During a draft, players take turns picking cards from a randomized pack of cards and passing it on. At the end of the draft, players construct a deck from their drafted cards, and use them to play Netrunner against each other.
First, draft Corp cards, making 5 packs of 11 cards each. Everyone looks at a pack of cards and picks one card, passing the rest to the left in packs 1,3, and 5, and right in packs 2 and 4. Then repeat this process with Runner cards in exactly the same way, except that packs have 10 cards each instead.
At the end of the draft, players construct their decks from a cardpool made up of their drafted cards and a draft starter consisting of:
3 Hedge Fund, 3 Jackson Howard, Unlimited Priority Requisition
3 Sure Gamble, 3 Armitage Codebusting, 1 Crypsis
Players can include as many or as few of cards from their draft starter (and their drafted cards) as they like. Decks must have a minimum size of 45 cards, but can use unlimited influence, agendas from all factions. Otherwise, normal deckbuilding rules apply, with the (rarely relevant) exception that you may play more than 3 Priority Requisitions from your draft starter if you want, ensuring you can always build a legal deck.
Once you have constructed your deck, you determine your identity by counting how much influence you have from each faction. Agendas count as 1 influence per point they are worth (For example: Project Atlas is a 2 influence Weyland card for the purposes of this count). Depending on whcih faction you have the most influence from (in the case of a tie, the choice is yours), your identity is: