Double Time Review

Double Time Review

11/04/14

 

Yeah I know, I'm terrible at getting these reviews posted in a reasonable time! Still, at the very least it allows us to give a lot of these cards a good try to assess their impact. This month we're joined by a new guest writer; Chris also known by the handle Metagaia on our forums. Hopefully we've assessed the cards to your liking, but if not, you can always rant and rave at us by following the link at the bottom of the article! Hop to it ladies and gentlemen, double time!

 

Scoring Key

1 = Virtually unplayable, usually better cards that do the same thing

2 = Niche, may have a home in certain deck, but usually as part of a larger combo

3 = Bread and Butter, an average card

4 = Strong card, almost always played in faction

5 = Meta defining card, played often out of faction, almost an auto include

 

Singularity

Dave H - 1.5

While the effect of trashing everything in a server before access is a good effect, it doesn't seem like it is something that you are going to want to do very often, it would be against a very specific deck type that this came up. Generally it is not worth building a deck to deal with rare situations because it makes the deck weaker overall, therefore I don't believe that Singularity should see a lot of play. Considering the high cost of four credits and two click to play this card, it further reinforces that it isn't a great card.

 

 

Chris - 1

If Double time had a drinking game it would be “drink every time a 4 cost double event is printed”. If would be very nice if any of these were playable. 4 credits and 2 clicks is just too much to avoid triggering traps or paying trash costs, when you have cards like Infiltration for the former, and Imp for the latter. I don’t believe this will see much play.

.

 

Dave P - 2

Another card that will probably act as a specfic meta call, especially with Honour and Profit coming up. Useful at trashing the root of a super server but unlikely to see significant play at the cost. 4c and a double is a serious investment.

 

Queen's Gambit

Dave H - 2.5

This is an interesting one, it is great that Anarch have gotten a card that assists with their economy as this is one of the areas that they are weak in. However I am not convinced that this is the right card for them, Successful Demonstration isn't popular because there are times when you cannot play it and Queens Gambit has the same problem. If the Corp isn't playing a remote server or the only thing they play into a remote is agendas then this card is terrible, but even if they are playing non-agenda cards into their remote, you are relying on the corp board state in order to be able to gain economy which isn't a good thing.

 

 

Chris - 2

I like high risk, high reward cards. This card can, for 2 clicks, take you from completely broke, to being able to play Liberated Accounts, which makes that already good card that much better. However, the risk may be too much for this card and it comes from two sources. Firstly, if your opponent never sets up a non-agenda remote, (e.g. several Weyland Scorched builds, and some HB rush decks) then you will be holding a completely dead card. The other risk is that you make an error, and play this on an agenda instead. Depending on the agenda (Project Atlas or Project Beale for example), it may well end up costing you the game. Since this card may also save you the game however, I predict moderate to minor play in the Anarch faction. Everyone else is just better playing Lucky Find.

 

 

Dave P - 2.5

Decent economy for anarch who don't have a lot of burst econ options. Does require an unrezzed card in a remote so it's situational and obviously not devoid of risk. If you triple advance an agenda for the corp player, it most certainly was not good economy!

 

Dyson Fractal Generator

Dave H - 2.5

This is an okay card, but I cannot help but think that cards such as Cyber Feeder and Spinal Modem, cards that produce reoccurring credits for any ice breaker, don't see play. I think many people will start deck building with the intention of including one of these (if in faction) but it will be one of the cards that get cut to make deck size. Still I think it definitely has it's uses, almost every corp uses cheap ETR barriers in the early game and having one of these and a Corroder out will often make them free to get through.

 

 

Chris - 1.5

Of the cycle of stealth chips released this cycle, this is the one that least excites me. Simply because that until a stealth fracter is printed, this card is competing with the much more versatile Cyberfeeder. For a credit more, Cyberfeeder does the same for all icebreakers, and with a virus benefit as well. I will re-examine this card once a stealth fracter is released.

 

 

Dave P - 2.5

Difficult to rate this one without knowing what shape a stealth fracter will look like. 1 recurring for 1c is good value regardless, though with Cyberfeeder in faction, I'm not sure how much play it will receive.

