[{"data":1,"prerenderedAt":449},["ShallowReactive",2],{"game-en-netrunner-system-gateway":3,"overlays-en-netrunner-system-gateway":448},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":27,"components":8,"cover":31,"deepDive":32,"description":16,"duration":167,"extension":170,"faq":171,"industryLegend":8,"lastReviewed":207,"leaders":8,"locale":208,"manualUrl":209,"mechanics":210,"meta":215,"navigation":216,"path":217,"players":218,"publisher":220,"quickStart":221,"resourceLegend":8,"rulesVersion":407,"seo":408,"sourceFiles":409,"sourceNotes":411,"stem":412,"strategies":413,"summary":444,"videoLanguage":8,"videoUrl":8,"weight":445,"year":446,"__hash__":447},"games\u002Fen\u002Fnetrunner-system-gateway.md","Netrunner: System Gateway","#1F8FB5","12",null,"https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F345976\u002Fsystem-gateway-fan-expansion-for-android-netrunner",{"type":11,"value":12,"toc":23},"minimark",[13,17,20],[14,15,16],"p",{},"Netrunner is an asymmetric duel where both players play different games on the same table. The\nCorp builds servers, hides agendas and defends with ice; the Runner invests in programs and\ncredits to break in and steal them. Neither can win by looking only at their own cards.",[14,18,19],{},"System Gateway is the front door: two preconstructed decks that make sense after one game and\nare later expanded with a booster pack into the full experience. The learning curve is well\ndesigned: simple cards first, complex ones afterwards.",[14,21,22],{},"The game is decided on resources. A Runner with an economy can afford to fail; a Corp with\ncredits can afford to rez. Whoever runs out of either loses, even holding the best cards in\nhand.",{"title":24,"searchDepth":25,"depth":25,"links":26},"",2,[],[28,29,30],"Card game","Science fiction","Asymmetric","\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fcover.webp",{"title":33,"intro":34,"phases":35},"Two clocks and a credit economy","You can already install, run and rez. The game is decided by economy: the corp cannot defend everything and the runner cannot run everything, so whoever chooses better which server deserves their credits and clicks wins.",[36,87,129],{"id":37,"label":38,"steps":39},"clocks","The two clocks",[40,55,73],{"title":41,"text":42,"images":43,"check":48},"The corp plays against its own deck","The corp draws a mandatory card at the start of its turn, so R&D is both its deck and its life: if it runs empty and must draw, the corp loses. Defending the central servers is therefore not optional; a corp that ignores R&D is playing against the clock. Agendas are the other race: it must score before the runner steals the ones already in hand.",[44],{"src":45,"alt":46,"label":47},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fidentidades.webp","The two System Gateway identity cards: The Catalyst on the runner side and The Syndicate on the corporation side.","The two identities",{"question":49,"options":50,"answer":53,"explanation":54},"What happens if the corp must draw from an empty R&D?",[51,52],"It loses the game","It shuffles the discard and continues",0,"The corp loses if forced to draw from an empty pile, which is why R&D needs ice.",{"title":56,"text":57,"images":58,"check":67},"The runner plays against their hand","The runner has no mandatory draw, but their hand is their life: damage discards cards, and with too few cards they lose. Card economy is therefore defence: running with an empty grip is running without a cushion, and many servers punish exactly that. A runner with resources but no cards is as exposed as one with no credits.",[59,63],{"src":60,"alt":61,"label":62},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-cartas-1.webp","Game cards face up in a fan, none covering another.","Cards",{"src":64,"alt":65,"label":66},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-recursos-2.webp","A separate pile for each resource, all clearly visible.","Resources",{"question":68,"options":69,"answer":53,"explanation":72},"What does the runner's hand represent?",[70,71],"Their margin of life against damage","Their agenda points","Damage discards cards from hand; without enough cards, the runner loses.",{"title":74,"text":75,"images":76,"check":81},"Clicks are the resource you cannot buy","The runner gets four clicks and the corp three, plus the