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Turing Test - Wildling Run
Dec 20 2013 07:10 PM |
Eldil
in Android: Netrunner
Android: Netrunner Turing Test Eldil
Turing Test 2: Wildling Run
"The Wall can stop an army, but not a man alone."
-Mance Rayder
Goal: Access 10 "cards" from R&D (since there is no actual R&D, it makes no difference if you access the same "card" multiple times; i.e. if you make two successful runs on R&D in the same turn, it counts as accessing 2 cards).
Setup: Each of the central servers is protected by a rezzed Ice Wall with a single advancement token and a rezzed Data Mine (the Ice Walls are on the inside, the Data Mines are on the outside). The corp has five credits. Successful runs on HQ and Archives do not result in access, though runners can still use Account Siphon and any other cards that trigger off a successful run. Successful runs on R&D result only in hypothetical access (since there are no actual cards in the corp deck, simply record how many cards you would have accessed for the purpose of this challenge).
At the end of each of the runner's turns, execute the following, in order:
* If the runner has a tag, he takes one meat damage and loses all the credits in his credit pool (as if a Closed Accounts had been played and a Private Security Force had been triggered).
* Add credits to the corp's credit pool until it has five credits.
* If any virus has three or more virus tokens on it, purge all virus tokens (this is automatic, and doesn't cost the corp any other clicks or actions).
* If any ice is unrezzed, rez it at no cost to the corp.
* If any of the Data Mines were trashed during the previous turn, replace each of them with a rezzed Data Mine.
* If any of the Ice Walls were trashed during the previous turn, replace each with a rezzed Ice Wall, and place a number of advancement tokens on it equal to the number of runner turns that have passed.
* Add one advancement token to each of the Ice Walls (each Ice Wall should always have a number of advancement tokens equal to the number of runner turns, including the current one).
Deck Restrictions: Decks for this test may not include Femme Fetale or Exploratory Romp.
How to participate: Build a deck, run it three times, and each time record how many turns and clicks it took to accomplish the goal. Then post your results as a comment, with your Deck List, Average Performance Rating, Peak Performance Rating, Rundown, and Extra Credits:
* Average Performance Rating (APR) is the average number of turns across your three runs (clicks are ignored in APR, only turns are considered)
* Peak Performance Rating (PPR) is the number of turns and clicks it took to achieve the goal on your best run (example: 3rd click of turn 4)
* Rundown is where you present your analysis of the deck: how it worked, how it didn’t work, what you learned.
* Extra Credits is a place to list any special achievements or conditions you met: for the Wilding Run, since Shaper specializes in R&D access, Anarch and Criminal IDs count as extra credits. If you accessed R&D more than 10 times on your best run, list the number of times you accessed it. If you built a "field-ready" deck (a deck that could be used in competitive play), list that, too.
Here was my attempt. I restricted myself to Core Set cards only, so the bar is pretty low.
Identity:
Kate "Mac" McCaffrey: Digital Tinker (Core)
Total Cards: (45)
Event (21)
Diesel (Core #34) x3
Easy Mark (Core #19) x3 *
Infiltration (Core #49) x3
Modded (Core #35) x3
Stimhack (Core #4) x3 *
Sure Gamble (Core #50) x3
The Maker's Eye (Core #36) x3
Hardware (6)
Akamatsu Mem Chip (Core #38) x3
The Personal Touch (Core #40) x3
Program (12)
Battering Ram (Core #42) x3
Magnum Opus (Core #44) x3
Medium (Core #10) x3 ***
Net Shield (Core #45) x3
Resource (6)
Aesop's Pawnshop (Core #47) x3
Armitage Codebusting (Core #53) x3
Influence Values Totals -
Anarch: 12
Criminal: 3
Shaper: 48
APR: 8.3
PPR: 3rd click of turn 7
Rundown:
My goal with this deck was to get 1-2 virus tokens on Medium early in the game (below the threshold to trigger a purge), and then build up enough credits to make 3-4 runs on R&D in a single turn, possibly with Maker's Eye (resulting in 10+ cards of access). My deck was not finely tuned; I experienced the challenge that in a static environment like this, 45 cards are too many cards (especially when choosing from Core only), so there are some wasted/redundant slots. At any rate, my deck worked as I had hoped, but very slowly--and with the advancing Ice Walls, that slowness is compounded, since every turn that passes makes an R&D run that much more expensive. The Data Mines added an element of randomness to the challenge, since I couldn't rely on making three Maker's Eye or Stimhack runs in a single turn.
