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Subject: Starter Rules, more to come! rss

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Kamil Chocimski
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I've been struggling in writing all the rules, especially combat, Card terminology, and log entry rules.

Here's what I got so far.


winning conditions
The Object of the game is to have the most victory points.
The game ends when 1 (or more) players have accumulated 8, mission based, victory points.
Completing Missions gains players victory points as follows.
Lvl1 Mission = 1 Victory Point; Lvl 2 Mission = 2 Victory Points; Lvl 3 Miss.. = 3 Victory Points.
When a player get's 8 points, the Game ends immediatly.
Players have other ways of gaining bonus victory points, and they are as follows:
For every 100 Credits a player has at the end, gives him 1 victory point.
Also there are 3, lvl 3 Virus Hack Cards in the deck. If a player has some in his hand (not installed.) each of these cards is worth 1 Victory Point. (Virus Hack Cards have the word "Virus" in it's name.)
If a player installs all 3 Virus cards installed he can attempt Cybernet Shutdown!
(for an extended gameplay experience, players may chose to play to 10 victory points.)
Cybernet Shutdown
If a player installs all 3 Virus cards he can activate them all to release a Super Virus into the system, wiping billion nodes and cpu's and corrupting the entire Cybernet, resulting in an instant win for that player regardless of victory points.
To activate the Super Virus takes a full turn, (in open net only.) so no other actions may be performed
(this includes Movement). At the begining of his next turn the game ends and this player wins.
(However if during this full turn activation another player gathers 8 victory points, or that player is attacked, this action will be interupted resulting in appropriate conditions. (i.e. combat, game end ect.


Place the board in center, Devide system tiles into 3 piles designated by their shape, face down and shuffle each one.
Place 6 small tiles face down on the yellow spots on the board, where specified. Then 3 Medium tiles on orange spots, and 1 large tile in the center.
(Optional, It is good to have diffrent Corporation Systems on the board so having each corporation present on the board is strongly advised, i.e. 2 small per corp., 1 medium per corp. This way go throught the tiles from the top until this is accomplished.)
Next, place the defense cards partialy above the map where specified (top right corner) and defender cards above that, each card pile segregated in it's color i.e. yellow, orange, and red.)
Each player is then given 2 lvl 1 program cards (randomly from the top of that deck) each player then chooses 1, and discards the other, the discarted cards are shuffled back in the deck (Note: If Liquid Mike Character is used, that player keeps both cards.)
Place the Agency board next to the board, setting up the Hack cards & mission cards face down in allocated spots, the deal out 3 yellow cards face up on the "on sale" spots, 2 orange, and 1 red, aswell 1 yellow and 1 red mission cards below. Note: Do not place a red mission card until at least 1 player has upgraded their deck to lvl 2.
Place The Credit Tiles above the Agency Deck neatly into the diffrent denominational values then give each player 100 Credits. (Liquid Mike character starts with 300 Credits)
Deal each player a character board (either randomly, or players can choose their own favorite character. If needed roll a die to see who gets to pick first.) Aswell his starting memory cubes, dice, and player token.
Players should read their character board and fulfill any perameters that are specified (Such as Agent X, which starts with Decoy markers.)
Players roll a D6 to see who goes first. The first player must then play their player token on a lightblue free access point (marked with a blue diamond) on the board, aswell as his Log token in the same spot. Then others do so in clockwise order.


Players may do the following on their turn.
Actions are split into 3 categories:
Open Net, System Actions, Offline Actions.
Player can move his token up to his allowed move rate (designated by his character board at the top. Upgrading their rigs will give them a bonus as specified.) One hex for 1 move.
Player can Enter a System by moving their character token on the SAP (System Access Point)
Players may not move onto other hex locations on that system.(Look at System Actions)
-Player may Access Agency actions (provided their player token is on a Agency Marker on the
board.) Agency actions are free with the following restrictions:

-Player may purchase 1 Hack card, then their turn ends.

-Player may pay Credits to Cycle "On Sale" Cards (See Card Cycling)

-Player can upgade their deck provided they have the Credits neccessary, then their turn ends.

- Player may sell any valueble data he has in his memory. (Note: Enchrypted data must be
decyphered first!)
-Player can Draw a mission card or take one face up.
Note: Missions in your hand can be aborted but theres a fine a player must pay to do so, if a
player is holding onto mission cards at the end of the game, this fine is doubled and subtracted
from the total score.
Costs: lvl 1 mission = 25 Credits; lvl 2 = 75 Credits; lvl 3 = 200 Credits.
After this action the player can still take 1 more Agency action or any remeinder move steps.

-Player may activate a Hidden token that they are currently on (Advanced Rules Only.)

-Player may activate an ability provided by an installed hack card that corresponds to the Open
Net Locations.

*Important Action: Players can Jack Out, regardless of where they are in the net.
Jacking out removes player token from the board, and ends the players turn, and interrupts any actions performed, this includes activating the Super Virus. (see winning conditions.)
At the beginning of his next turn the player can then do Offline Actions.
(Note: Sometimes players may be forced to jack out by a card, system Trace & Boot, or if a player reaches 0 HP, at which point a player may receive Corruption Tokens.)

-Player may initiate combat with another player who is within 1 hex of of him.
(See Combat Rules)
-Player may intiate combat with a defender within 1 hex of him.
(See Combat Rules)

System Actions

First! Player that is accessing this System, must place his colored log token on the systems access point. on the board (not the tile, later those tokens go under the new tiles.)

