Here are the official tournament rules for our new trading card game, Netrunner. These rules are for Sealed-Deck and Constructed-Deck tournaments.

Our research tells us that new games can sometimes take a little longer to play at first. This tournament structure is optimal for new players because it allows for rounds to end in a timely manner. After a few months, we may update the rules for more gamers per round.

At this time, Netrunner tournaments will not be sanctioned. Our goal is to have sanctioning in place in early 1997. Another goal we are working towards is the first world tournament. Look for information regarding these plans in a few months on our website.

If you have additional questions regarding the rules, please call 206-204-8032 or email us at dci@wizards.com.



Netrunner(TM)

Official Tournament Rules

Floor Rules

1. Netrunner tournaments shall be presided over by a judge, who may be assisted by one or more referees. JUDGES, ADMINISTRATORS, AND REFEREES MAY NOT COMPETE IN TOURNAMENTS THAT THEY ARE ADJUDICATING OR ORGANIZING. A judge may be required to interpret rules, to terminate an excessively long match, to interpret a Declaration of Forfeiture, or to make any other adjudication necessary during the tournament. Referees assist the judge by answering rules questions on the floor and matching players for new rounds, and will make themselves available to the judge for any other required tasks. Players may appeal the ruling of any referee to the judge; the judge is the final arbiter and authority in all matters concerning the tournament. The judge may overrule any decision made by a referee. The decision of the judge is always final.

2. Netrunner tournaments shall use the Swiss-Draw tournament format.

2.1. Each round shall consist of a single match between paired players. Each match shall consist of two games; the players shall switch Corporation and Runner roles after the first game. Competitors shall be paired randomly for the first round of the tournament.

2.2. An index card shall be prepared for each player with the player's name and other tournament information. The judge shall award points to players for wins, losses, draws, byes, and unfinished games. Computerized systems may be used for pairings, provided the judge is able to keep accurate records of each round's pairings and scores.

2.2.1. The player who has won the most games shall be the overall winner. In the event that two or more players have the same win record, ties shall be decided by the number of agenda points scored by the players during the tournament, which are determined as follows for each game:

WIN10 points
LOSSThe number of agenda points scored during the game
UNFINISHEDThe number of agenda points scored during the game

2.2.2. In the event that multiple players have the same game record and tiebreakers are necessary to determine rankings, the following three methods shall be used in order to determine a winner:

  • Match record (winner of each two-game match determined in same way described in 2.2.1.)
  • Agenda scored by the players (more agenda scored is better)
  • Agenda scored by the players' opponents (less agenda scored by opponents is better)
2.2.3. Each player's current and accumulated score shall be noted on the appropriate index card or computer file.

2.3. Prior to each round after the first, the following system shall be used to pair players for their matches:

2.3.1. Players shall be ranked using the ranking criteria in 2.2.1.

2.3.2. Players shall be separated into groups by win-loss record, starting with the highest-ranked players. If there are an odd number of players in a given group, add the highest-ranked player from the next lower group.

2.3.3. Split the group into two halves with the highest-ranked players in one half and the lowest-ranked players in the other.

2.3.4. Pair the players so that the highest-ranked player from the top half plays the highest-ranked player from the bottom half, and so on. For example, in a 10-player group, the pairs would be as follows:
1 with 6
2 with 7
3 with 8
4 with 9
5 with 10
2.3.5. No player shall play more than one match against any other. If the above system results in two players being assigned to play each other a second time, rearrange the pairings so that this does not happen.

2.3.6. If the lowest group contains an odd number of players, the highest-ranked player in that group receives a bye.

2.4. A bye receives a 2-0 game record and 20 points for the match. A player's "opponent" for a bye scores 0 agenda points. Any game that is not started is considered unfinished, and 0 points are awarded.

3. For the duration of the tournament, players must use the same deck with which they began the tournament. The only cards that may be added to a deck in the course of the tournament are those from the player's sideboard and only in those tournament types for which a sideboard is allowed. Any violation of this rule may be interpreted by the judge as a Declaration of Forfeiture.

Note: Sideboards are not currently used in Constructed-Deck Netrunner tournaments. Refer to the section "Additional Floor Rules; Sealed-Deck Netrunner Tournaments" for the use of sideboards in Sealed-Deck Netrunner tournaments.

4. A player may use plastic card sleeves or other protective devices on cards in the tournament deck with the permission of both the judge and the player's opponent. If for any reason a player's opponent wishes a player to remove the sleeves/protective devices, he or she may state so at the beginning of any game, and the player must immediately comply. The judge may choose to disallow a player's card sleeves if they are marked, worn, or otherwise in a condition that may interfere with shuffling or game play. The only exception to this rule is as follows: sleeves may always be used to mark a player's card while it is in the opponent's playing field, in order to keep track of the card's ownership.

5. The use of "proxy" cards in the tournament deck is not permitted. A proxy card is one that has been placed into the deck to represent another card that a player does not wish to use (generally because the player fears the card may be damaged during play).

6. Players must at all times keep the cards in their hand above the level of the playing surface. If a player violates this rule, the judge may, at his or her discretion, issue a warning to the player or interpret the violation as a Declaration of Forfeiture.

