Once per turn → When you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only by spending credits from stealth cards.Interface → 1[credit]: Break up to 2 sentry subroutines.1[credit]: +2 strength. Use this ability only by spending a credit from a stealth card.
Once per turn → When you encounter a sentry, you may pay 2[credit] to bypass it. Spend credits only from stealth cards to use this ability.Interface → 1[credit]: Break up to 2 sentry subroutines.1[credit]: +2 strength. Spend credits only from stealth cards to use this ability.
Once per turn → When you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only by sSpending credits only from stealth cards to use this ability.Interface → 1[credit]: Break up to 2 sentry subroutines.1[credit]: +2 strength. Use this ability only by spending aSpend credits only from a stealth cards to use this ability.
Ashigaru gains "[subroutine] End the run." for each card in HQ.
This ice gains "[subroutine] End the run." for each card in HQ.
AshigaruThis ice gains "[subroutine] End the run." for each card in HQ.
Awakening Center can host bioroid ice (each piece is installed facedown, ignoring all install costs).Whenever the Runner passes all of the ice protecting this server, you may rez a piece of ice on Awakening Center, lowering the rez cost by 7[credit], to force the Runner to encounter it. Trash that ice after the run is completed.
You can install bioroid ice onto this upgrade at no install cost.Whenever the Runner passes all of the ice protecting this server, you may rez 1 hosted piece of ice, paying 7[credit] less. If you do, the Runner encounters that ice. When this run ends, trash that ice.
Awakening Center can host bioroid ice (each piece is installed facedown, ignoring allYou can install bioroid ice onto this upgrade at no install costs).Whenever the Runner passes all of the ice protecting this server, you may rez a1 hosted piece of ice on Awakening Center, lowering the rez cost by 7[credit], to force, paying 7[credit] less. If you do, the Runner to encounter it. Trashs that ice after. When theis run is completedends, trash that ice.
Play only if the Corp has at least 1 bad publicity.Make a run. The Corp cannot rez ice for the duration of this run.
Play only if the Corp has at least 1 bad publicity.Run any server. The Corp cannot rez ice during that run.
Play only if the Corp has at least 1 bad publicity.Make a runRun any server. The Corp cannot rez ice for the duration ofduring thisat run.
Blockchain gains "[subroutine] The Corp gains 1[credit] and the Runner loses 1[credit]." before all its other subroutines for every 2 faceup transaction operations in Archives.[subroutine] The Corp gains 1[credit] and the Runner loses 1[credit].[subroutine] End the run.
This ice gains "[subroutine] Gain 1[credit] and the Runner loses 1[credit]." before its other subroutines for every 2 faceup transaction operations in Archives.[subroutine] Gain 1[credit] and the Runner loses 1[credit].[subroutine] End the run.
BlockchainThis ice gains "[subroutine] The Corp gGains 1[credit] and the Runner loses 1[credit]." before all its other subroutines for every 2 faceup transaction operations in Archives.[subroutine] The Corp gGains 1[credit] and the Runner loses 1[credit].[subroutine] End the run.
When you rez this ice, take 1 bad publicity.When the Runner encounters this ice, gain 2[credit] if there is an installed AI program.[subroutine] The Runner trashes 1 installed program.[subroutine] Gain 2[credit]. End the run.[subroutine] Gain 2[credit]. End the run.
When you rez this ice, take 1 bad publicity.When the Runner encounters this ice, if there is an installed AI program, gain 2[credit].[subroutine] The Runner trashes 1 installed program.[subroutine] Gain 2[credit]. End the run.[subroutine] Gain 2[credit]. End the run.
When you rez this ice, take 1 bad publicity.When the Runner encounters this ice, gain 2[credit] if there is an installed AI program, gain 2[credit].[subroutine] The Runner trashes 1 installed program.[subroutine] Gain 2[credit]. End the run.[subroutine] Gain 2[credit]. End the run.
When you rez Checkpoint, take 1 bad publicity.[subroutine] Trace[5]. If successful, do 3 meat damage when this run is successful.
When you rez this ice, take 1 bad publicity.[subroutine] Trace[5]. If successful, do 3 meat damage when this run becomes successful.
When you rez Checkpointthis ice, take 1 bad publicity.[subroutine] Trace[5]. If successful, do 3 meat damage when this run ibecomes successful.
When you score Clone Retirement, you may remove 1 bad publicity.When the Runner steals Clone Retirement, the Corp takes 1 bad publicity.
When you score this agenda, you may remove 1 bad publicity.When the Runner steals this agenda, take 1 bad publicity.
When you score Clone Retirementthis agenda, you may remove 1 bad publicity.When the Runner steals Clone Retirement, the Corpthis agenda, takes 1 bad publicity.
This card is not trashed until another current is played or an agenda is scored.The Corp has 1 additional bad publicity (even if they have 0).
This event is not trashed until another current is played or an agenda is scored.The Corp is considered to have 1 additional bad publicity (even if they had no bad publicity).
This cardevent is not trashed until another current is played or an agenda is scored.The Corp hasis considered to have 1 additional bad publicity (even if they have 0d no bad publicity).
Interface → 1[credit]: Break 1 sentry subroutine.1[credit]: +5 strength. Use this ability only by spending a credit from a stealth card.
Interface → 1[credit]: Break 1 sentry subroutine.1[credit]: +5 strength. Spend credits only from stealth cards to use this ability.
Interface → 1[credit]: Break 1 sentry subroutine.1[credit]: +5 strength. Use this ability only by spending aSpend credits only from a stealth cards to use this ability.
Interface → 2[credit]: Break all subroutines. Use this ability only by spending credits from stealth cards.1[credit]: +1 strength.
Interface → 2[credit]: Break all subroutines. Spend credits only from stealth cards to use this ability.1[credit]: +1 strength.
Interface → 2[credit]: Break all subroutines. Use this ability only by sSpending credits only from stealth cards to use this ability.1[credit]: +1 strength.
Make a run on R&D. If successful, you may make another run on R&D when this run ends.
Run R&D. If successful, when that run ends, you may run R&D again.
Make a run oRun R&D. If successful, you may make another run on R&D when this run endswhen that run ends, you may run R&D again.
Make a run. Whenever you encounter a piece of ice during this run, you may install a program from your grip, ignoring all costs. When this run ends, trash all programs installed using Diana's Hunt.
Run any server. Whenever you encounter a piece of ice during that run, you may install 1 program from your grip, ignoring all costs. When that run ends, trash all programs installed this way.
Make a runRun any server. Whenever you encounter a piece of ice during thisat run, you may install a1 program from your grip, ignoring all costs. When thisat run ends, trash all programs installed using Diana's Huntthis way.
When you rez Elizabeth Mills, remove 1 bad publicity.[click], [trash]: Trash 1 location. Take 1 bad publicity.
When you rez this asset, remove 1 bad publicity.[click], [trash]: Trash 1 installed location resource. Take 1 bad publicity.
When you rez Elizabeth Millsthis asset, remove 1 bad publicity.[click], [trash]: Trash 1 locationinstalled location resource. Take 1 bad publicity.
When you rez this ice, place 4 power counters on it.When your turn begins, remove 1 hosted power counter.This ice gains "[subroutine] End the run." before its printed subroutine for each hosted power counter.[subroutine] Trash this ice.
When you rez this ice, place 4 power counters on it.When your turn begins, remove 1 hosted power counter.This ice gains "[subroutine] End the run." before its other subroutines for each hosted power counter.[subroutine] Trash this ice.
When you rez this ice, place 4 power counters on it.When your turn begins, remove 1 hosted power counter.This ice gains "[subroutine] End the run." before its printedother subroutines for each hosted power counter.[subroutine] Trash this ice.
Exposé can be advanced.[trash]: Remove 1 bad publicity for each advancement token on Exposé.
You can advance this asset.[trash]: Remove 1 bad publicity for each hosted advancement counter.
ExposéYou can be advanced this asset.[trash]: Remove 1 bad publicity for each hosted advancement token on Exposécounter.
As an additional cost to play this event, spend [click].Forfeit an agenda. If you do, give the Corp 1 bad publicity.
As an additional cost to play this event, spend [click].Forfeit 1 agenda. If you do, give the Corp 1 bad publicity.
As an additional cost to play this event, spend [click].Forfeit an1 agenda. If you do, give the Corp 1 bad publicity.
When the Runner encounters Galahad, you may reveal up to 2 grail ice from HQ. For the remainder of this run, Galahad gains the subroutines of the revealed ice in the order of your choice.[subroutine] End the run.
When the Runner encounters this ice, you may reveal up to 2 pieces of grail ice in HQ. For the remainder of this run, this ice gains the subroutines of each revealed piece of ice in the order of your choice.[subroutine] End the run.
When the Runner encounters Galahadthis ice, you may reveal up to 2 pieces of grail ice fromin HQ. For the remainder of this run, Galahadthis ice gains the subroutines of theeach revealed piece of ice in the order of your choice.[subroutine] End the run.
Place 2 agenda counters on Geothermal Fracking when you score it.[click], hosted agenda counter: Gain 7[credit] and take 1 bad publicity.
When you score this agenda, place 2 agenda counters on it.[click], hosted agenda counter: Gain 7[credit] and take 1 bad publicity.
Place 2 agenda counters on Geothermal Fracking when you scoreWhen you score this agenda, place 2 agenda counters on it.[click], hosted agenda counter: Gain 7[credit] and take 1 bad publicity.
When you rez Grim, take 1 bad publicity.[subroutine] Trash 1 program.
When you rez this ice, take 1 bad publicity.[subroutine] Trash 1 installed program.
When you rez Grimthis ice, take 1 bad publicity.[subroutine] Trash 1 installed program.
[subroutine] You may install and rez a piece of bioroid ice from HQ or Archives, ignoring all costs, placing it directly behind Howler. If you do, derez that piece of ice and trash Howler after the run is completed.
[subroutine] You may install and rez 1 piece of bioroid ice from HQ or Archives directly inward from this ice, ignoring all costs. When this run ends, if you installed a piece of ice this way, trash this ice and derez the ice you installed.
[subroutine] You may install and rez a1 piece of bioroid ice from HQ or Archives, ignoring all costs, placing it directly behind Howler. If you do, derez that piece of ice and trash Howler after the run is complet directly inward from this ice, ignoring all costs. When this run ends, if you installed a piece of ice this way, trash this ice and derez the ice you installed.