 

 

Silencer

Dave H - 3

This is slightly better than the other chip because of the fact that Dagger exists, but still it is very expensive at three influence to splash into Shaper, however Dagger is only two influence and so perhaps that is a worthwhile splash into Criminal? I don't know if I like having a combo required to break Sentry Ice, but with other Faerie and Mimic as back up, perhaps this could be worth it, requires testing. A consideration does need to be made on if this is good use of influence considering that Criminal have a lot of Sentry breakers in house, is this the decks you are putting together top need?

 

 

Chris - 4

Now we’re talking! This stealth chip for killers actually can work with a stealth breaker, the Shaper program Dagger. The 3 influence cost and lack of hardware tutor means I can’t see this being brought into Shaper. However, Dagger only has a two influence cost, and can be found with Special Order. This will therefore be a combo I will be testing in my current criminal decks. As a side benefit, it protects Corroder from Power Shutdown. This is my runner card of the pack.

 

 

Dave P - 3

With Dagger already out, this card has better value both in and out of faction. Even without a stealth breaker, these chips are pretty playable though still difficult to find deck space for. Stealth breakers could definitely become a thing, potentially some great value.

 

Savoir-Faire

Dave H - 2.5

I'm not as big a fan of this card as many seem to be, the ability to install a program from hand seems great as you can play whatever is needed to deal with the Ice in front of you. However I don't think that Criminal decks work like that, they play very few programs as they are mostly event driven, and I think that means that often you won't have the answer in hand. This isn't an SMC where you can search your deck, or a Personal Workshop where it saves you money but gives you access to the card when you need it. I may be proven wrong on this but I don't think this is a great Criminal card, but it could be good out of faction, or perhaps in a Iain Stirling build, but right now I'm not convinced.

 

 

Chris - 2.5

This is the hardest card in the pack to rate for me, since I am not sure if I prefer it in Anarch or Criminal. In Anarch, it would slot quite nicely in the Sahasrara Noise deck, in order to have Parasites kill surprise ICE. On the other hand, Criminals can use it to avoid losing tempo when they Special Order for their icebreakers. Unfortunately, I feel that the influence is slightly too high for Anarch, and the utility slightly too redundant for Criminal. I will be testing this card more though, in the hope it exceeds my expectations.

 

 

Dave P - 2

The only real use I can see for this card is in a Parasite deck of some kind, and even then I'm not sure how much this card really helps. If you have a breaker you might need in hand, just install it first, simples. At 3 influence, I don't think Anarchs or Shaper will be looking to bring this in either, despite it being more useful in parasite decks within those factions.

 

 

Fall Guy

Dave H - 3

I like this card a lot, firstly it encourages a Criminal game play that isn't tag-me but is focused on resources, and I think with the new Criminal box set coming this could be great. Also it protects Kati or your other valuable resource against NBN, and there is nothing more annoying than losing a Kati with 9 credits on her. The key thing for me with this card though is the fact you can trash it for two credits, this means that you are never losing tempo by drawing it, if it isn't useful then play and trash it and it is the same as clicking for credits, it is similar to why Infiltration is good.

 

 

Chris - 3

This card falls into the infiltration role of “good card effect I am not sure I want to give a deck slot for.” This card can help protect your important resources, like Kati Jones, Professional Contacts, Mr. Li, and Personal Workshop. Unless you have multiple Fall Guys out though, the Corp will normally just spend an extra click trashing both Fall Guy and your vital resource, which means the exchange nets you two credits more, but most times it will still be a poor exchange. This card will only get stronger though, with the glut of resources to be released in Honour and Profit. I expect Connection decks to feature this card as a failsafe.

 

 

Dave P - 3.5

This card will do good work in the future. Even now it can be used to protect Ms Jones or to keep The Source out on the board but there are some really strong connections coming out in the next few packs, cards that are complimened by fall guy perfectly. Great card, great design and will definitely see play.

 

Power Nap

Dave H - 2

This card isn't that great currently, this is because it needs to be used in a deck with lots of Double Events and at the moment there isn't a good enough selection of them to make it viable. The Double Events we have for Runners have lots of different applications that you wouldn't necessarily want in the same deck. However, this card and deck type will only get stronger with more cards, and things like Lucky Find, worth keeping an eye on.