7. Players may not have any outside assistance (for example, scouting, coaching, and so on) during a match. If a player is in violation of this rule, the judge may, at his or her discretion, issue a warning to the player or interpret the violation as a Declaration of Forfeiture.

8. Unsportsmanlike conduct shall not be tolerated. Players, judges, and referees shall conduct themselves in a polite, respectable, and sportsmanlike manner. A player behaving in a belligerent, argumentative, hostile, or unsportsmanlike manner may receive a warning from the judge. The judge may also, at his or her discretion, interpret this behavior as a Declaration of Forfeiture.

Examples of unsportsmanlike conduct include, but are not limited to:
  • Failing to start a game in a timely manner in order to gain a psychological advantage
  • Arguing excessively with a referee or judge
  • Scouting other players' decks during play
  • Enlisting the aid of observers to scout other players' decks
9. In the event of an excessively long match, the judge may need to adjudicate the outcome prior to its actual conclusion. In some cases, the judge may wish to impose a time limit for each round of the tournament. In either case, the time limit shall not be less than forty-five (45) minutes of playing time for a complete match. In the event of a long match, the judge must give the players involved a time warning not less than ten (10) minutes prior to the end of the allotted time.

All play from a round shall cease immediately when the judge announces that the round is over. Players in mid-turn shall be permitted to complete that turn before scores are calculated, up to a maximum time of one minute. "A player in mid-turn" is defined as someone who has begun an action. Note that the mandatory draw that the Corp must perform each turn is not considered an action.

10. Players must take their turns in a timely fashion. Whereas taking a reasonable amount of time to think through a situation is acceptable, stalling for time is not. Failure to begin a match in a timely manner in order to gain a psychological advantage shall be interpreted as either stalling or unsportsmanlike conduct. If the judge feels that a player is stalling to take advantage of a time limit, the judge may, at his or her discretion, issue a warning or interpret the stalling as a Declaration of Forfeiture. It is highly recommended that judges allow matches to play to their conclusion, especially during the last rounds of the tournament.

Failure to adhere to the above rules, or any other rules specific to a particular tournament, may be interpreted by the judge as a Declaration of Forfeiture. Only the judge may make an interpretation of a Declaration of Forfeiture. Any player for whom the judge has interpreted a Declaration of Forfeiture shall be removed from the tournament.


Deck Construction Rules

1. The tournament deck must contain a minimum of forty-five (45) cards, with no imposed maximum.

2. There are no restricted or banned cards for Netrunner tournaments at this time.



Additional Floor Rules
Sealed-Deck Netrunner Tournaments

The standard rules for Netrunner apply to Sealed-Deck tournament play, except where amended by these rules. In cases where the official tournament rules differ from the basic rules of Netrunner, the official tournament rules take precedence.

Sealed-Deck tournaments shall use the Standard Floor Rules, except for the following additions and modifications to the Standard Floor Rules. There are five additional Sealed-Deck Floor Rules. These are:

SD1. Players are responsible for providing their own sealed decks and boosters for use in the tournament, except in cases where the decks and boosters are provided for them by the tournament organizers.

SD2. Prior to the first round's pairings, the judge shall allow a period of at least thirty (30) minutes and no more than sixty (60) minutes for players to construct their decks. All players in the tournament must open and construct their tournament decks during the same period. The judge must announce a warning to the players 5 minutes prior to the end of the deck-construction time period. Players must have their decks constructed prior to the end of this allotted time. If a player has not completed deck construction at the end of this allotted time, it may be interpreted by the judge as a Declaration of Forfeiture. In the event all players in the tournament have completed deck construction prior to the end of the deck-construction period, the tournament may commence without delay.

SD3. A player may not open his or her sealed deck or booster(s) prior to the beginning of the time period allotted by the judge.

SD4. At no time prior to or during the tournament shall trading of cards from the Sealed-Deck tournament deck or sideboard be permitted between players or between players and bystanders.

SD5. In Sealed-Deck play, any cards from a player's starter deck and booster(s) not used in the tournament deck shall function as that player's sideboard. Between matches, a player may add any number of cards from his or her sideboard to his or her deck, or subtract any number from the deck and add and add them to his or her sideboard.



Modifications to Standard Floor Rules
Sealed-Deck Netrunner Tournaments

There are no modifications to the Standard Floor Rules for Netrunner Sealed-Deck tournaments.

Note: The judge may exercise the option of Floor Rule #10 (judge's right to terminate an excessively long match) more often in Sealed-Deck tournaments than in other tournaments, because decks constructed from such a limited pool of cards tend to play slowly against each other. It is therefore recommended that, if any time limits are imposed for each round, the judge extend the limit to ninety (90) minutes, depending on the tournament. This extension is entirely at the judge's discretion and must be advertised in advance or announced to all players at the beginning of the tournament.



Modifications to Deck Construction rules
Sealed-Deck Netrunner Tournaments

1. Decks shall be constructed using the contents of one (1) sealed-deck package of the latest edition of Netrunner cards (120 total cards, sixty [60] Corp, and sixty [60] Runner), and one (1) sealed booster. Additional boosters can be used if desired, but it is recommended that no more than four (4) boosters be used for Sealed-Deck tournaments.

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