If the Runner trashes Illegal Arms Factory while it is installed, take 1 bad publicity.When your turn begins, gain 1[credit] and draw 1 card.
When your turn begins, gain 1[credit] and draw 1 card.When the Runner trashes this asset (while it is rezzed), take 1 bad publicity.
If the Runner trashes Illegal Arms Factory while it is installed, take 1 bad publicity.When your turn begins, gain 1[credit] and draw 1 cardWhen your turn begins, gain 1[credit] and draw 1 card.When the Runner trashes this asset (while it is rezzed), take 1 bad publicity.
When you score Illicit Sales, you may take 1 bad publicity. Gain 3[credit] for each bad publicity that you have.
When you score this agenda, you may take 1 bad publicity. Gain 3[credit] for each bad publicity you have.
When you score Illicit Salesthis agenda, you may take 1 bad publicity. Gain 3[credit] for each bad publicity that you have.
Install only if the Corp has at least 1 bad publicity.[click],[click],[click],[click],[trash]: Give the Corp 1 bad publicity.
Install only if the Corp has at least 1 bad publicity.[click][click][click][click], [trash]: Give the Corp 1 bad publicity.
Install only if the Corp has at least 1 bad publicity.[click],[click],[click],[click], [trash]: Give the Corp 1 bad publicity.
Ireress gains "[subroutine] The Runner loses 1[credit]" for each bad publicity you have.
This ice gains "[subroutine] The Runner loses 1[credit]." for each bad publicity you have.
IreressThis ice gains "[subroutine] The Runner loses 1[credit]." for each bad publicity you have.
This event is not trashed until another current is played or an agenda is scored.The Corp gets -1 maximum hand size for each bad publicity they have.
This event is not trashed until another current is played or an agenda is scored.The Corp gets −1 maximum hand size for each bad publicity they have.
This event is not trashed until another current is played or an agenda is scored.The Corp gets -−1 maximum hand size for each bad publicity they have.
When the Runner encounters Lancelot, you may reveal up to 2 grail ice from HQ. For the remainder of this run, Lancelot gains the subroutines of the revealed ice in the order of your choice.[subroutine] Trash 1 program.
When the Runner encounters this ice, you may reveal up to 2 pieces of grail ice in HQ. For the remainder of this run, this ice gains the subroutines of each revealed piece of ice in the order of your choice.[subroutine] Trash 1 installed program.
When the Runner encounters Lancelotthis ice, you may reveal up to 2 pieces of grail ice fromin HQ. For the remainder of this run, Lancelotthis ice gains the subroutines of theeach revealed piece of ice in the order of your choice.[subroutine] Trash 1 installed program.
When the Runner encounters this ice, choose another rezzed piece of ice. For the remainder of this run, this ice gains the subtypes of the chosen ice and gains the subroutines of that ice in order before all its other subroutines.[subroutine] The Runner must either end the run or shuffle all cards from the grip into the stack.
When the Runner encounters this ice, choose another rezzed piece of ice. For the remainder of this run, this ice gains the subtypes of the chosen ice and gains the subroutines of that ice in order before its other subroutines.[subroutine] End the run unless the Runner shuffles all cards from the grip into the stack.
When the Runner encounters this ice, choose another rezzed piece of ice. For the remainder of this run, this ice gains the subtypes of the chosen ice and gains the subroutines of that ice in order before all its other subroutines.[subroutine] TEnd the Rrunner must either end the run o unless the Runner shuffles all cards from the grip into the stack.
Make a run. When this run ends, add Mad Dash to your score area as an agenda worth 1 agenda point if you stole at least 1 agenda during the run; otherwise, suffer 1 meat damage.
Run any server. When that run ends, if you stole an agenda during that run, add this event to your score area as an agenda worth 1 agenda point. Otherwise, suffer 1 meat damage.
Make a runRun any server. When thisat run ends, add Mad Dashif you stole an agenda during that run, add this event to your score area as an agenda worth 1 agenda point if you stole at least 1 agenda during the run; o. Otherwise, suffer 1 meat damage.
[subroutine] The next piece of ice the Runner encounters gains "[subroutine] End the run." after all its other subroutines for the remainder of this run.
[subroutine] The next piece of ice the Runner encounters during this run gains "[subroutine] End the run." after its other subroutines for the remainder of that run.
[subroutine] The next piece of ice the Runner encounters during this run gains "[subroutine] End the run." after all its other subroutines for the remainder of thisat run.
Masvingo can be advanced.When you rez Masvingo, place 1 advancement token on it.Masvingo gains "[subroutine] End the run." for each advancement token on it.
You can advance this ice.When you rez this ice, place 1 advancement counter on it.This ice gains "[subroutine] End the run." for each hosted advancement counter.
MasvingoYou can be advanced this ice.When you rez Masvingothis ice, place 1 advancement tokencounter on it.MasvingoThis ice gains "[subroutine] End the run." for each hosted advancement token on itcounter.
When the Runner encounters Merlin, you may reveal up to 2 grail ice from HQ. For the remainder of this run, Merlin gains the subroutines of the revealed ice in the order of your choice.[subroutine] Do 2 net damage.
When the Runner encounters this ice, you may reveal up to 2 pieces of grail ice in HQ. For the remainder of this run, this ice gains the subroutines of each revealed piece of ice in the order of your choice.[subroutine] Do 2 net damage.
When the Runner encounters Merlinthis ice, you may reveal up to 2 pieces of grail ice fromin HQ. For the remainder of this run, Merlinthis ice gains the subroutines of theeach revealed piece of ice in the order of your choice.[subroutine] Do 2 net damage.
Play only if you made a successful run on a central server this turn.The Corp must pay 5[credit] or take 1 bad publicity. Remove Mining Accident from the game instead of trashing it.
Play only if you made a successful run on a central server this turn.Give the Corp 1 bad publicity unless they pay 5[credit].Remove this event from the game.
Play only if you made a successful run on a central server this turn.TGive the Corp must pay 5[credit] or take 1 bad publicity. Remove Mining Accident from the game instead of trashing it1 bad publicity unless they pay 5[credit].Remove this event from the game.
Make a run on R&D. If successful, you may make another run on R&D when this run ends. If the second run is successful, gain 4[credit].
Run R&D. If successful, when that run ends, you may run R&D again. If the second run is successful, gain 4[credit].
Make a run oRun R&D. If successful, you may make another run on R&D when this run endswhen that run ends, you may run R&D again. If the second run is successful, gain 4[credit].
Use this hardware only by spending credits from stealth cards.Whenever you make a successful run on HQ, you may pay 1[credit] to access 1 additional card when you breach HQ.Whenever you make a successful run on R&D, you may pay 2[credit] to access 1 additional card when you breach R&D.
Spend credits only from stealth cards to use this hardware.Whenever you make a successful run on HQ, you may pay 1[credit] to access 1 additional card when you breach HQ.Whenever you make a successful run on R&D, you may pay 2[credit] to access 1 additional card when you breach R&D.
Use this hardware only by sSpending credits only from stealth cards to use this hardware.Whenever you make a successful run on HQ, you may pay 1[credit] to access 1 additional card when you breach HQ.Whenever you make a successful run on R&D, you may pay 2[credit] to access 1 additional card when you breach R&D.
When you rez Muckraker, take 1 bad publicity.[subroutine] Trace[1]. If successful, give the Runner 1 tag.[subroutine] Trace[2]. If successful, give the Runner 1 tag.[subroutine] Trace[3]. If successful, give the Runner 1 tag.[subroutine] End the run if the Runner is tagged.
When you rez this ice, take 1 bad publicity.[subroutine] Trace[1]. If successful, give the Runner 1 tag.[subroutine] Trace[2]. If successful, give the Runner 1 tag.[subroutine] Trace[3]. If successful, give the Runner 1 tag.[subroutine] End the run if the Runner is tagged.
When you rez Muckrakerthis ice, take 1 bad publicity.[subroutine] Trace[1]. If successful, give the Runner 1 tag.[subroutine] Trace[2]. If successful, give the Runner 1 tag.[subroutine] Trace[3]. If successful, give the Runner 1 tag.[subroutine] End the run if the Runner is tagged.
The advancement requirement of NAPD Contract is increased by 1 for each bad publicity the Corp has.As an additional cost to steal NAPD Contract, the Runner must pay 4[credit].
This agenda gets +1 advancement requirement for each bad publicity you have.As an additional cost to steal this agenda, the Runner must pay 4[credit].
Theis agenda gets +1 advancement requirement of NAPD Contract is increased by 1 for each bad publicity the Corpyou hasve.As an additional cost to steal NAPD Contractthis agenda, the Runner must pay 4[credit].
The first time you spend at least 1[credit] from a stealth card each run, place 1[credit] on Net Mercur or draw 1 card.Use credits on Net Mercur for anything.
The first time you spend credits from a stealth card during each run, place 1[credit] on this resource or draw 1 card.You can spend hosted credits for anything.
The first time you spend at least 1[credit]s from a stealth card during each run, place 1[credit] on Net Mercurthis resource or draw 1 card.Use credits on Net MercurYou can spend hosted credits for anything.
If a current is active, News Hound gains "[subroutine] End the run." after all its other subroutines.[subroutine] Trace[3]. If successful, give the Runner 1 tag.
[subroutine] Trace[3]. If successful, give the Runner 1 tag.If a current is active, this ice gains "[subroutine] End the run." after its other subroutines.
[subroutine] Trace[3]. If successful, give the Runner 1 tag.If a current is active, News Houndthis ice gains "[subroutine] End the run." after all its other subroutines.[subroutine] Trace[3]. If successful, give the Runner 1 tag.
NEXT Silver gains "[subroutine] End the run." for each rezzed piece of NEXT ice.
This ice gains "[subroutine] End the run." for each rezzed piece of NEXT ice.
NEXT SilverThis ice gains "[subroutine] End the run." for each rezzed piece of NEXT ice.
Interface → 1[credit]: Break 1 barrier subroutine. Use this ability only if this program was installed this turn.Interface → 1[credit]: Break 1 code gate subroutine.1[credit]: +3 strength. Use this ability only by spending a credit from a stealth card.
Interface → 1[credit]: Break 1 barrier subroutine. Use this ability only if this program was installed this turn.Interface → 1[credit]: Break 1 code gate subroutine.1[credit]: +3 strength. Spend credits only from stealth cards to use this ability.