mandatory draw. There is no way to buy clicks: every turn is a fixed budget of actions, so efficiency per click decides the game. A runner spending three clicks on economy and one on a run is playing a different game from one running four times with no money. Before your turn, decide how many clicks go to economy and how many to pressure.",[77],{"src":78,"alt":79,"label":80},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-esquema-1.webp","Annotated diagram that makes the idea of the step visible.","Diagram",{"question":82,"options":83,"answer":53,"explanation":86},"How many clicks does the corp get per turn?",[84,85],"Three, plus the mandatory draw","Four, like the runner","The corp has three clicks and also draws a card at the start of its turn.",{"id":88,"label":89,"steps":90},"economy","Credits, ice and breakers",[91,105,117],{"title":92,"text":93,"images":94,"check":99},"Ice is only worth it if you can rez it","Installing ice costs almost nothing; rezzing it costs credits and is a decision you make when the runner approaches. A corp with ice installed but no money defends nothing: the runner runs, sees the ice and you cannot pay. The corp's economy is not a luxury, it is part of the defence. If you install three pieces of ice, work out how many you can rez on the turn the runner attacks.",[95],{"src":96,"alt":97,"label":98},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fcartas.webp","A fan of System Gateway cards showing corporate ice, an operation, an asset and a runner event.","Card types",{"question":100,"options":101,"answer":53,"explanation":104},"When is the rez cost of ice paid?",[102,103],"When the runner encounters it and you choose to rez it","When it is installed","Ice is installed face down and paid for when rezzed during a run.",{"title":106,"text":107,"images":108,"check":111},"Each breaker covers one type","Ice has types (barrier, code gate, sentry) and each breaker breaks one. A runner with only barrier breakers crashes into a sentry, and a corp that only installs barriers hands the game to whoever has the right breaker. Before building a server, look at which types you have and which the runner can break; before running, look at what you lack and whether you can afford the damage.",[109],{"src":110,"alt":79,"label":80},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-esquema-2.webp",{"question":112,"options":113,"answer":53,"explanation":116},"What does a barrier breaker break?",[114,115],"Only barrier ice","Any ice, at a higher cost","Each breaker breaks its own ice type, which is why decks mix types.",{"title":118,"text":119,"images":120,"check":123},"Runner economy is built first","Running costs credits: breaking ice, paying costs and trying again. A runner without economy does not run, they only look. The first turns are therefore usually about installing resources and programs, not pressure. The right question is not “can I get in now?” but “how many runs can I pay for this turn and the next?”. Sustained pressure beats one heroic run.",[121],{"src":122,"alt":65,"label":66},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-recursos-3.webp",{"question":124,"options":125,"answer":53,"explanation":128},"What does the runner need before running often?",[126,127],"An installed economy that pays for runs","More cards in hand than the corp","Without credits the runner cannot break ice or repeat runs.",{"id":130,"label":131,"steps":132},"bluff","Bluffing and servers",[133,144,156],{"title":134,"text":135,"images":136,"check":138},"The corp bluffs with what it hides","The runner does not know what a remote server holds until they get in: it could be an agenda, an asset or a trap. That hidden information is the corp's main weapon. Installing something and not rezzing it forces the runner to decide whether to spend credits checking. If the corp never bluffs, the runner learns to ignore empty servers; if it always bluffs, the runner eventually runs and wins. Bluffing works when it is believable.",[137],{"src":45,"alt":46,"label":47},{"question":139,"options":140,"answer":53,"explanation":143},"Why can the corp bluff?",[141,142],"Because the runner cannot see contents until they access","Because the corp may change cards during the game","Face-down installed cards hide their type until the runner accesses them.",{"title":145,"text":146,"images":147,"check":150},"Defend