Extra Credits: Core Set Card Only
- kurthl33t and Entice like this
5 Comments
(I made it in my sixth turn on the second, third, and 4th click on three games)
I built a chaos theory deck with mediums and maker's eye, aiming to get the ten accesses in one turn, or in one case, 1 access on one turn and the others the next turn. The goal was either to get 3 mediums and run 3 times for 1+4+7=12 accesses, or 2 mediums and run with maker's eye the first time for 3+3+5=11 accesses. For my breaker, I had either Knight (with The Helpful AI in case it took too long), or cyber-cypher+tinkering. I never ended up using the cyber-cypher/tinkering combo, and I never actually needed the helpful AI.
edit: Actually, you only need 1 medium! 1+2+3+4=10 accesses, so if you have the knight in position, you can just punch through. Realizing that improves the speed to
APR 4.6, PPR 4th click of turn 4.
I'll try core set only next!
Deck Created with CardGameDB.com Android: Netrunner Deck Builder
http://www.cardgamed...er-deck-builder
Identity:
Chaos Theory: Wunderkind (Cyber Exodus)
Total Cards: (40)
Event (16)
Tinkering (Core #37) x3
The Maker's Eye (Core #36) x3
Modded (Core #35) x3
Diesel (Core #34) x3
Sure Gamble (Core #50) x3
Infiltration (Core #49) x1
Hardware (0)
Program (15)
Medium (Core #10) x3 â– â– â–
Djinn (Core #9) x1 â– â–
Self-modifying Code (Creation and Control #46) x3
Cyber-Cypher (Creation and Control #44) x3
Sahasrara (Creation and Control #47) x3
Knight (Mala Tempora #43) x2 â– â–
Resource (9)
Armitage Codebusting (Core #53) x3
The Helpful AI (What Lies Ahead #8) x3
Aesop's Pawnshop (Core #47) x3
Influence Values Totals -
Anarch: 15
Criminal: 0
Shaper: 66
Corroder will always cost n-1, where n is the turn number, to break Ice Wall (to a minimum of 1). Other fracters might be better when Ice Wall gets big, but the point of this is to go as fast as possible.
Three Mediums. Once installed, you only need three runs (two if you have Grimoire).
Djinn will let you get medium faster. Ideally you want it on draw, so three of these.
Special Order or SMC will get the programs you need.
On top of that, all you need is cash. Put in lots.
As you'll be doing all the runs in one turn, Data Mine is not going to bother you.
Also, seeing as all these goodies are Anarch, that pretty much decides your faction. None of the powers will matter.
If I get a chance, I'll post up a decklist and results.
Data Mine is pretty much to ignored.
credits/cards in hand/access
sure gamble 9/4
corroder 7/3
medium 4/2
run, 3/1/1(1)
run 2/0/2(3)
run 1/0/3(6)
run 0/0/4(10)
If you get the perfect draw, then sure.
Can you build a deck where you're guaranteed to get that starting hand? I guess Andromeda has a pretty good chance. Would be interesting to see someone run the numbers on probability of drawing the perfect hand.
Edit: Add in 3x Special Order in case you don't get the Corroders. Adds a few requisite actions/credits, but it's probably the next best thing in Andy. She's got close to 50% of drawing any card you have three of in the deck, but it's needed one of each of three which is the rub. I'd say as a base you probably want:
3x Sure Gamble
3x Medium (9 inf)
3x Corroder (6 inf, 15 total)
3x Special Order
3x Easy Mark
3x Dirty Laundry (For making back some of the cash if you had to Spec Order without losing out on a run)
Other cards to fill space.
It really would rely on a draw/mulligan of Gamble, Medium and (Corroder/Special Order) but I suspect you've probably hit on the most efficient method.
So, assuming you didn't get Corroder but did get Dirty Laundry then we're at
Sure Gamble 9/8
Medium 7/7
Special Order 6/7
Corroder 4/5 (Discard to 5)
Dirty Laundry 4/4/1 (1)
Run 3/4/2 (3)
Run 2/4/3 (6)
Run 1/4/4 (10)
Which is still a very respectable 8 clicks! Without Dirty Laundry
Sure Gamble 9/8
Medium 7/7
Special Order 6/7
Corroder 4/5 (Discard to 5)
Run 1/4/1 (1)
Run 0/4/2 (3)
Click for cred 1/4/0 (3)
Run 0/4/3 (6)
Click for cred 1/4/0 (6)
Click for cred 2/4/0 (6)
Run 0/3/4 (10)
So 11 clicks (although an Easy Mark could save you 2 clicks also).
Anyone have time to construct a deck and try this?