Interface → 1[credit]: Break 1 barrier subroutine. Use this ability only if this program was installed this turn.Interface → 1[credit]: Break 1 code gate subroutine.1[credit]: +3 strength. Use this ability only by spending aSpend credits only from a stealth cards to use this ability.
When you score Posted Bounty, you may forfeit it to give the Runner 1 tag and take 1 bad publicity.
When you score this agenda, you may forfeit it. If you do, give the Runner 1 tag and take 1 bad publicity.
When you score Posted Bountythis agenda, you may forfeit it to. If you do, give the Runner 1 tag and take 1 bad publicity.
When you score Profiteering, take up to 3 bad publicity. Gain 5[credit] for each bad publicity taken.
When you score this agenda, take up to 3 bad publicity. Gain 5[credit] for each bad publicity taken this way.
When you score Profiteeringthis agenda, take up to 3 bad publicity. Gain 5[credit] for each bad publicity taken this way.
When you score this agenda, place 3 agenda counters on it.Hosted agenda counter: The rezzed piece of bioroid ice the Runner is approaching gains "[subroutine] End the run." after all its other subroutines for the remainder of this run.
When you score this agenda, place 3 agenda counters on it.Hosted agenda counter: The rezzed piece of bioroid ice the Runner is approaching gains "[subroutine] End the run." after its other subroutines for the remainder of this run.
When you score this agenda, place 3 agenda counters on it.Hosted agenda counter: The rezzed piece of bioroid ice the Runner is approaching gains "[subroutine] End the run." after all its other subroutines for the remainder of this run.
When you rez Reality Threedee, take 1 bad publicity.When your turn begins, gain 1[credit] (or 2[credit] if the Runner is tagged).
When you rez this asset, take 1 bad publicity.When your turn begins, if the Runner is tagged, gain 2[credit]. Otherwise, gain 1[credit].
When you rez Reality Threedeethis asset, take 1 bad publicity.When your turn begins, gain 1[credit] (or 2[credit] if the Runner is tagged)if the Runner is tagged, gain 2[credit]. Otherwise, gain 1[credit].
Interface → 1[credit]: Break 1 code gate subroutine.1[credit]: +3 strength. Use this ability only by spending a credit from a stealth card.
Interface → 1[credit]: Break 1 code gate subroutine.1[credit]: +3 strength. Spend credits only from stealth cards to use this ability.
Interface → 1[credit]: Break 1 code gate subroutine.1[credit]: +3 strength. Use this ability only by spending aSpend credits only from a stealth cards to use this ability.
For each bad publicity you have up to 4, this agenda gets -1 advancement requirement.
For each bad publicity you have up to 4, this agenda gets −1 advancement requirement.
For each bad publicity you have up to 4, this agenda gets -−1 advancement requirement.
Trash one of your installed sysops, executives, or clones. If you do, remove up to 2 bad publicity.
Reveal and trash 1 of your installed sysop, executive, or clone cards. If you do, remove up to 2 bad publicity.
TReveal and trash one1 of your installed sysops, executives, or clone cards. If you do, remove up to 2 bad publicity.
Place 3 power counters on Rex Campaign when it is rezzed. When there are no power counters left on Rex Campaign, trash it and either remove 1 bad publicity or gain 5[credit].When your turn begins, remove 1 power counter from Rex Campaign.
When you rez this asset, load 3 power counters onto it. When it is empty, trash it and either remove 1 bad publicity or gain 5[credit].When your turn begins, remove 1 hosted power counter.
Place 3 power counters on Rex Campaign when it is rezzed. When there are no power counters left on Rex CampaignWhen you rez this asset, load 3 power counters onto it. When it is empty, trash it and either remove 1 bad publicity or gain 5[credit].When your turn begins, remove 1 hosted power counter from Rex Campaign.
As an additional cost to play this operation, forfeit an agenda.Remove 1 bad publicity per agenda point that the forfeited agenda was worth. Gain 1[credit] for each bad publicity removed.
As an additional cost to play this operation, forfeit 1 agenda.Remove X bad publicity. X is equal to the agenda point value of the forfeited agenda. Gain 1[credit] for each bad publicity removed this way.
As an additional cost to play this operation, forfeit an1 agenda.Remove 1X bad publicity per. X is equal to the agenda point thatvalue of the forfeited agenda was worth. Gain 1[credit] for each bad publicity removed this way.
Salvage can be advanced only while rezzed and gains “[subroutine] Trace[2]. If successful, give the Runner 1 tag.” for each advancement token on it.
You can advance this ice if it is rezzed. It gains "[subroutine] Trace[2]. If successful, give the Runner 1 tag." for each hosted advancement counter.
SalvageYou can be advanced only while this ice if it is rezzed and. It gains “"[subroutine] Trace[2]. If successful, give the Runner 1 tag.”" for each hosted advancement token on itcounter.
[subroutine] For the remainder of this run, each piece of ice encountered except Sensei gains "[subroutine] End the run" after all its other subroutines.
[subroutine] For the remainder of this run, while the Runner is encountering another piece of ice, it gains "[subroutine] End the run." after its other subroutines.
[subroutine] For the remainder of this run, each piece of ice encountered except Senseiwhile the Runner is encountering another piece of ice, it gains "[subroutine] End the run." after all its other subroutines.
When you rez Shinobi, take 1 bad publicity.[subroutine] Trace[1]. If successful, do 1 net damage.[subroutine] Trace[2]. If successful, do 2 net damage.[subroutine] Trace[3]. If successful, do 3 net damage and end the run.
When you rez this ice, take 1 bad publicity.[subroutine] Trace[1]. If successful, do 1 net damage.[subroutine] Trace[2]. If successful, do 2 net damage.[subroutine] Trace[3]. If successful, do 3 net damage and end the run.
When you rez Sthinobis ice, take 1 bad publicity.[subroutine] Trace[1]. If successful, do 1 net damage.[subroutine] Trace[2]. If successful, do 2 net damage.[subroutine] Trace[3]. If successful, do 3 net damage and end the run.
Install Sub Boost on a rezzed piece of ice as a hosted condition counter with the text "Host ice gains barrier and '[subroutine] End the run.' after all its other subroutines."
Host this operation on a rezzed piece of ice as a condition counter with "Host ice gains barrier and gains '[subroutine] End the run.' after its other subroutines."
Install Sub BoostHost this operation on a rezzed piece of ice as a hosted condition counter with the text "Host ice gains barrier and gains '[subroutine] End the run.' after all its other subroutines."
When you rez Swarm, take 1 bad publicity.Swarm can be advanced and gains "[subroutine] Trash 1 program unless the Runner pays 3[credit]." for each advancement token on it.
When you rez this ice, take 1 bad publicity.You can advance this ice. It gains "[subroutine] Trash 1 installed program unless the Runner pays 3[credit]." for each hosted advancement counter.
When you rez Swarmthis ice, take 1 bad publicity.SwarmYou can be advanced and this ice. It gains "[subroutine] Trash 1 installed program unless the Runner pays 3[credit]." for each hosted advancement token on itcounter.
Interface → 1[credit]: Break any number of sentry subroutines. Use this ability only by spending a credit from a stealth card.1[credit]: +7 strength. Use this ability only by spending a credit from a stealth card.
Interface → 1[credit]: Break any number of sentry subroutines. Spend credits only from stealth cards to use this ability.1[credit]: +7 strength. Spend credits only from stealth cards to use this ability.
Interface → 1[credit]: Break any number of sentry subroutines. Use this ability only by spending aSpend credits only from a stealth cards to use this ability.1[credit]: +7 strength. Use this ability only by spending aSpend credits only from a stealth cards to use this ability.
Whenever a gray ops or black ops operation is trashed after resolving, you may give the Corp 1 bad publicity and take 1 tag.[trash]: Draw 1 card for each bad publicity the Corp has.
Whenever a gray ops or black ops operation is trashed after resolving, you may give the Corp 1 bad publicity and take 1 tag.[trash]: Draw 1 card for each bad publicity the Corp has.
Whenever a gray ops or black ops operation is trashed after resolving, you may give the Corp 1 bad publicity and take 1 tag.[trash]: Draw 1 card for each bad publicity the Corp has.
Play only if the Runner is tagged.Trash all resources. The Runner can remove 1 bad publicity to prevent this.
Play only if the Runner is tagged.Trash all installed resources unless the Runner removes 1 bad publicity.
Play only if the Runner is tagged.Trash all resources. Tinstalled resources unless the Runner can removes 1 bad publicity to prevent this.
+1[link]Whenever the Corp scores an initiative or security agenda, force the Corp to "Trace[1]. If unsuccessful, take 1 bad publicity."
+1[link]Whenever the Corp scores an initiative or security agenda, they must trace[1]. If unsuccessful, give them 1 bad publicity.
+1[link]Whenever the Corp scores an initiative or security agenda, force the Corp to "Tthey must trace[1]. If unsuccessful, takegive them 1 bad publicity."
Gain 3[credit] whenever you take at least 1 bad publicity.
Whenever you take 1 or more bad publicity, gain 3[credit].
Gain 3[credit] wWhenever you take at least 11 or more bad publicity, gain 3[credit].
[subroutine] When the Runner encounters the next piece of ice during this run, that ice gains a second copy of each subroutine on it (after the original subroutine) for the remainder of the encounter.
[subroutine] The next time the Runner encounters a piece of ice during this run, that ice gains a second copy of each of its subroutines (after the original subroutine) for the remainder of that encounter.
[subroutine] WThen next time the Runner encounters the nexta piece of ice during this run, that ice gains a second copy of each of its subroutine on its (after the original subroutine) for the remainder of theat encounter.
Play only if you have fewer than 10[credit].Gain 7[credit] and take 1 bad publicity.
Play only if you have less than 10[credit].Gain 7[credit] and take 1 bad publicity.
Play only if you have fewerless than 10[credit].Gain 7[credit] and take 1 bad publicity.
Tour Guide gains "[subroutine] End the run." for each rezzed asset you have.
This ice gains "[subroutine] End the run." for each rezzed asset.
Tour Guidhis ice gains "[subroutine] End the run." for each rezzed asset you have.
Tyrant can be advanced only while rezzed and gains "[subroutine] End the run." for each advancement token on it.
You can advance this ice if it is rezzed. It gains "[subroutine] End the run." for each hosted advancement counter.