 

 

Chris - 1

I remember Spoiling this remaining text on this card a month ago, and being so disappointed at the amount of work you would have to do to make this decent. You would need 4 double cards in your heap before the card could be considered equivalent to Lucky Find/Queen’s Gambit, and currently, there just aren’t enough decent double events to make this deck playable in my opinion. When we get some more Shaper/low influence doubles released, I will revisit it, but for now, I just can’t see it working.

 

 

Dave P - 1.5

This is probably more of a statement on runner doubles as a whole rather than this card. Ultimately, runner doubles are seldom worthwhile, the only ones I've seen used against me (or by me) are Hostage and Lucky Find. Still, at least it's in the faction that wants it most (with Eureka), I just don't think this card is ever going to hit more than magnum value in a typical game.

 

 

Paintbrush

Dave H - 4

This gets probably rating from me, I'm certain that this card is good, but how good I'm not sure until I start testing. Obviously a Yog0saurus Kit deck is the first thing that everyone will run out and try. However for me the biggest downside of this card is the fact that the Ice has to be rezzed, this could easily mean face planting into Destroyers and therefore good protection against Sentry Ice generally is going to be needed. While Shaper has great tutoring, I think it may all be a bit too much of a combo and therefore will fall to rush decks easily. It needs to be tested but I think it may be better in Kate to make runs more efficient / act as a missing breaker. Interesting card, that needs lots of testing to see where it fits best.

 

 

Chris - 4

Another card that is difficult to rate. A lot of people (my fellow reviewers probably included) will mention the possibilities with Kit. They will probably work well, but I see two Shapers I am much more likely to use it with, Chaos Theory and the Professor. Chaos Theory benefits from a “turbo-rig” build in which she sets up quickly and gets running. I can easily see her running Torch, Magnum Opus, Paintbrush, and Sharpshooter, making one big run a turn after taking 4-6 credits. The Professor I can see using Morning Star on Dinosaurus, and making every ice one credit to break. This card deserves to be a one-of in many Shaper decks, and epitomises the essence of Shaper utility.

 

 

Dave P - 3.5

Tempted to put this at a 4 as it undoubtedly has a lot of potential. It's a card that has to be built around though, and it's slow. I don't think this particularly works as a complete replacement for 2/3 breakers, especially not early doors, however, late game, this can pack a real punch. Obviously Kit loves it but so does any Shaper deck with a Morning Star or Yog. Having a Morning Star on a Dinosaurus with this out is incredible, but still makes you vulnerable to unrezzed destroyers. Comboed with Sharpshooters, this is incredible in a deck with a lot of multi access, and is amazing remote pressure. It is 2 mem, and that is a lot, even in Shaper. It means that you're kind of reliant on including a lot of mem chips or soley relying on this as your means of breaking, and that's why I struggle to push this beyond a 3.5.

 

 

 

Lucky Find

Dave H - 3.5

A really solid economy card, which would likely make its way into every deck if it didn't have an influence cost, I would also be rating it much higher without that influence cost. Sure Gamble is in almost every deck, this card is better so it is definitely a great card. If you have spare influence in your runner deck, you could definitely add to your economy with this card.

 

 

Chris - 3.5

The second Neutral card that costs influence, after the Source. This fulfils a very different role from that card, in that any deck with influence “to spare” will benefit by including this card, but in itself, it is not a game changing card. 6 credits for three clicks (draw play play), puts it on an equivalency with Sure Gamble, but with a lower threshold of entry. When I come to look at my current decks however, very few of the influence cards I bring in are economy cards, they are missing breakers, secret tricks, or protection and redundancy. I am sure there are many decks that will benefit however, if you can stand to pay the price.

 

 

Dave P - 3.5

Likened to a magnum opus click followed by a sure gamble, this is very strong economy for any deck that can afford the influence cost. It's well balanced to avoid an auto include situation but still offers brilliant value. Suddenly starlight funding is the bestest card in the whole wide world!!! (please take that comment in the spirit of sarcasm which was intended)

 

Gyri Labyrinth

Dave H - 2

I am sure that this will make an appearance in some flat line decks to allow a SE kill due to the reduced hand size, or some other kill shot. However I think in most cases there are going to be better options to enable the flat line. The fact that Yog is still so commonly played is also a problem for this card. However, I have given it a higher rating because I think it may be useful (not good) in the future when a HB brain damage deck is more viable... Maybe I am just hopeful that this is going to happen!