what the runner needs, not everything","The corp has central and remote servers and cannot protect them all equally. The question is what the runner is willing to lose: if they need to steal agendas, they will pressure HQ and R&D; if they need to stop your scoring, they will attack the remote where you advance. Put your best ice where the runner has to go, not where you would like them to go.",[148],{"src":149,"alt":79,"label":80},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-esquema-3.webp",{"question":151,"options":152,"answer":53,"explanation":155},"Where should the best ice go?",[153,154],"On the server the runner needs to attack","Always on Archives","Defence follows what the runner needs, not a fixed routine.",{"title":157,"text":158,"images":159,"check":161},"Access is not theft","When the runner accesses a server they see the cards and only steal agendas; assets and upgrades may have access effects. A successful run is therefore not always a gain: you can spend credits to discover there was nothing there. The runner should value the information they buy, not only the agenda they hope for. Sometimes the best play is not to run and make the corp spend first.",[160],{"src":60,"alt":61,"label":62},{"question":162,"options":163,"answer":53,"explanation":166},"What does the runner steal on access?",[164,165],"Only agendas","Every card they see","Access reveals cards, but only agendas are stolen and scored.",{"min":168,"max":169},30,60,"md",[172,176,179,182,186,189,193,196,199,203],{"category":173,"question":174,"answer":175},"setup","How many players can play?","Exactly two, one per side. Netrunner is asymmetric by design: Corp and Runner have different rules, decks and goals, and solo play needs house rules.",{"category":173,"question":177,"answer":178},"How is this different from the original Netrunner?","Netrunner began as a Richard Garfield design published by Fantasy Flight Games and went out of print. Null Signal Games keeps the game alive with its own compatible material, and System Gateway is their beginner product: two decks ready to learn with.",{"category":173,"question":180,"answer":181},"How long does a game take?","Between 30 and 60 minutes. Starter decks move fast; with built decks and more cards the game stretches because each turn holds more decisions.",{"category":183,"question":184,"answer":185},"turn","What are clicks?","They are a turn's actions. The Corp gets three clicks plus a mandatory draw; the Runner gets four clicks. Almost everything you do spends a click, and usually credits as well.",{"category":183,"question":187,"answer":188},"What does rezzing mean?","Turning an installed card face up by paying its cost so its abilities are active. Assets and upgrades can be rezzed at almost any time; ice only during a run.",{"category":190,"question":191,"answer":192},"special","Can you run several times in one turn?","Yes, as long as you have clicks and credits. Each run costs a click and then the costs of breaking ice, so the real number depends on your economy.",{"category":190,"question":194,"answer":195},"What if the Runner's deck runs out?","If they must draw and cannot, they lose the game. The same applies to the Corp's R&D: if they are forced to draw from an empty deck, the Runner wins.",{"category":190,"question":197,"answer":198},"Can you mix cards from other products?","Yes, Null Signal material is compatible with itself and with the classic edition. To start with, the rules recommend playing the decks exactly as they come.",{"category":200,"question":201,"answer":202},"scoring","How are agendas scored?","The Corp places advancement counters with the advance action and, once the agenda has as many as it requires, scores it into their score area. The Runner steals it by accessing it in a server.",{"category":204,"question":205,"answer":206},"end","What is a flatline?","Being emptied of cards in hand by damage. When the Runner takes more damage than they can discard, they lose immediately: it is the Corp's fast route to victory.","2026-10-24","en","https:\u002F\u002Fnullsignal.games\u002Fplayers\u002Flearn-to-play\u002F",[211,212,213,214],"Resource management","Deck construction","Bluffing","Asymmetric duel",{},true,"\u002Fen\u002Fnetrunner-system-gateway",{"min":25,"max":25,"best":219},[25],"Null Signal