TyrantYou can be advanced only while this ice if it is rezzed and. It gains "[subroutine] End the run." for each hosted advancement token on itcounter.
When you score Veterans Program, you may remove up to 2 bad publicity.
When you score this agenda, you may remove up to 2 bad publicity.
When you score Veterans Programthis agenda, you may remove up to 2 bad publicity.
When you score Vulcan Coverup, do 2 meat damage.When the Runner steals Vulcan Coverup, take 1 bad publicity.
When you score this agenda, do 2 meat damage.When the Runner steals this agenda, take 1 bad publicity.
When you score Vulcan Coverupthis agenda, do 2 meat damage.When the Runner steals Vulcan Coverupthis agenda, take 1 bad publicity.
Each piece of rezzed bioroid ice gains "[subroutine] The Runner loses [click], if able." before all of its other subroutines.
Each rezzed piece of bioroid ice gains "[subroutine] The Runner loses [click]." before its other subroutines.
Each rezzed piece of rezzed bioroid ice gains "[subroutine] The Runner loses [click], if able." before all of its other subroutines.
Woodcutter can be advanced only while rezzed and gains "[subroutine] Do 1 net damage." for each advancement token on it.
You can advance this ice if it is rezzed. It gains "[subroutine] Do 1 net damage." for each hosted advancement counter.
WoodcutterYou can be advanced only while this ice if it is rezzed and. It gains "[subroutine] Do 1 net damage." for each hosted advancement token on itcounter.
Whenever you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only once per turn and only by spending credits from stealth cards.Interface → 1[credit]: Break up to 2 sentry subroutines.1[credit]: +2 strength. Use this ability only by spending a credit from a stealth card.
Once per turn → When you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only by spending credits from stealth cards.Interface → 1[credit]: Break up to 2 sentry subroutines.1[credit]: +2 strength. Use this ability only by spending a credit from a stealth card.
Once per turn → Whenever you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only once per turn and only by spending credits from stealth cards.Interface → 1[credit]: Break up to 2 sentry subroutines.1[credit]: +2 strength. Use this ability only by spending a credit from a stealth card.
Trash the unrezzed piece of ice the Runner is approaching: Choose a server other than the attacked server. The Runner moves to the outermost position of that server and encounters any ice there. Use this ability only once per turn.
Once per turn → Trash the unrezzed piece of ice the Runner is approaching: Choose a server other than the attacked server. The Runner moves to the outermost position of that server and encounters any ice there.
Once per turn → Trash the unrezzed piece of ice the Runner is approaching: Choose a server other than the attacked server. The Runner moves to the outermost position of that server and encounters any ice there. Use this ability only once per turn.
The first [click] you spend each turn must be spent to play a run event or take the basic action to run a server.Lose [click][click]: Break 1 subroutine. Use this ability only once per turn.
The first [click] you spend each turn must be spent to take the basic action to play an event or the basic action to run a server. You cannot take the action to play an event this way except if you play a run event.Once per turn → Lose [click][click]: Break 1 subroutine.
The first [click] you spend each turn must be spent to take the basic action to play a run event or take the basic action to run a server. You cannot take the action to play an event this way except if you play a run event.Once per turn → Lose [click][click]: Break 1 subroutine. Use this ability only once per turn.
0[credit]: Install 1 program from your grip (paying all costs). Use this ability only once per turn and only during a run. When that run ends, trash that program if it is not a trojan.
Once per turn → 0[credit]: Install 1 program from your grip (paying its install cost). Use this ability only during a run. When that run ends, trash that program if it is not a trojan.
Once per turn → 0[credit]: Install 1 program from your grip (paying its install costs). Use this ability only once per turn and only during a run. When that run ends, trash that program if it is not a trojan.
Take 1 tag: The ice you are encountering gets −2 strength for the remainder of this encounter. Use this ability only once per turn.[trash], 2[credit]: Trash the ice you are encountering if its strength is 0 or less.
Once per turn → Take 1 tag: The ice you are encountering gets –2 strength for the remainder of this encounter.[trash], 2[credit]: Trash the ice you are encountering if its strength is 0 or less.
Once per turn → Take 1 tag: The ice you are encountering gets −–2 strength for the remainder of this encounter. Use this ability only once per turn.[trash], 2[credit]: Trash the ice you are encountering if its strength is 0 or less.
When you install this program, you may pay X[credit] to place X power counters on it.This program gets +1 strength for each hosted power counter, and it can only interface with ice of exactly equal strength.Interface → 1[credit]: Break 1 subroutine.
When you install this program, you may spend any number of credits to place that many power counters on it.This program gets +1 strength for each hosted power counter, and it can only interface with ice of exactly equal strength.Interface → 1[credit]: Break 1 subroutine.
When you install this program, you may pay X[spend any number of credit]s to place Xthat many power counters on it.This program gets +1 strength for each hosted power counter, and it can only interface with ice of exactly equal strength.Interface → 1[credit]: Break 1 subroutine.
Remove 1 tag: End the run. You cannot use this ability during a run on this server.
Remove 1 tag: End the run. Use this ability only during a run against another server.
Remove 1 tag: End the run. You cannot uUse this ability only during a run on thisagainst another server.
[trash]: Prevent all but 1 net damage.
[interrupt] → [trash]: Prevent all but 1 net damage.
[interrupt] → [trash]: Prevent all but 1 net damage.
Install only in a remote server.Bio Vault can be advanced.[trash], 2 hosted advancement tokens: End the run.
Remote server only.You can advance this upgrade.[trash], 2 hosted advancement counters: End the run. Use this ability only during a run.
Install only in a rRemote server only.Bio VaultYou can be advanced this upgrade.[trash], 2 hosted advancement tokencounters: End the run. Use this ability only during a run.
[trash]: Prevent 2 damage.
[interrupt] → [trash]: Prevent 2 damage.
[interrupt] → [trash]: Prevent 2 damage.
When you score this agenda, you may pay X[credit]. If you do, the Runner adds X cards from the grip at random to the bottom of the stack, then draws 1 card.
When you score this agenda, you may spend any number of credits. If you do, the Runner adds that many cards from the grip to the bottom of the stack at random, then draws 1 card.
When you score this agenda, you may pay X[spend any number of credit]s. If you do, the Runner adds Xthat many cards from the grip at random to the bottom of the stack at random, then draws 1 card.
Whenever you rez a piece of ice during a run against this server, you may derez another installed piece of ice. If you do, the rezzed ice gets +3 strength for the remainder of that run. Use this ability only once per turn.Limit 1 region per server.
Once per turn → When you rez a piece of ice during a run against this server, you may derez another installed piece of ice. If you do, the rezzed ice gets +3 strength for the remainder of that run.Limit 1 region per server.
Once per turn → Whenever you rez a piece of ice during a run against this server, you may derez another installed piece of ice. If you do, the rezzed ice gets +3 strength for the remainder of that run. Use this ability only once per turn.Limit 1 region per server.
When you score Breaking News, give the Runner 2 tags.When the turn on which you scored Breaking News ends, the Runner loses 2 tags.
When you score this agenda, give the Runner 2 tags.When a discard phase ends, if you scored this agenda this turn, the Runner removes 2 tags.
When you score Breaking Newsthis agenda, give the Runner 2 tags.When the turn on which you scored Breaking News endsa discard phase ends, if you scored this agenda this turn, the Runner losremoves 2 tags.
When you score Broad Daylight, you may take 1 bad publicity. Place 1 agenda counter on Broad Daylight for each bad publicity you have.[click], hosted agenda counter: Do 2 meat damage. Use this ability only once per turn.
When you score this agenda, you may take 1 bad publicity. Place 1 agenda counter on this agenda for each bad publicity you have.Once per turn → [click], hosted agenda counter: Do 2 meat damage.
When you score Broad Daylightthis agenda, you may take 1 bad publicity. Place 1 agenda counter on Broad Daylightthis agenda for each bad publicity you have.Once per turn → [click], hosted agenda counter: Do 2 meat damage. Use this ability only once per turn.
Whenever you are about to take at least 1 bad publicity, Trace[3]. If successful, avoid taking the bad publicity.
[interrupt] → Whenever you would take bad publicity, trace[3]. If successful, prevent all of that bad publicity.
Whenever you are about to take at least 1[interrupt] → Whenever you would take bad publicity, Ttrace[3]. If successful, avoid taking theprevent all of that bad publicity.
[click]: Draw 2 cards. Use this ability only once per turn.When the Runner trashes this asset, you may draw 2 cards.
Once per turn → [click]: Draw 2 cards.When the Runner trashes this asset, you may draw 2 cards.
Once per turn → [click]: Draw 2 cards. Use this ability only once per turn.When the Runner trashes this asset, you may draw 2 cards.
+1[mu]Access → Trash 2 cards from your grip: Trash the card you are accessing. Use this ability only once per turn.Limit 1 console per player.
+1[mu]Access, once per turn → Trash 2 cards from your grip: Trash the card you are accessing.Limit 1 console per player.
+1[mu]Access, once per turn → Trash 2 cards from your grip: Trash the card you are accessing. Use this ability only once per turn.Limit 1 console per player.
If you are tagged when your turn ends, force the Corp to "Trace[1]. If unsuccessful, the Runner removes 1 tag."[trash],trash all cards in your grip: Prevent all meat damage.
When your discard phase ends while you are tagged, the Corp must trace[1]. If unsuccessful, remove 1 tag.[interrupt] → [trash], trash all cards from your grip: Prevent all meat damage.
If you are tagged when your turn ends, forceWhen your discard phase ends while you are tagged, the Corp to "Tmust trace[1]. If unsuccessful, the Runner removes 1 tag."[interrupt] → [trash], trash all cards infrom your grip: Prevent all meat damage.
When you install this program, place 2 virus counters on it.Whenever you make a successful run on a central server, you may remove 1 hosted virus counter to swap 1 piece of ice protecting that server with another installed piece of ice. Use this ability only once per turn.
When you install this program, place 2 virus counters on it.Once per turn → When you make a successful run on a central server, you may remove 1 hosted virus counter to swap 1 piece of ice protecting that server with another installed piece of ice.
When you install this program, place 2 virus counters on it.Once per turn → Whenever you make a successful run on a central server, you may remove 1 hosted virus counter to swap 1 piece of ice protecting that server with another installed piece of ice. Use this ability only once per turn.