 

 

Chris - 1

After so many difficult cards to evaluate, it is refreshing to find one I am certain I don’t like. The -2 handsize is a mild mild inconvenience unless you can actually kill the runner with extra penalties like brain damage, so it struggles to find its place. Early in the game, you cannot exploit it to kill the runner, because the other pieces aren’t in place. Late in the game, the runner can just break it. If you want this effect, run Fenris.

 

 

Dave P - 2

Probably designed to get people used to the dangers of facechecking code gates before Inazuma hits the meta. At 2 strength though, this is quickly a non issue for the runner though an early doors scorched attack in custom biotics could be a danger.

 

 

Reclamation Order

Dave H - 3

I like this card a lot and I think that it will be powerful in decks that play the long game, for example Fast Advance decks where they can get back all of their played Biotic Labor and use them to score a 4/2 out of hand or a deck that needs economy late game and so returns all of their burst economy. It is definitely a good card, but one that you don't want early game, and therefore I think it will be one that you have as a one or two of in decks that play the late game.

 

 

Chris - 1.5

This card is fighting for the same deck space as Archived Memories, and for the most part, I think Archived Memories wins. Reclamation orders is more expensive, less flexible, and cannot be used to retrieve facedown cards without letting the runner know what it is. May have marginal use in very slow HB Glacier decks, but you will struggle to play those, especially in a tournament.

 

 

Dave P - 2.5

A strong late game card for HB fast advance that allows them to bring back multiples of sansan or biotic. Has some potential to see play though you have to consider whether archived memories is more useful overall in any HB deck.

 

Broadcast Square

Dave H - 2

Making News decks don't tend to play cards that generate Bad Publicity because it makes their traces weak, with this card you can. However I don't think this card will see a huge amount of play as it relies on you seeing this card before you see your Bad Publicity generating cards. NAPA Contracts doesn't like BP either and I expect this card to be a common card in Making News. The problem with this card is that it needs to be in play before that other cards, and that is where it falls down.

 

 

Chris - 2.5

Why is NBN before Jinteki in this pack? Nevermind, I can see running this deck in an NBN deck, with Grim, maybe even Muckraker. Otherwise, it is a little bit too Niche. As a side note however, it is another asset that makes Spinal Modem increasingly annoying to run, due to its potential mid-run traces.

 

 

Dave P - 1.5

If there's one thing that's disappointed me this cycle, it's that the runner still doesn't have a viable way of forcing bad pub on the corp beyond sacrificing an agenda. Because of that, this card is largely unnecessary and what's worse is that another card in this datapack has pretty much moved the meta away from bad pub entirely. As a means of avoiding bad pub, this is fine, certainly no-one is ever going to trash it, but you're going to have to include a lot of illicit ICE to make this worthwhile in NBN (and draw this up before you rez them!).

 

Corporate Shuffle

Dave H - 3

I think that this is a really solid card, does a number of great things, allows a reshuffle if there is an agenda flood, allows you to draw past R&D lock, and can be used as a card draw option providing your hand is low. These are all great, however they are also very similar to the things that Jackson Howard does, but without some of the other benefits. Of course this isn't normally trashable, but other than that fact, I think JH is better in most cases and therefore despite this being a solid card it won't see much play.

 

 

Chris - 3

The anti-R&D lock card, this card will let you draw 5 cards that have not been seen by the runner, potentially putting the pressure back on them when they previously had control over the game. Can also be used to prevent HQ agenda flood, this card is a versatile beast. The two clicks to use it is a significant tempo cost however, leaving you little time to deal with the new cards in hand. This is a card that requires testing against Anonymous Tip and Jackson Howard before I can be certain about its future.

 

 

Dave P - 3

A great way of reseting a bad hand and getting extra draw. It doesn't necessarily compete with Jackson Howard (what does), but it does compete with anonymous tip in decks that value speed over that extra reliability. Great value, yet another viable Corp double event.

 

Caprice Nisei

Dave H - 5

I'm not sure how to feel about this card, it seems crazily powerful. At least at 4 influence it won't be common in every corp deck (I think). It is good that Jinteki are getting a boost as they are the corp faction in need, what do you do to play around it? Kill it before it hits the table, Siphon them so they have no money, there are definite strategies, but they won't be things you can pull of every game. I'm looking forward to testing the best ways to use this and play against this.

