So I've been playing around with the idea of taking the agendas out of my corp deck. This is not because the game is broken, just doing this for fun to see how the rules would have to be adjusted and how the gameplay would change. The general idea boils down to this:
The corp builds a 45 card deck with no agendas; runner stays the same. Corp can install and advance face down ICE and Operations as blank agendas in remote servers. They are scored for a number of points determined by the number of advancements. The runner can steal these agendas; points also determined by number of advancements. So what if the runner runs R&D or HQ? Well every 4 accesses on R&D counts as 2 agenda points stolen. The first run on HQ each turn counts as a mini siphon.
Android: Netrunner variant - No Agendas
No Agendas follows the regular rules of Android: Netrunner with the exception of the following:
The Corporation may not include any agendas in their deck.
* The corporation may install an ICE or operation card face down in a remote server treating it as a blank agenda that can be advanced.
* When the corporation has 3 or more advancement counters on such an agenda, they may score it. The agenda is worth the following number of points:
3 advancements = 1 agenda point
4 advancements = 2 agenda points
5+ advancements = 3 agenda points
* While the agenda is in a remote server or in the score area, it is treated as an agenda. If the agenda is sent to the archives or returned to the hand in any way, it returns to being an ICE or operation.
* The runner has an additional value to keep track of called “accesses”. The runner begins the game with 0 “accesses”.
* When the runner accesses R&D, in addition to accessing normally, they increase their count of “accesses” by 1 for each new card they access.
For example, if the runner runs and access the top card of R&D, then runs again and accesses that same card, they would only increment by 1.
However, if the runner runs and accesses the top card of R&D and trashes it, then runs again and accesses a new card, they would increment by 2.
* When “accesses” reaches 4, the runner steals the card that triggered the 4th access and adds it to their score area as an agenda worth 2 points. Their “accesses” then resets to 0. Note that this is still considered stealing an agenda.
* When the runner access HQ, once per turn they may trigger the following replacement effect:
"If successful, instead of accessing cards you may force the Corp to lose 1c for each card you would have accessed, then you gain 1c for each credit lost.
* ”When the runner accesses an agenda in a remote server (a face down ICE or operation), they steal it as an agenda worth the following number of points:
0 advancements = 1 agenda point
1 advancement = 2 agenda points
2+ advancements = 3 agenda points
Changes to Gameplay (things to be wary of)
* Corp will build to their minimum deck size instead of adding 4 cards for density.
* Corp will have more card slots available where they once had to fit agendas.
* Corp controls when they have or do not have agendas.
* Corp never has agendas in hand. Removes agenda flood.
* Corp controls the number of points an agenda is worth when attempting to score it.
* Ambushes work differently since a double or triple advanced card that is an agenda will always be a 3 point agenda.
* Fast advance works differently as 3 advancements will never be worth 2 points.
* Agendas are blank whereas they often used to defend themselves when stolen or benefit the corp when scored.R&D agenda accesses are deterministic.
* Both players will know how many accesses before the runner steals 2 more points.
* Runner is unable to steal points from HQ.
* Runner has a new ability to make the corp lose credits and then gain those credits once per turn from HQ.
* Runner knows exactly how many points an advanced card is worth given that it is an agenda.
Questions: What are the flaws in this design? How can they be fixed? What cards or strategies should we be wary of? How does this change the dynamic of the game? Is this even Netrunner anymore?