2[recurring-credit]Use these credits to pay for removing tags.[trash]: Prevent up to 3 meat damage.
2[recurring-credit]You can spend hosted credits to take the basic action to remove 1 tag.[interrupt] → [trash]: Prevent up to 3 meat damage.
2[recurring-credit]Use these credits to pay forYou can spend hosted credits to take the basic action to removinge 1 tags.[interrupt] → [trash]: Prevent up to 3 meat damage.
[trash]: Avoid receiving 1 tag.
[interrupt] → [trash]: Prevent 1 tag.
[trash]: Avoid receivinginterrupt] → [trash]: Prevent 1 tag.
+1[mu]Once per turn, you may immediately make another run when a successful run ends.Limit 1 console per player.
+1[mu]Once per turn → When a successful run ends, you may run any server.Limit 1 console per player.
+1[mu]Once per turn, you may immediately make another run w → When a successful run ends, you may run any server.Limit 1 console per player.
Place 4 power counters on Dorm Computer when you install it.[click], hosted power counter: Make a run. Avoid all tags for the remainder of the run.
When you install this hardware, place 4 power counters on it.[click], hosted power counter: Run any server. Whenever you would take tags during that run, prevent all of those tags.
Place 4 power counters on Dorm Computer when you install it.[click], hosted power counter: Make a run. Avoid all tags for the remainder of the runWhen you install this hardware, place 4 power counters on it.[click], hosted power counter: Run any server. Whenever you would take tags during that run, prevent all of those tags.
When you rez Dracō, you may pay X[credit] to place X power counters on it.Dracō has +1 strength for each power counter on it.[subroutine] Trace[2]. If successful, give the Runner 1 tag and end the run.
When you rez this ice, you may spend any number of credits to place that many power counters on it.This ice gets +1 strength for each hosted power counter.[subroutine] Trace[2]. If successful, give the Runner 1 tag and end the run.
When you rez Dracōthis ice, you may pay X[spend any number of credit]s to place Xthat many power counters on it.Dracō haThis ice gets +1 strength for each hosted power counter on it.[subroutine] Trace[2]. If successful, give the Runner 1 tag and end the run.
Trash a card from your grip: Prevent an installed card of the same type from being trashed by the Corp.
[interrupt] → Trash 1 card from your grip: Prevent the Corp from trashing 1 installed card of the same type.
[interrupt] → Trash a1 card from your grip: Prevent anthe Corp from trashing 1 installed card of the same type from being trashed by the Corp.
Place 2 agenda counters on Elective Upgrade when you score it.[click], hosted agenda counter: Gain [click][click]. Use this ability only once per turn.
When you score this agenda, place 2 agenda counters on it.Once per turn → [click], hosted agenda counter: Gain [click][click].
Place 2 agenda counters on Elective Upgrade when you score it.When you score this agenda, place 2 agenda counters on it.Once per turn → [click], hosted agenda counter: Gain [click][click]. Use this ability only once per turn.
Whenever you encounter a piece of ice, you may pay 2[credit]. If you do, it gains code gate for the remainder of that encounter. Use this ability only once per turn.Interface → 1[credit]: Break 1 code gate subroutine.2[credit]: +4 strength.
Once per turn → When you encounter a piece of ice, you may pay 2[credit]. If you do, it gains code gate for the remainder of that encounter.Interface → 1[credit]: Break 1 code gate subroutine.2[credit]: +4 strength.
Once per turn → Whenever you encounter a piece of ice, you may pay 2[credit]. If you do, it gains code gate for the remainder of that encounter. Use this ability only once per turn.Interface → 1[credit]: Break 1 code gate subroutine.2[credit]: +4 strength.
[click], take 1 tag: Run Archives. If successful, instead of breaching Archives, breach R&D. Use this ability only once per turn.Threat 3 → Whenever you breach R&D during a run on Archives, access 1 additional card. (This ability is active if any player has 3 or more agenda points.)
Once per turn → [click], take 1 tag: Run Archives. If successful, instead of breaching Archives, breach R&D.Threat 3 → Whenever you breach R&D during a run on Archives, access 1 additional card. (This ability is active if any player has 3 or more agenda points.)
Once per turn → [click], take 1 tag: Run Archives. If successful, instead of breaching Archives, breach R&D. Use this ability only once per turn.Threat 3 → Whenever you breach R&D during a run on Archives, access 1 additional card. (This ability is active if any player has 3 or more agenda points.)
[click]: Gain 1[credit] for each tag the Runner has. Use this ability only once per turn.
Once per turn → [click]: Gain 1[credit] for each tag the Runner has.
Once per turn → [click]: Gain 1[credit] for each tag the Runner has. Use this ability only once per turn.
[trash]: Prevent another installed resource from being trashed.[trash]: Gain 2[credit].
[interrupt] → [trash]: Prevent a player from trashing another installed resource.[trash]: Gain 2[credit].
[interrupt] → [trash]: Prevent a player from trashing another installed resource from being trashed.[trash]: Gain 2[credit].
Place 3 agenda counters on Firmware Updates when you score it.Hosted agenda counter: Place 1 advancement token on a piece of ice that can be advanced. Use this ability only once per turn.
When you score this agenda, place 3 agenda counters on it.Once per turn → Hosted agenda counter: Place 1 advancement counter on an installed piece of ice you can advance.
Place 3 agenda counters on Firmware Updates when you score it.When you score this agenda, place 3 agenda counters on it.Once per turn → Hosted agenda counter: Place 1 advancement token on acounter on an installed piece of ice thatyou can be advanced. Use this ability only once per turn.
When you score this agenda, place 5 agenda counters on it.Hosted agenda counter: Reveal the top card of R&D. Draw 2 cards. Add 1 card from HQ to the top of R&D. Use this ability only once per turn.
When you score this agenda, place 5 agenda counters on it.Once per turn → Hosted agenda counter: Reveal the top card of R&D. Draw 2 cards. Add 1 card from HQ to the top of R&D.
When you score this agenda, place 5 agenda counters on it.Once per turn → Hosted agenda counter: Reveal the top card of R&D. Draw 2 cards. Add 1 card from HQ to the top of R&D. Use this ability only once per turn.
Access → Any X virus counters: Trash the non-agenda card you are accessing. X is equal to that card's rez or play cost. Use this ability only once per turn.
Access, once per turn → Any X virus counters: Trash the non-agenda card you are accessing. X must be equal to that card's rez or play cost.
Access, once per turn → Any X virus counters: Trash the non-agenda card you are accessing. X ismust be equal to that card's rez or play cost. Use this ability only once per turn.
Prevent all net and meat damage.Whenever Guru Davinder prevents at least 1 net or meat damage, trash him unless you pay 4[credit].
[interrupt] → Whenever you would take net or meat damage, prevent all of that damage.Whenever this resource prevents 1 or more damage, trash it unless you pay 4[credit].
Prevent all net and meat damage.Whenever Guru Davinder prevents at least 1 net[interrupt] → Whenever you would take net or meat damage, prevent all of that damage.Whenever this resource prevents 1 or meatore damage, trash himit unless you pay 4[credit].
Haas Arcology AI can be advanced only while unrezzed.[click], hosted advancement token: Gain [click][click]. Use this ability only once per turn.
You can advance this asset if it is unrezzed.Once per turn → [click], hosted advancement counter: Gain [click][click].
Haas Arcology AIYou can be advanced only while unrezzed. this asset if it is unrezzed.Once per turn → [click], hosted advancement tokencounter: Gain [click][click]. Use this ability only once per turn.
[click]: Gain [click]. Run a remote server. When that run ends, if it was unsuccessful, take 1 tag. Use this ability only once per turn.[click], [trash]: Gain [click][click]. Remove 1 tag.
Once per turn → [click]: Gain [click]. Run a remote server. When that run ends, if it was unsuccessful, take 1 tag.[click], [trash]: Gain [click][click]. Remove 1 tag.
Once per turn → [click]: Gain [click]. Run a remote server. When that run ends, if it was unsuccessful, take 1 tag. Use this ability only once per turn.[click], [trash]: Gain [click][click]. Remove 1 tag.
+1[mu]Trash an installed card: Prevent 1 damage.Limit 1 console per player.
+1[mu][interrupt] → Trash 1 of your installed cards: Prevent 1 damage.Limit 1 console per player.
+1[mu]Trash an[interrupt] → Trash 1 of your installed cards: Prevent 1 damage.Limit 1 console per player.
Once per turn, prevent a "when encountered" ability on a piece of ice.[trash]: Install the top 3 cards of your stack facedown.
[interrupt], once per turn → 0[credit]: Prevent a "when encountered" ability on a piece of ice.[trash]: Install the top 3 cards of your stack facedown.
Once per turn, p[interrupt], once per turn → 0[credit]: Prevent a "when encountered" ability on a piece of ice.[trash]: Install the top 3 cards of your stack facedown.
When you install this program, place 2 virus counters on it.Access → Hosted virus counter: Trash the card you are accessing. Use this ability only once per turn.
When you install this program, place 2 virus counters on it.Access, once per turn → Hosted virus counter: Trash the card you are accessing.
When you install this program, place 2 virus counters on it.Access, once per turn → Hosted virus counter: Trash the card you are accessing. Use this ability only once per turn.
As additional cost to play this operation, spend [click].Trace[2]. If successful, reveal the grip. Trash up to X resources and/or events revealed this way, where X is equal to the amount by which your trace strength exceeded the Runner's link strength. If unsuccessful, take 1 bad publicity.
As an additional cost to play this operation, spend [click].Trace[2]. If successful, reveal the grip. Trash up to X resources and/or events revealed this way, where X is equal to the amount by which your trace strength exceeded the Runner's link strength. If unsuccessful, take 1 bad publicity.
As an additional cost to play this operation, spend [click].Trace[2]. If successful, reveal the grip. Trash up to X resources and/or events revealed this way, where X is equal to the amount by which your trace strength exceeded the Runner's link strength. If unsuccessful, take 1 bad publicity.
When you install Jarogniew Mercs, take 1 tag. Place 3 power counters on Jarogniew Mercs, and 1 additional power counter for each tag you have. When there are no power counters left on Jarogniew Mercs, trash it.The Corp cannot trash Jarogniew Mercs while there is another resource installed.Hosted power counter: Prevent 1 meat damage.
