda or node card can occupy a given data fort at a time. If we wish, we can overwrite an existing agenda or node on our turn by trashing it and then installing a node from HQ in its place. Nodes are not active until we rez them. In general the effect of a node can extend beyond the data fort in which it is installed. If the Runner ever accesses one of our nodes, the Runner can pay its trash cost to put it on top of the face-up pile of our Archives. Occasionally nodes can be advanced; this will be indicated on the card. The further the node has been advanced, the more effective it will be, as indicated on the node.

Ice: We install a given piece of ice horizontally in front of the data fort it is to protect, directly ahead of any ice already protecting that fort. ice is anti-intrusion programming that typically presents itself in netspace as some sort of barrier or obstacle. We install the first piece of ice on a data fort for free. After that, to install each additional ice card on that fort we must pay 1 for each ice card already installed on the fort. As we install the ice, we can trash one or more pieces of ice already on the fort, and thus lower the cost to install the new ice; however, the last piece of ice installed on a fort is always placed in the outermost position, regardless of the position of any ice cards trashed to reduce its cost. Trashing ice while installing ice does not take additional actions.

The only time we may rez a piece of ice is when the Runner approaches that ice during a run on the fort. We may choose either to pay the rez cost of the ice, and thus activate it, or to let the Runner through. Once the ice is rezzed, it remains active and need not be paid for again. At the point that we rez a piece of ice, the Runner must break the subroutines of the ice, suffer their effect, or some combination thereof. When choosing ice, we need to keep in mind that only subroutines that actually end the run prevent the Runner from continuing the run.

Upgrade: We install upgrades vertically inside data forts, and we can install upgrades inside a fort whether or not an agenda or node currently occupies the fort. An upgrade represents an improvement to a data fort, perhaps a particularly competent sysop or a set of utility programs. There is no limit to the number of upgrades we can have in a given data fort. If we install an upgrade inside R&D or inside our Archives, we place it behind the appropriate pile(s); if we install an upgrade inside HQ, we put the card under or behind our bit pool. The Runner typically doesn't know whether a card inside a subsidiary data fort is an upgrade, an agenda, or a node, but since we cannot play an agenda or node on a central data fort, the Runner knows when we play an upgrade on one. When we wish to use an unrevealed upgrade's ability, we pay the rez cost of the upgrade and reveal it.

Operation: Operations represent some Corporate function of limited scope; we play an operation as an action, pay its cost, and then trash it. Operations are the only cards we trash after we play them. When we play operations, they go to the face-up pile in our trash.

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