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Android: Netrunner» Forums » General

Subject: Things you miss after not playing for a while (Advanceable Cards) rss

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Big Head Zach
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David Boeren
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, I want to apologize for the NR game we played a few weeks back where I said that you could advance any node even if it didn't say those counters could be used. That's patently incorrect.

That being said, I wonder if we'll see more advanceable nodes in the new version. We've already seen an example of advanceable ice (Hadrian's Wall) so there's no telling how this might be expanded upon!
 
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David Boeren
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Thanks for the correction. I'm not sure it had any real impact on the game though, so don't worry about it

Actually, it made sense to me that you could do so - I figured it was another part of the bluff mechanic. "Oh look, that thing I've been advancing is NOTHING! ABSOLUTELY NOTHING!!!!"

Anyway, what's more important of course is how things work in the new game and we won't know about that for a while. Actually, I would have thought FFG would have had another Netrunner teaser up by now - hopefully soon...
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James 3
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Zach is correct that you can't put advancement counters on anything by default except for agendas, as well as any other card that specifically says you can advance them. Nodes that don't specifically allow you to advance them can not be advanced, despite the potential bluff value in theoretically doing so.

Many of the original NR ambush cards like Experimental AI were advanceable, but some ambushes like TRAP! were not. There were also a few nodes that could be advanced that gained you bits, like Government Contract and Information Laundering. Now ice is potentially advanceable too, as seen on Hadrians Wall.
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Adrian Hague
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Ah, advanceable nodes. Vapor Ops was always my goto guy:

Runner: "Oooh, a datafort with an advanced agenda!" / runs fort/
Corp: Yoink!
 
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Robbie M.
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AdrianPHague wrote:
Ah, advanceable nodes. Vapor Ops was always my goto guy:

Runner: "Oooh, a datafort with an advanced agenda!" / runs fort/
Corp: Yoink!

Ambush nodes are awesome. The game wouldn't be the same without them.
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Eric Engstrom
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dboeren wrote:

Actually, it made sense to me that you could do so - I figured it was another part of the bluff mechanic. "Oh look, that thing I've been advancing is NOTHING! ABSOLUTELY NOTHING!!!!"


That's what TRAP nodes were for. devil

Most of the Nodes that were not advanceable had good effects that I, as the Corp player, would generally use right away (with some exceptions, like Schlaghund).

The advanceable nodes would have effects that go off when rezzed (generally). When observing the Corp's data structures, the Runner had to guess whether the card was an agenda, or TRAP!, or Shell Traders, or an Upgrade, or Vacant Soulkiller (shudder). I liked some of those nodes because they would even have lesser effects if accessed from the deck(R&D) or the hand(HQ)!
 
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