When you install this resource, take 1 tag. Load X power counters onto this resource, where X is equal to the number of tags you have plus 3. When this resource is empty, trash it.The Corp cannot trash this resource while there is another resource installed.[interrupt] → Hosted power counter: Prevent 1 meat damage.
When you install Jarogniew Methis resourcse, take 1 tag. Place 3Load X power counters on Jarogniew Meto this resourcse, and 1 additional power counter for eachwhere X is equal to the number of tags you have plus 3. When there are no power counters left on Jarogniew Mercsis resource is empty, trash it.The Corp cannot trash Jarogniew Methis resourcse while there is another resource installed.[interrupt] → Hosted power counter: Prevent 1 meat damage.
You cannot use Kati Jones more than once per turn.[click]: Place 3[credit] from the bank on Kati Jones.[click]: Take all credits from Kati Jones.
You cannot use this resource more than once per turn.[click]: Place 3[credit] on this resource.[click]: Take all credits from this resource.
You cannot use Kati Jonesthis resource more than once per turn.[click]: Place 3[credit] from the bank on Kati Joneson this resource.[click]: Take all credits from Kati Jonesthis resource.
Whenever you encounter a piece of ice, you may pay 2[credit]. If you do, it gains barrier for the remainder of that encounter. Use this ability only once per turn.Interface → 2[credit]: Break any number of barrier subroutines.3[credit]: +6 strength.
Once per turn → When you encounter a piece of ice, you may pay 2[credit]. If you do, it gains barrier for the remainder of that encounter.Interface → 2[credit]: Break any number of barrier subroutines.3[credit]: +6 strength.
Once per turn → Whenever you encounter a piece of ice, you may pay 2[credit]. If you do, it gains barrier for the remainder of that encounter. Use this ability only once per turn.Interface → 2[credit]: Break any number of barrier subroutines.3[credit]: +6 strength.
Place 2 power counters on Labyrinthine Servers when you score it.Hosted power counter: Prevent the Runner from jacking out. The Runner cannot jack out for the remainder of this run.
When you score this agenda, place 2 power counters on it.[interrupt] → Hosted power counter: Prevent the Runner from jacking out. The Runner cannot jack out for the remainder of this run.
Place 2 power counters on Labyrinthine Servers when you score it.When you score this agenda, place 2 power counters on it.[interrupt] → Hosted power counter: Prevent the Runner from jacking out. The Runner cannot jack out for the remainder of this run.
Play only if you made a successful run on HQ this turn.Prevent all damage until the beginning of your next turn unless the Corp takes 2 bad publicity.
Play only if you made a successful run on HQ this turn.The Corp may take 2 bad publicity. If they do not, whenever you would take damage until your next turn begins, prevent all of that damage.
Play only if you made a successful run on HQ this turn.Prevent all damage until the beginning of your next turn unless the Corp takes 2 bad publicityThe Corp may take 2 bad publicity. If they do not, whenever you would take damage until your next turn begins, prevent all of that damage.
3[credit] or [trash]: Prevent an installed piece of hardware from being trashed.
[interrupt] → 3[credit] or [trash]: Prevent a player from trashing 1 installed piece of hardware.
[interrupt] → 3[credit] or [trash]: Prevent an player from trashing 1 installed piece of hardware from being trashed.
When you install this program, load 2 power counters onto it. When it is empty, remove it from the game.Whenever you encounter a piece of ice, if its strength is 3 or less, you may remove 1 hosted power counter to bypass it. Use this ability only once per turn.Threat 4 → Whenever you encounter a piece of ice, you may remove this program from the game to bypass it.
When you install this program, load 2 power counters onto it. When it is empty, remove it from the game.Once per turn → When you encounter a piece of ice, if its strength is 3 or less, you may remove 1 hosted power counter to bypass it.Threat 4 → Whenever you encounter a piece of ice, you may remove this program from the game to bypass it.
When you install this program, load 2 power counters onto it. When it is empty, remove it from the game.Once per turn → Whenever you encounter a piece of ice, if its strength is 3 or less, you may remove 1 hosted power counter to bypass it. Use this ability only once per turn.Threat 4 → Whenever you encounter a piece of ice, you may remove this program from the game to bypass it.
Interface → Hosted power counter: Break 1 subroutine.2[credit]: +2 strength.When your turn begins, you may pay X[credit] to place X power counters on this program.When your turn ends, remove all hosted power counters.
When your turn begins, you may spend any number of credits to place that many power counters on this program.When your discard phase ends, remove all hosted power counters.Interface → Hosted power counter: Break 1 subroutine.2[credit]: +2 strength.
Interface → Hosted power counter: Break 1 subroutine.2[credit]: +2 strength.When your turn begins, you may pay X[spend any number of credit]s to place Xthat many power counters on this program.When your turndiscard phase ends, remove all hosted power counters.Interface → Hosted power counter: Break 1 subroutine.2[credit]: +2 strength.
+2[mu]Once per turn, immediately after you access a card from R&D, you may add that card to the bottom of R&D. If you do, take 1 tag.Limit 1 console per player.
+2[mu]Once per turn → When you finish accessing a card in R&D, you may add that card to the bottom of R&D. If you do, take 1 tag.Limit 1 console per player.
+2[mu]Once per turn, immediately after you → When you finish accessing a card fromin R&D, you may add that card to the bottom of R&D. If you do, take 1 tag.Limit 1 console per player.
[click]: Place 1 power counter on this asset. When the Runner's next turn begins, they lose [click]. Use this ability only once per turn.[click],[trash], 3 hosted power counters: Gain [click][click][click][click].
Once per turn → [click]: Place 1 power counter on this asset. When the Runner's next turn begins, they lose [click].[click], [trash], 3 hosted power counters: Gain [click][click][click][click].
Once per turn → [click]: Place 1 power counter on this asset. When the Runner's next turn begins, they lose [click]. Use this ability only once per turn.[click], [trash], 3 hosted power counters: Gain [click][click][click][click].
Whenever you breach HQ or R&D during a run, if you did not break any subroutines during that run, you may access 1 additional card. Use this ability only once per turn.
Once per turn → When you breach HQ or R&D during a run, if you did not break any subroutines during that run, you may access 1 additional card.
Once per turn → Whenever you breach HQ or R&D during a run, if you did not break any subroutines during that run, you may access 1 additional card. Use this ability only once per turn.
[subroutine] You may install a piece of ice from HQ as the outermost piece of ice protecting this server, ignoring all install costs.
[subroutine] You may install 1 piece of ice from HQ protecting this server, ignoring the install cost.
[subroutine] You may install a1 piece of ice from HQ as the outermost piece of ice protecting this server, ignoring allthe install costs.
Whenever the Runner approaches a server, you may install 1 piece of ice from HQ in the innermost position protecting that server, ignoring all costs. The Runner moves to that ice and approaches it. If this is not the first time they have approached a piece of ice this run, they may jack out. Use this ability only once per turn.
Once per turn → When the Runner approaches a server, you may install 1 piece of ice from HQ in the innermost position protecting that server, ignoring all costs. The Runner moves to that ice and approaches it. If this is not the first time they have approached ice this run, they may jack out.
Once per turn → Whenever the Runner approaches a server, you may install 1 piece of ice from HQ in the innermost position protecting that server, ignoring all costs. The Runner moves to that ice and approaches it. If this is not the first time they have approached a piece of ice this run, they may jack out. Use this ability only once per turn.
[click]: Gain 2[credit]. Use this ability only once per turn.When the Runner trashes this asset, you may gain 2[credit].
Once per turn → [click]: Gain 2[credit].When the Runner trashes this asset, you may gain 2[credit].
Once per turn → [click]: Gain 2[credit]. Use this ability only once per turn.When the Runner trashes this asset, you may gain 2[credit].
Once per turn, you may jack out when you encounter a sentry.
Once per turn → When you encounter a sentry, you may jack out.
Once per turn, you may jack out w → When you encounter a sentry, you may jack out.
2[credit]: Avoid 1 tag.Trash New Angeles City Hall when you steal an agenda.
[interrupt] → 2[credit]: Prevent 1 tag.When you steal an agenda, trash this resource.
[interrupt] → 2[credit]: AvoidPrevent 1 tag.Trash New Angeles City Hall wWhen you steal an agenda, trash this resource.
The first time you would take any number of tags or suffer any amount of net damage each turn, you may trash No One Home to force the Corp to "Trace[0]. If unsuccessful, the Runner avoids any number of tags or prevents any amount of net damage."
[interrupt] → The first time each turn you would take tags or suffer net damage, you may trash this resource to have the Corp trace[0]. If unsuccessful, prevent all tags or all net damage.
[interrupt] → The first time each turn you would take any number of tags or suffer any amount of net damage each turnnet damage, you may trash No One Homthis resource to forchave the Corp to "Trace[0]. If unsuccessful, the Runner avoids any number of tags or prevents any amount ofprevent all tags or all net damage."
Once per turn, when you encounter a piece of ice, you may trash 1 card from your grip. If you do, that ice has -2 strength for the remainder of this run.
Once per turn → When you encounter a piece of ice, you may trash 1 card from your grip. If you do, that ice gets –2 strength for the remainder of this run.
Once per turn, w → When you encounter a piece of ice, you may trash 1 card from your grip. If you do, that ice hagets -–2 strength for the remainder of this run.
Whenever you trash a rezzed card, except during installation, you may search R&D for 1 card with a printed rez cost exactly 1[credit] less than the trashed card's printed rez cost. Install and rez the card you found, ignoring credit costs. Use this ability only once per turn.
Once per turn → When you trash a rezzed card, except during installation, you may search R&D for 1 card with a printed rez cost exactly 1[credit] less than the trashed card's printed rez cost. Install and rez the card you found, ignoring credit costs.
Once per turn → Whenever you trash a rezzed card, except during installation, you may search R&D for 1 card with a printed rez cost exactly 1[credit] less than the trashed card's printed rez cost. Install and rez the card you found, ignoring credit costs. Use this ability only once per turn.
[click]: Run Archives. If that run would be declared successful, change the attacked server to HQ or R&D for the remainder of that run. Use this ability only once per turn.
Once per turn → [click]: Run Archives. If that run would be declared successful, change the attacked server to HQ or R&D for the remainder of that run.
Once per turn → [click]: Run Archives. If that run would be declared successful, change the attacked server to HQ or R&D for the remainder of that run. Use this ability only once per turn.