Games",{"pitch":222,"pitchCheck":223,"setup":229,"turn":301,"mistakes":372,"winning":400,"winningCheck":401},"Netrunner is an asymmetric two-player game: one player runs the corporation, protecting servers with ice and advancing agendas, while the other is the runner, a hacker trying to break in and steal them. System Gateway ships two ready-to-play starter decks: The Catalyst and The Syndicate. The Corp takes a mandatory draw and three clicks per turn; the Runner gets four clicks and does not draw automatically. Whoever reaches the agreed agenda points first wins, and the Runner also wins if the Corp is forced to draw from an empty deck.",{"question":224,"options":225,"answer":53,"explanation":228},"How many clicks does the runner get each turn?",[226,227],"Four","Three plus a mandatory draw","The runner gets four clicks and no mandatory draw; the Corp draws a card and gets three clicks.",[230,240,250,268,278,291],{"text":231,"images":232,"check":234},"Decide who takes each side. The Corp uses the blue-backed deck (34 cards, The Syndicate) and the Runner the red-backed one (30 cards, The Catalyst). Put the booster pack aside until you have played a game or two.",[233],{"src":45,"alt":46,"label":47},{"question":235,"options":236,"answer":53,"explanation":239},"How many cards are in the Corp starter deck?",[237,238],"34","30","The Corp starter deck has 34 cards; the Runner's has 30.",{"text":241,"images":242,"check":244},"Shuffle each deck and draw a starting hand of five cards. Each player begins with five credits. The Corp places their identity to represent HQ (their hand) and leaves room for R&D (their deck) and Archives (their discard pile).",[243],{"src":60,"alt":61,"label":62},{"question":245,"options":246,"answer":53,"explanation":249},"How many credits do players start with?",[247,248],"Five","Ten","Both players start with five credits and five cards in hand.",{"text":251,"images":252,"check":262},"Get counters ready: small coins, cubes or tokens. They track credits, advancement counters on agendas and damage. Without counters the game descends into chaos.",[253,254,258],{"src":96,"alt":97,"label":98},{"src":255,"alt":256,"label":257},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-losetas-1.webp","Tiles laid out and legible, artwork and number visible.","Tiles",{"src":259,"alt":260,"label":261},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-monedas-1.webp","Game coins in a stack, one flipped to show both faces.","Coins",{"question":263,"options":264,"answer":53,"explanation":267},"What are advancement counters for?",[265,266],"Marking how close an agenda is to being scored","Counting the clicks in a turn","Each agenda needs a set number of advancement counters before it can be scored.",{"text":269,"images":270,"check":272},"Place the action reference card between the two players. One side lists the Corp's actions and the other the Runner's; it also shows whose turn it is.",[271],{"src":60,"alt":61,"label":62},{"question":273,"options":274,"answer":53,"explanation":277},"What does the reference card show?",[275,276],"The basic actions and whose turn it is","Each player's agenda points","It is the table aid: available actions plus a turn marker.",{"text":279,"images":280,"check":285},"The Corp goes first. Their opening turn is usually economic: install some ice or gain credits. The Runner answers by probing servers that are still unprotected.",[281],{"src":282,"alt":283,"label":284},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-cenital-1.webp","Top-down view of the table at the setup point the step describes.","Table from above",{"question":286,"options":287,"answer":53,"explanation":290},"Who plays first?",[288,289],"The corporation","The runner","The Corp opens the game; the Runner responds each round.",{"text":292,"images":293,"check":295},"Agree on whether you play the starter game (34 cards, six points to win) or the full game with the booster pack (44 cards, seven points). The game recommends starting with the former.",[294],{"src":60,"alt":61,"label":62},{"question":296,"options":297,"answer":53,"explanation":300},"How many points are needed in the starter game?",[298,299],"Six","Seven","With the starter decks you play to six points; once the booster is added, seven.",[302,312,325,339,350,361],{"title":303,"text":304,"images":305,"check":307},"The Corp's