If a player has just accessed a new system he can attempt to hack into the SAP (System Access Point) Flip the System Tile upsidedown, (without rotating it) and place that players token on the exact spot that the SAP is on which he moved to. He can then Procede to Node Hack.

Players in a System has amount of actions corresponding to their Move Stat
(For Example: Gabe has a move of 2, he moved 1 space onto a SAP in the Open Net, now that he's in a system he has 2 more moves, or as they are called, System Actions. Moves spent in Open net do not count for System Actions even though these are calculated the same way.)

System Actions:

-Player may initiate combat with another player who is on the same node as him.
(See System Combat Rules)
-Player may intiate combat with a defender who is on the same node as him.
(See System Combat Rules)

-Hack Node. Hacking a node involves the following.
Player draws a defense card corresponding to the level of the system (However if he's hacking a Defense Node, he must draw 2 Defense cards.) and resolve those cards accordingly.
(More on Hacking later.)

-Sneak Node. Players may use their Sneak Skill to try to pass by the node. To do this player rolls his Rig Die (die changes depending on rig level.)
lvl 1 system nodes have a difficulty of 5; lvl 2 difficulty is 6; lvl 3 difficulty is 7. (Defense Nodes are +1 Difficulty.) If the die roll (plus any character bonuses) is equal to, or higher than, then he is successful! If it's lower, then it's a failure, at which point he is detected, system trace goes up 1, and he/she must attempt to hack that node. (1 sneak attempt allowed per node, unless he has a hack card that allowes him to go again.) Nodes that have been "Sneaked By" cannot be accessed, they can only be moved through, no Node Action Allowed there.

-Move from 1 accessed or sneaked node to another node: Movement inside systems follow purple/pink connection lines, as you can see below.

Therefore if Gabe has just accessed that net and has sneaked by the Access Node, he can then only move to the red circulard Defense Nodes only, and not to the Data Node or Cpu Node.

-Node Action. Different Nodes have different available actions. They are as follows.

Access Node = This is simply an access point, once hacked the player may move within
the system. Player can attempt to remove log tokens provided they can do so.
Also this is a safe System Exit Point if a player wishes to return to the Net
(Gameboard) without having to Jack Out!

Defense Nodes = Once hacked the player may attempt to disable system security for 1 full turn.
This means that if successfull, no defense cards need to be drawn until the end
of that players next turn. To attempt this action, the hacker uses his hack skill,
and rolls the Rig Die. His Difficulty is 6, for lvl 1 system; 8, lvl 2 system; 10, lvl 3
system. If player fails, system trace goes up by 1. (Obviously this is difficult to

Data Nodes = Player may copy files (needed for mission provided peramiters are met.)
Delete files ( mission specific action.)
Search for valueble data. A player rolls a d6 and refers to table below.

Die Roll Result.
1 - 3 You find nothing of interest!
4 You find an interesting project file (2 memory slot; value = 25 creds)
5 You find a file with access codes! (1 memory slot; value = 50 creds)
6 You find Encrypted Bank Account Numbers! (Enchryption lvl 3;
1 memory slot; value = 75 creds)
It is players choice to download files of value, he can search again this turn, but that will increase his system trace by 1. Max 3 searches per turn. Valueble data can be redeemed
at the Agency.

CPU Nodes = Player can attempt to Crash the System, or Control System.

To attempt a System Crash, player uses hack vs CPU Difficulty.
(CPU Difficulty is 2 times level of system, plus +1 for each defense node in the
system. However lvl 1 systems have base difficulty of 4) The system below has a
difficulty rating of 6 [lvl 2 x 2 = 4 + 2]) 1 attempt per turn, if failed, +1 system trace.

To attempt System Control, players uses hack vs CPU Difficulty (same as above)
If successfull, all nodes become accessable and open.

When a player is leaving an acessed CPU Node, he can go to any node in the system.
This action is only accessable from the CPU.

Offline Actions
Firs of all, if a player just went offline, his turn ends. On his next turn he can perform
any 3 actions, from the available actions below.

Jack In = A player can jack back into the net, at which point he places his player token on any free access point (marked with a blue diamond) on the board, aswell as his Log token in the same spot. (however certain programs "hack cards" may allow him to jack in onto a diffrent location, such as a Protected Access Point.) He can then move & perform Open Net actions as normal.

Clean Rig = This action allows a player to attempt to remove a corruption token from an
infected hack card.
To attempt this a player rolls a 1d6 and refers to results below.
(Note: He may add his basic Stat Hack Bonus to this die roll.)
If the result is 1 to 4, the attempt has failed. if the result is 5 or 6, he succeded, and
may remove 1 corruption token from an infected hack card.

Minor Actions
These Actions are so minor, they do not use up an action, they can be done at anytime during that players Turn.

-Install a Program. This allowes you to move a hack card from your hand to an empty Hack Card Slot on his characters sheet

-Run Minor Program. Certain Hack Cards have minor actions or abilities, the rules for them are on the cards, however most cards must be first installed before being used, or getting that bonus.

-Uninstall a Program. Which means, to take an active hack card and place it back in your hand.
You may only make 1 uninstallation per turn, also, hack cards that have corruption tokens cannot be uninstalled/removed, as well as certain virus cards.

-Trade/Sell. Players who occupy the same hex in open net, may reveal cards to each other. If so they chose their hack cards in hand, and trade/sell them with that player, the limit however is 1 card for 1 card per turn, or 1 card for creds per turn. When selling, prices are specified by the selling player, and may be haggled over.
Players may also do non binding promises, pacts, and strategise togather. Let your immagination
Decide on these if need be.


- Player vs Defender

(done so far.)

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