Install On the Lam on a resource as a hosted condition counter with the text "[trash]: Avoid up to 3 tags or prevent up to 3 damage."
Host this event on an installed resource as a condition counter with "[interrupt] → [trash]: Prevent up to 3 tags or up to 3 damage."
Install On the Lam on aHost this event on an installed resource as a hosted condition counter with the text ""[interrupt] → [trash]: AvoidPrevent up to 3 tags or prevent up to 3 damage."
You cannot use Oracle May more than once per turn.[click]: Name a card type. Reveal the top card of your stack. If the revealed card is of the named type, draw it and gain 2[credit]. Otherwise, trash it.
You cannot use this resource more than once per turn.[click]: Choose a card type. Reveal the top card of your stack. If that card has the chosen type, draw it and gain 2[credit]. Otherwise, trash it.
You cannot use Oracle Maythis resource more than once per turn.[click]: NamChoose a card type. Reveal the top card of your stack. If the revealed card is of the namedat card has the chosen type, draw it and gain 2[credit]. Otherwise, trash it.
Once per turn, when you encounter a piece of ice, you may have it gain 1 subtype of your choice that is not sentry, code gate, or barrier for the remainder of this run.
Once per turn → When you encounter a piece of ice, you may choose 1 subtype that is not barrier, code gate, or sentry. That ice gains the chosen subtype for the remainder of this run.
Once per turn, w → When you encounter a piece of ice, you may have it gain 1 subtype of your choicchoose 1 subtype that is not sentrybarrier, code gate, or barriersentry. That ice gains the chosen subtype for the remainder of this run.
You are tagged.Prevent all meat damage.
You are tagged.[interrupt] → Whenever you would take meat damage, prevent all of that damage.
You are tagged.P[interrupt] → Whenever you would take meat damage, prevent all meof that damage.
+1[mu][interrupt] → Whenever you would play or install a card, you may trash 1 card from your grip. If you do, instead play or install that card paying 2[credit] less. Use this ability only once per turn.Limit 1 console per player.
+1[mu][interrupt], once per turn → When you would play or install a card, you may trash 1 card from your grip. If you do, instead play or install that card paying 2[credit] less.Limit 1 console per player.
+1[mu][interrupt], once per turn → Whenever you would play or install a card, you may trash 1 card from your grip. If you do, instead play or install that card paying 2[credit] less. Use this ability only once per turn.Limit 1 console per player.
When you install this program, place 2 virus counters on it.Hosted virus counter: Choose an ice subtype. The ice you are encountering gains that subtype for the remainder of this encounter. Use this ability only once per turn.
When you install this program, place 2 virus counters on it.Once per turn → Hosted virus counter: Choose an ice subtype. The ice you are encountering gains that subtype for the remainder of this encounter.
When you install this program, place 2 virus counters on it.Once per turn → Hosted virus counter: Choose an ice subtype. The ice you are encountering gains that subtype for the remainder of this encounter. Use this ability only once per turn.
Place 4 power counters on Plascrete Carapace when it is installed. When there are no power counters left on Plascrete Carapace, trash it.Hosted power counter: Prevent 1 meat damage.
When you install this hardware, load 4 power counters onto it. When it is empty, trash it.[interrupt] → Hosted power counter: Prevent 1 meat damage.
Place 4 power counters on Plascrete Carapace when it is installed. When there are no power counters left on Plascrete CarapaceWhen you install this hardware, load 4 power counters onto it. When it is empty, trash it.[interrupt] → Hosted power counter: Prevent 1 meat damage.
The first time each turn a run begins, you may look at the top 2 cards of your stack.1[credit]: Reveal the top card of your stack. If that card is a program or piece of hardware, you may install it. Use this ability only once per turn.
The first time each turn a run begins, you may look at the top 2 cards of your stack.Once per turn → 1[credit]: Reveal the top card of your stack. If that card is a program or piece of hardware, you may install it.
The first time each turn a run begins, you may look at the top 2 cards of your stack.Once per turn → 1[credit]: Reveal the top card of your stack. If that card is a program or piece of hardware, you may install it. Use this ability only once per turn.
Place 3 agenda counters on Project Wotan when you score it.Hosted agenda counter: Choose a rezzed piece of bioroid ice currently being approached. For the remainder of this run, that ice gains "[subroutine] End the run." after all its other subroutines.
When you score this agenda, place 3 agenda counters on it.Hosted agenda counter: The rezzed piece of bioroid ice the Runner is approaching gains "[subroutine] End the run." after all its other subroutines for the remainder of this run.
Place 3 agenda counters on Project Wotan when you scoreWhen you score this agenda, place 3 agenda counters on it.Hosted agenda counter: Choose aThe rezzed piece of bioroid ice currently being approached. For the remainder of this run, that icethe Runner is approaching gains "[subroutine] End the run." after all its other subroutines for the remainder of this run.
When your turn begins, you may lose [click]. If you do, prevent the first tag you would take until your next turn begins.
When your turn begins, you may lose [click]. If you do, the first time you would take tags from now until your next turn begins, prevent 1 tag.
When your turn begins, you may lose [click]. If you do, prevent the first tagime you would take tags from now until your next turn begins, prevent 1 tag.
0[credit]: Break 1 barrier subroutine. Use this ability only once per turn.
Once per turn → 0[credit]: Break 1 barrier subroutine.
Once per turn → 0[credit]: Break 1 barrier subroutine. Use this ability only once per turn.
This asset costs 0 influence if you have 6 or more non-alliance [jinteki] cards in your deck.Whenever you draw a card, you may lose [click]. If you do, reveal that card and 1 card in Archives of the same type. Swap those cards. Use this ability only once per turn.
This asset costs 0 influence if you have 6 or more non-alliance [jinteki] cards in your deck.Once per turn → When you draw a card, you may lose [click]. If you do, reveal that card and 1 card in Archives of the same type. Swap those cards.
This asset costs 0 influence if you have 6 or more non-alliance [jinteki] cards in your deck.Once per turn → Whenever you draw a card, you may lose [click]. If you do, reveal that card and 1 card in Archives of the same type. Swap those cards. Use this ability only once per turn.
X[credit],[trash]: Prevent X damage from a card currently being accessed.
[interrupt] → X[credit], [trash]: Prevent X damage from a card you are accessing.
[interrupt] → X[credit], [trash]: Prevent X damage from a card currently beingyou are accesseding.
When you score this agenda, you may add X cards from HQ to the bottom of R&D to draw X cards. The Runner adds X cards from the grip at random to the bottom of the stack, if able.
When you score this agenda, add any number of cards from HQ to the bottom of R&D. Draw X cards, where X is equal to the number of cards you added to R&D this way. If the Runner has at least X cards in the grip, they add X cards from the grip to the bottom of the stack at random.
When you score this agenda, you may add Xadd any number of cards from HQ to the bottom of R&D to draw X cards. The Runner adds. Draw X cards, where X is equal to the number of cards you added to R&D this way. If the Runner has at least X cards fromin the grip at random, they add X cards from the grip to the bottom of the stack, if able at random.
[click], X[credit]: Derez 1 piece of ice with printed rez cost X[credit] that was rezzed this turn. Use this ability only once per turn.
Once per turn → [click], X[credit]: Derez 1 piece of ice with a printed rez cost of X[credit] that was rezzed this turn.
Once per turn → [click], X[credit]: Derez 1 piece of ice with a printed rez cost of X[credit] that was rezzed this turn. Use this ability only once per turn.
[trash]: Prevent all damage. Trash all installed hardware, all installed non-virtual resources, and all cards in your grip. Lose all credits in your credit pool. Remove all tags.
[interrupt] → [trash]: Prevent all damage. Trash all installed hardware, all installed non-virtual resources, and all cards from your grip. Lose all credits in your credit pool. Remove all tags.
[interrupt] → [trash]: Prevent all damage. Trash all installed hardware, all installed non-virtual resources, and all cards infrom your grip. Lose all credits in your credit pool. Remove all tags.
[trash]: Prevent an installed program or an installed piece of hardware from being trashed.
[interrupt] → [trash]: Prevent a player from trashing 1 installed program or piece of hardware.
[interrupt] → [trash]: Prevent an player from trashing 1 installed program or an installed piece of hardware from being trashed.
Access → Pay the trash cost of the card you are accessing: Remove it from the game. Use this ability only once per turn.
Access, once per turn → Pay the trash cost of the card you are accessing: Remove that card from the game.
Access, once per turn → Pay the trash cost of the card you are accessing: Remove ithat card from the game. Use this ability only once per turn.
+1[mu] +1[link]Once per turn, when you encounter a piece of ice, you may force the Corp to "Trace[5]. If successful, give the Runner 1 tag and end the run. If unsuccessful, the Runner bypasses the currently encountered ice."Limit 1 console per player.
+1[mu], +1[link]Once per turn → When you encounter a piece of ice, you may have the Corp trace[5]. If successful, they give you 1 tag and end the run. If unsuccesful, bypass the encountered ice.Limit 1 console per player.
+1[mu], +1[link]Once per turn, w → When you encounter a piece of ice, you may forchave the Corp to "Trace[5]. If successful, give the Runnerthey give you 1 tag and end the run. If unsuccessful, the Runner bypasses the currently encountered ice."Limit 1 console per player.
You cannot use Shell Corporation more than once per turn.[click]: Place 3[credit] on Shell Corporation.[click]: Take all credits from Shell Corporation.
You cannot use this upgrade more than once per turn.[click]: Place 3[credit] on this upgrade.[click]: Take all credits from this upgrade.
You cannot use Shell Corporationthis upgrade more than once per turn.[click]: Place 3[credit] on Shell Corporationthis upgrade.[click]: Take all credits from Shell Corporationthis upgrade.
When the Runner accesses this asset anywhere except in R&D, you may pay X[credit]. The Runner must either suffer X net damage or add this asset to their score area as an agenda worth -1 agenda point.
When the Runner accesses this asset anywhere except in R&D, spend any number of credits. The Runner suffers 1 net damage for each credit spent this way unless they add this asset to their score area as an agenda worth −1 agenda point.
When the Runner accesses this asset anywhere except in R&D, you may pay X[spend any number of credit]s. The Runner must either suffer Xs 1 net damage for each credit spent this way unless they add this asset to their score area as an agenda worth -−1 agenda point.