turn","The Corp draws one card automatically and then spends three clicks. At the end of their turn, if they hold more than five cards, they discard down to five. They may install cards, play operations, gain credits or advance cards.",[306],{"src":60,"alt":61,"label":62},{"question":308,"options":309,"answer":53,"explanation":311},"How many cards may the Corp hold at the end of a turn?",[247,310],"As many as they like","The Corp's maximum hand size is five; anything over goes to the discard pile.",{"title":313,"text":314,"images":315,"check":319},"The Runner's turn","The Runner gets four clicks and no automatic draw: drawing a card costs a click. With those clicks they gain credits, install programs and resources, play events or start a run.",[316,317],{"src":60,"alt":61,"label":62},{"src":318,"alt":65,"label":66},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-recursos-1.webp",{"question":320,"options":321,"answer":53,"explanation":324},"Which basic action does the Runner have that the Corp does not?",[322,323],"Starting a run","Advancing cards","Only the Runner can run; only the Corp can advance agendas.",{"title":326,"text":327,"images":328,"check":333},"Servers and ice","The Corp has three central servers (HQ, R&D and Archives) and can create remote servers for agendas and assets. Ice is installed in front of a server, in columns, and you pay one extra credit for every piece already protecting it.",[329],{"src":330,"alt":331,"label":332},"\u002Fimages\u002Fgames\u002Fnetrunner-system-gateway\u002Fguia-mesa-1.webp","The table mid-turn, with the pieces the step mentions.","Table in play",{"question":334,"options":335,"answer":53,"explanation":338},"What protects a server?",[336,337],"Ice, installed in front of it","Assets, installed in its root","Ice sits in columns in front of the server; assets and agendas go in the root.",{"title":340,"text":341,"images":342,"check":344},"Rezzing","Installed cards go face down. To use an asset, upgrade or piece of ice you must rez it by paying its cost. Ice can only be rezzed while the Runner approaches it during a run.",[343],{"src":60,"alt":61,"label":62},{"question":345,"options":346,"answer":53,"explanation":349},"When can ice be rezzed?",[347,348],"When the Runner approaches it","At any point during the Corp's turn","Ice is revealed during the run, not before.",{"title":351,"text":352,"images":353,"check":355},"A run","The Runner spends a click and picks a server. They approach the ice from the outside in: the Corp may rez it, the Runner encounters it and uses icebreakers to break its subroutines. Get past all the ice and they breach the server.",[354],{"src":330,"alt":331,"label":332},{"question":356,"options":357,"answer":53,"explanation":360},"In what order does the Runner meet the ice?",[358,359],"From the outside in","From the inside out","They start with the outermost ice, the one closest to their side of the table.",{"title":362,"text":363,"images":364,"check":366},"Access, steals and scoring","On access, the Runner steals agendas and may pay trash costs to remove assets and upgrades. The Corp scores agendas once they hold the required advancement counters. Whoever reaches the agreed agenda points first wins.",[365],{"src":330,"alt":331,"label":332},{"question":367,"options":368,"answer":53,"explanation":371},"What does the Runner do with an accessed agenda?",[369,370],"Steal it and score its points","Trash it","Stolen agendas go to the Runner's score area: they are the hacker's route to victory.",[373,382,391],{"title":374,"text":375,"check":376},"Running without an economy","A Runner who starts running on turn one ends up with no credits and no cards. The usual plan is to spend the first turns installing programs and building income; runs come when there is something to break ice with.",{"question":377,"options":378,"answer":53,"explanation":381},"When should you start running?",[379,380],"Once you have an economy and tools installed","On the first turn, always","Without credits or icebreakers, a run only burns clicks.",{"title":383,"text":384,"check":385},"A Corp with no ice on the centrals","HQ, R&D and Archives are the servers the Runner always attacks. Leaving HQ bare lets them steal a random card from your hand; leaving R&D bare lets them see the top card of your deck every