 

 

Chris - 4.5

Most controversial card in the pack, it is fitting that one of the stars of the original board game gets such preferential treatment. This card can ruin your day, either as the corp or (more likely) as the runner. Use this card to force one-trick pony decks to play to your rules. Most of the time, this is an unbeatable end the run that will give you excellent scoring opportunities. Play around her by having more than one server you can pressure. Beware of taking it to tournaments with elimination rounds though, probability may desert you at key moments.

 

 

Dave P - 4.5

There's been so much discussion surrounding this sly little minx that I don't think I can add a great deal to it. She's a bit good so she is, so it's important to try and trash her before she hits the table with central accesses. Brilliant in a taxing deck but probably not in every deck, so I'll hesitate on pushing the '5 rating' fanfare and give it a conservative 4.5.

 

Shinobi

Dave H - 2

Wow, this card is awesome, you can flat line the runner with it and nothing else, no combo needed. How amazing is that?

Provided you can afford to pay the 7 to rez, then beat the runners economy on all the traces, and providing that they aren't able to break it, because obviously a sentry breaker isn't needed against Jinteki right? I'm not convinced that this is going to happen very often. Another thing to think about, is a runner with 1 link can pay through the traces with 3 credits (2 after the first run) unless they are boosted, that is pretty cheap for a 7 cost Ice. Oh, and you gave them BP to play with every run.

 

 

Chris - 3

Many of the cards in this deck I feel go better in other factions (Caprice in HB, Hive in NBN, Savoir-Faire in Anarch), and this is no exception. The runner is already very reluctant to run against Jinteki without a killer, and this will only reinforce that idea. I can see this fitting into a HB Glacier deck however, which is rich enough to fire the trace. I can also see this card as a surprise in NBN: Making News, with both the bonus trace credits and RSVP in faction giving this a significant power boost. Deserves more testing to keep the runner on their toes!

 

 

Dave P - 3

7c and 1bp for 5 str and 3 subroutines including an etr one is not too shabby. The likelihood of this being a 1 card flatline is pretty slim, but it could be a significant problem in a pure blooded flatline or brain damage deck. 5 str is not to be sneezed at, a card that I believe will see some play despite the BP.

 

 

 

Marker

Dave H - 1

Jinteki has always been known for having some poor quality ice, and this is another example. Still in Yog range, check, not usable without another piece of ice, check, not that great an effect, check. Really disappointing card, and Jinteki really needs to have less Ice that rely on being in front of another Ice as it limits the number of them that you can play.

 

 

Chris - 1

About time we had another bad Corp card. This card can be compared with Sensei, with the downside of being worse in Glacier builds and much easier to break. The inherent problem is that if the ICE after this ends the run, then Marker is only adding one credit to the cost to break. If the subsequent ICE does not end the run, then the runner only needs to break one of the two pieces of ICE to saunter on through. If you really want this effect, pay for it with Sensei.

 

 

Dave P - 1

At 3 str, this won't make an impact and there are better 'outermost' pieces of ICE like RSVP, Chum and the soon to be released Inazuma. At least it's free to rez!

 

 

Hive

Dave H - 4.5

I've been looking forward to Hive since it was first spoiled, it works so well for Weyland because it allows the scoring of the crucial early agenda, either a Cleaners or a double advanced Atlas, and Weyland with either of those scored is deadly. Even outside of Weyland, this is a great card, any deck that wins by flat line or winning in 1 or a couple of turns (e.g. Cerebral Imaging) are going to benefit greatly from this. I can see this card making regular appearances in Weyland, Jinteki and Cerebral Imaging, and I don't think these are the only ones to benefit, just the main ones.

 

 

Chris - 3.5

I have been playing Weyland Supermodernism (Scorched Earth with Snares and card draw) a lot lately, and I initially thought I could slot this right in. The more I think about it though, the more I realise that I struggle when the runner has stabilised and I am at 4-5 agenda points, precisely when Hive is at its weakest. It may go in other Weyland builds, more dedicated to Scorched Earth, but I think its home is in NBN, which is all about protecting either the initial San San City Grid, or the Astroscipt agenda directly. This will be excellent for that initial period that NBN struggles with, and I hope it will see plenty of play there.