+2[mu]Once per turn, when you encounter a piece of ice, you may reduce your maximum hand size by 1 until the beginning of your next turn. If you do, the strength of that ice is lowered to 0 for the remainder of the encounter.Limit 1 console per player.
+2[mu]Once per turn → When you encounter a piece of ice, you may get –1 maximum hand size until your next turn begins. If you do, the strength of that ice is lowered to 0 for the remainder of the encounter.Limit 1 console per player.
+2[mu]Once per turn, w → When you encounter a piece of ice, you may reduce yourget –1 maximum hand size by 1 until the beginning of your next turn begins. If you do, the strength of that ice is lowered to 0 for the remainder of the encounter.Limit 1 console per player.
[click]: Run R&D. If successful, instead of breaching R&D, reveal the top 3 cards of R&D. Trash 1 of the revealed cards. Use this ability only once per turn.
Once per turn → [click]: Run R&D. If successful, instead of breaching R&D, reveal the top 3 cards of R&D. Trash 1 of the revealed cards.
Once per turn → [click]: Run R&D. If successful, instead of breaching R&D, reveal the top 3 cards of R&D. Trash 1 of the revealed cards. Use this ability only once per turn.
Each run, as long as a piece of ice has been derezzed during that run, each installed icebreaker gets −2 strength.Whenever a run begins, you may derez 1 piece of ice not protecting the attacked server to gain 1[credit]. Use this ability only once per turn.
Each run, as long a a piece of ice has been derezzed during that run, each installed icebreaker gets –2 strength.Once per turn → When a run begins, you may derez 1 piece of ice not protecting the attacked server to gain 1[credit].
Each run, as long as a piece of ice has been derezzed during that run, each installed icebreaker gets −–2 strength.Once per turn → Whenever a run begins, you may derez 1 piece of ice not protecting the attacked server to gain 1[credit]. Use this ability only once per turn.
When you install this resource, load 9[credit] onto it. When it is empty, trash it.[click]: Take 3[credit] from this resource. Use this ability only once per turn.
When you install this resource, load 9[credit] onto it. When it is empty, trash it.Once per turn → [click]: Take 3[credit] from this resource.
When you install this resource, load 9[credit] onto it. When it is empty, trash it.Once per turn → [click]: Take 3[credit] from this resource. Use this ability only once per turn.
[click]: Place 1 power counter on Temple of the Liberated Mind.Hosted power counter: Gain [click]. Use this ability only on your turn and only once per turn.
[click]: Place 1 power counter on this resource.Once per turn → Hosted power counter: Gain [click]. Use this ability only during your turn.
[click]: Place 1 power counter on Temple of the Liberated Mind.this resource.Once per turn → Hosted power counter: Gain [click]. Use this ability only on your turn and only once peduring your turn.
Use each ability on this resource only once per turn.[click]: Gain 2[credit].[click]: Install 1 program or piece of hardware from your grip, paying 1[credit] less.
Once per turn → [click]: Gain 2[credit].Once per turn → [click]: Install 1 program or piece of hardware from your grip, paying 1[credit] less.
Use each ability on this resource only oOnce per turn. → [click]: Gain 2[credit].Once per turn → [click]: Install 1 program or piece of hardware from your grip, paying 1[credit] less.
When the Runner steals this agenda, you may add 1 card from Archives to HQ.When you score this agenda, place 2 agenda counters on it.Hosted agenda counter, trash the top card of R&D: Add 1 card from Archives to HQ. Use this ability only once per turn.
When the Runner steals this agenda, you may add 1 card from Archives to HQ.When you score this agenda, place 2 agenda counters on it.Once per turn → Hosted agenda counter, trash the top card of R&D: Add 1 card from Archives to HQ.
When the Runner steals this agenda, you may add 1 card from Archives to HQ.When you score this agenda, place 2 agenda counters on it.Once per turn → Hosted agenda counter, trash the top card of R&D: Add 1 card from Archives to HQ. Use this ability only once per turn.
When the Runner accesses The Future Perfect, you and the Runner secretly spend 0[credit], 1[credit], or 2[credit]. Reveal spent credits. If you and the Runner spent a different number of credits, prevent The Future Perfect from being stolen. Ignore this ability if the Runner accesses The Future Perfect while it is installed.
When the Runner accesses this agenda while it is not installed, play a Psi Game. (Players secretly bid 0–2[credit]. Then each player reveals and spends their bid.) If the bids differ, the Runner cannot steal this agenda during this access.
When the Runner accesses The Future Perfect, you and the Runnthis agenda while it is not installed, play a Psi Game. (Players secretly spend 0[credit], 1[credit], or 2[credit]. Reveal spent credits. If you and the Runner spent a different number of credits, prevent The Future Perfect from being stolen. Ignore this ability if the Runner accesses The Future Perfect while it is installedbid 0–2[credit]. Then each player reveals and spends their bid.) If the bids differ, the Runner cannot steal this agenda during this access.
When your turn begins, you may move this upgrade to the root of another server.[click], 4[credit]: Place 2 advancement counters on a card in the root of or protecting this server. If you have not installed any cards from HQ this turn, instead place 3 advancement counters on that card. Use this ability only once per turn.
When your turn begins, you may move this upgrade to the root of another server.Once per turn → [click], 4[credit]: Place 2 advancement counters on 1 card in the root of or protecting this server. If you have not installed any cards from HQ this turn, instead place 3 advancement counters on that card.
When your turn begins, you may move this upgrade to the root of another server.Once per turn → [click], 4[credit]: Place 2 advancement counters on a1 card in the root of or protecting this server. If you have not installed any cards from HQ this turn, instead place 3 advancement counters on that card. Use this ability only once per turn.
Trash your grip. Make a run. Prevent all damage during this run.
Trash all cards from your grip. Run any server. Whenever you would take damage during that run, prevent all of that damage.
Trash your grip. Make a run. Prevent allall cards from your grip. Run any server. Whenever you would take damage during thisat run, prevent all of that damage.
When you score this agenda, place 2 agenda counters on it.Hosted agenda counter: This run cannot be declared successful. (This effect does not cause the run to become unsuccessful.) Use this ability only once per turn and only during a run.
When you score this agenda, place 2 agenda counters on it.Once per turn → Hosted agenda counter: This run cannot be declared successful. (This effect does not cause the run to become unsuccessful.) Use this ability only during a run.
When you score this agenda, place 2 agenda counters on it.Once per turn → Hosted agenda counter: This run cannot be declared successful. (This effect does not cause the run to become unsuccessful.) Use this ability only once per turn and only during a run.
You cannot use Tri-maf Contact more than once per turn.[click]: Gain 2[credit].When Tri-maf Contact is trashed, suffer 3 meat damage.
You cannot use this resource more than once per turn.[click]: Gain 2[credit].When this resource is trashed, suffer 3 meat damage.
You cannot use Tri-maf Contactthis resource more than once per turn.[click]: Gain 2[credit].When Tri-maf Contactthis resource is trashed, suffer 3 meat damage.
The first time each turn a run begins, you may move this ice to the outermost position protecting the attacked server. (The Runner is now approaching this ice.)[subroutine] You may draw 1 card. You may install 1 piece of ice from HQ protecting another server, ignoring all costs.[subroutine] Each piece of ice gets +2 strength for the remainder of this run.
The first time each turn a run begins, you may move this ice to the outermost position protecting the attacked server. (The Runner will approach this ice.)[subroutine] You may draw 1 card. You may install 1 piece of ice from HQ protecting another server, ignoring all costs.[subroutine] Each piece of ice gets +2 strength for the remainder of this run.
The first time each turn a run begins, you may move this ice to the outermost position protecting the attacked server. (The Runner is nowwill approaching this ice.)[subroutine] You may draw 1 card. You may install 1 piece of ice from HQ protecting another server, ignoring all costs.[subroutine] Each piece of ice gets +2 strength for the remainder of this run.
Whenever you make a successful run on R&D, you may place 1 power counter on Upya.[click], 3 hosted power counters: Gain [click][click]. Use this ability only once per turn.
Whenever you make a successful run on R&D, you may place 1 power counter on this program.Once per turn → [click], 3 hosted power counters: Gain [click][click].
Whenever you make a successful run on R&D, you may place 1 power counter on Upya.this program.Once per turn → [click], 3 hosted power counters: Gain [click][click]. Use this ability only once per turn.
[click]: Install 1 card from HQ, ignoring all costs. Use this ability only once per turn.When the Runner trashes this asset, you may install 1 card from HQ, ignoring all costs. You cannot install that card in the root of this server.
Once per turn → [click]: Install 1 card from HQ, ignoring all costs.When the Runner trashes this asset, you may install 1 card from HQ, ignoring all costs. You cannot install that card in the root of this server.
Once per turn → [click]: Install 1 card from HQ, ignoring all costs. Use this ability only once per turn.When the Runner trashes this asset, you may install 1 card from HQ, ignoring all costs. You cannot install that card in the root of this server.
You can advance this upgrade.2 hosted advancement counters: Place 2 advancement counters on another card in the root of this server that you can advance. Use this ability only once per turn.Limit 1 region per server.
You can advance this upgrade.Once per turn → 2 hosted advancement counters: Place 2 advancement counters on another card you can advance in the root of this server.Limit 1 region per server.
You can advance this upgrade.Once per turn → 2 hosted advancement counters: Place 2 advancement counters on another card you can advance in the root of this server that you can advance. Use this ability only once per turn.Limit 1 region per server.
Trash 1 card from HQ: Add 1 card from Archives to the bottom of R&D. Use this ability only once per turn.
Once per turn → Trash 1 card from HQ: Add 1 card from Archives to the bottom of R&D.
Once per turn → Trash 1 card from HQ: Add 1 card from Archives to the bottom of R&D. Use this ability only once per turn.
Whenever a run on HQ or R&D ends, you may gain 1[credit] for each time you accessed a card during that run. Use this ability only once per turn.
Once per turn → When a run on HQ or R&D ends, you may gain 1[credit] for each time you accessed a card during that run.
Once per turn → Whenever a run on HQ or R&D ends, you may gain 1[credit] for each time you accessed a card during that run. Use this ability only once per turn.
[click], suffer 1 net damage: Gain 1[credit] and draw 2 cards. Use this ability only once per turn.
Once per turn → [click], suffer 1 net damage: Gain 1[credit] and draw 2 cards.
Once per turn → [click], suffer 1 net damage: Gain 1[credit] and draw 2 cards. Use this ability only once per turn.