turn.",{"question":386,"options":387,"answer":53,"explanation":390},"What does ice on HQ protect?",[388,389],"The Corp's hand","The Corp's deck","HQ is the hand, R&D the deck and Archives the discard pile: all three are central servers.",{"title":392,"text":393,"check":394},"Not reading the opponent's cards","Netrunner is won by reading what the other player installs. A face-down asset can be a trap or an income engine, and an unknown piece of ice can end your game if you charge in without the right breaker.",{"question":395,"options":396,"answer":53,"explanation":399},"What does a face-down card tell you?",[397,398],"Only that it is installed, not what it is","Its type and cost","Installed cards stay hidden until they are rezzed or accessed.","The first player to reach the agreed agenda points wins: six with the starter decks, seven with the expanded ones. The Runner also wins if the Corp is forced to draw from an empty deck. The Corp wins if the Runner takes enough damage to empty their hand (a flatline) or if the Runner runs out of deck.",{"question":402,"options":403,"answer":53,"explanation":406},"How can the Corp win without scoring agendas?",[404,405],"By dealing enough damage to empty the Runner's hand","By stealing cards from the Runner's deck","Damage forces the Runner to discard; with no cards left in hand, the Corp wins.","Reglas completas v26.03 (Null Signal Games)",{"title":5,"description":16},[410],"reglamentos-pdf\u002FNetrunner_Comprehensive_Rules_v26.03.pdf","This guide is based on Null Signal's comprehensive rules and the System Gateway Learn to Play booklet. System Gateway is a beginner product with two preconstructed decks (30 Runner cards and 34 Corp cards) plus a booster pack that brings them to 44 cards. Illustrations come from Null Signal's promotional material.","en\u002Fnetrunner-system-gateway",[414,418,421,424,428,431,434,438,441],{"level":415,"title":416,"text":417},"beginner","As Corp, ice the centrals","Before building remote servers, put ice on HQ and R&D. Without that base the Runner steals agendas from your hand or reads your deck every turn, and the game slips away before you have played.",{"level":415,"title":419,"text":420},"As Runner, build the economy","The first turns are not about running but about installing programs and credit engines. A Runner with an economy can afford a failed run; one without it loses the game on the first piece of ice.",{"level":415,"title":422,"text":423},"Read the board before acting","Every face-down card is an unknown and every rezzed card is information. Before your turn, look at what the opponent has installed and what their credits can pay for.",{"level":425,"title":426,"text":427},"intermediate","Bluff with remote servers","As Corp, a remote server with a face-down card forces the Runner to spend resources finding out what it is. Sometimes the threat of an agenda is worth more than the agenda itself.",{"level":425,"title":429,"text":430},"Choose what to rez","Rezzing all your ice teaches the Runner your defences and burns credits. Leave unrezzed the ice they cannot break or do not care about: information is a resource too.",{"level":425,"title":432,"text":433},"Attack the weakest server","As Runner, not all runs are equal: R&D when the Corp is hoarding agendas, HQ when their hand is full, Archives when they have discarded a lot. Pick the server that gives the most information per credit spent.",{"level":435,"title":436,"text":437},"advanced","Count the opponent's clicks","Knowing how many clicks the Corp has left tells you whether they can rez, advance or defend. Forcing the Corp to spend clicks on defence is the cheapest way to gain tempo.",{"level":435,"title":439,"text":440},"Prepare the remote before the agenda","Install the remote with a harmless asset, let the Runner check it and only then drop the agenda. Credibility is built: the second remote is scarier than the first.",{"level":435,"title":442,"text":443},"Play the deck, not the cards","Netrunner is won on resource curves: how many credits you make per click, how many cards you draw and how much it costs to break ice. Before adding cards to a deck, check whether they improve that curve.","Two starter decks, a hacker and a megacorp: steal agendas, protect servers and reach seven points before your rival.",3.1,"2021","KgNaJD1H838gpZu_wYHe0phfV8xd7FcCmkFSbtUZ65c",[],1792932784751]