 

 

Dave P - 4

Very good in any deck that isn't looking to score agenda points but rather wants to secure the early/midgame for the flatline. As Dave outlines, also great in a 3pt deck, where you get the value out of it early doors to enable some early agendas.

I can see this replacing Eli in Weyland and TWIY, and that speaks volumes in and of itself.

 

Witness Tampering

Dave H - 3

I think that most decks that generate Bad Publicity are aware of the fact that they need to deal with it, often that is by rushing or killing the Runner, so that there isn't a long term impact from it. This means that either decks generate BP and don't care or they don't generate BP. There will be rare occasions when a deck is designed that wants to remove BP and this card is a good way of doing that, it isn't too expensive for what it is, if you want to get rid of bad pub, this is a solid card for doing that, just not many decks need too.

 

 

Chris - 2.5

To me, this card is in the category of cards like Cyberdex Trial and the Source. Cards that rarely justify the deckslot, but are important that they exist, just in case the opposing decktype gets out of control (like Plascrete Carapace). I cannot see myself sacrificing tempo (both credits and clicks) to play this card currently, but if Blackmail becomes a major problem, I will re-evaluate the card at that time.

 

 

Dave P - 2

My review of Broadcast square could just as easily apply to this card but its saving grace is that it's in Weyland, home of BadPub. Still, 4c and 2 clicks to remove 2 BP isn't exactly cheap and the next card in the pack kind of makes this one defunct, people just don't want to play around with BP at the moment...

 

 

 

NAPD Contract

Dave H - 5

This is a card that I have been looking forward to for some time. It is great because there are times when the runner will not be able to steal it after an expensive run through Ice, or if they do steal it they are low on credits and this creates a scoring opportunity. The ability on this card allows it to be scored when ever the runner is low on credits and you think they cannot generate enough to get into the server and pay the 4 cost. There are a number of decks that this will be great in, I'm especially excited to try it in my HB deck which runs lots of high cost Assets as this will be another drain on the runners economy.

 

 

Chris - 5

We have seen a couple of excellent 4/2 agendas for NBN this cycle, with Character Assassination and Market Research. In some ways it is a shame that I see NAPD Contract replacing most of them. For fast advance decks this is ideal as the agenda you don’t want to score, slowing down the runner significantly even if they do manage to access it. Dedicated flatline and combo decks will also want enough time to enact their plans, something NAPD Contract can buy them. One of the first things we learn in this game is to always run with at least 3 cards in hand. I think from now on I will always run with at least 4 credits too.

 

 

Dave P - 5

Fives accross the board and rightly so. This is a the real powerhouse of the pack and along with Jackson, probably of the cycle. This agenda fits in almost any archetype, taxing or no. Every deck currently has slots it needs to fill to keep agenda density low, and this fills that slot perfectly. Great in HB asset decks, great in Weyland Tag n Bag decks, great in NBN with cards like RSVP, great in Jinteki with Caprice/Ash etc. As Chris said, a new Netrunner 'rule' has been introduced, and any card that introduces a new rule on its lonesome has to be a 5 rated card.

Quandary

Dave H - 4

Awww, so cute... Anyway, this is a great card that will replace Enigma in a lot of decks, it forces out the Code Gate breaker at minimal cost to the corp. I think that this is going to see a lot of play and is a great card, however it does make me sad at how irrelevant it has made NEXT Bronze, I hope we get some more NEXT Ice so it is playable again.

 

 

Chris - 4

This is the ICE that wants to be Enigma, but is the new better than the old? More than any other card decision, Quandary vs. Enigma is to me one of the most marginal. Both are quickly invalidated by Yog.0, so it depends on whether those early click losses make up for the increased Rez cost. For me, Enigma has its place in the Rush decks over Quandry, since it prevents the runner turn of Run remote – Special Order – Play Yog.0 – Run remote again. For slower decks that just want to quickly stabilize, I would probably run Quandry, to have extra credits to rez bigger ICE later in the game. Either way, there is not much difference in this excellent early game staple.

 

 

Dave P - 4

2c saving on Enigma makes this the one-stop shop for making the runner find a codegate breaker. It also has the knock on effect of making parasite much stronger. With a hugely taxing corp, with cheap early game ICE now very much in vogue; has the time of Anarch come to the fore? Whizzard is looking more and more appealing every day...

 

 

 

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