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The core game mechanics: heroes (vs IDs), cards, resources (vs credits) and action points (vs clicks)
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Tempo in Netrunner and Flesh and Blood
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Organised play and the Legend Story Studios player and LGS engagement model
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Attack and defence, 'runs' vs 'attacks', and 'blocking' vs' rezzing ICE'
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Card types in Flesh and Blood and how they work
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Building for the long game - managing resources over time via pitching vs defending and playing cards, and the difference between managing resources in Flesh and Blood versus managing board development in Netrunner
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How different factions manage resources and gain advantage
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Design space in the first 24 months of Flesh and Blood