So, as noted below most opponents will run like crazy trying to hit HQ and RnD for agendas if you're on match-point with a Domestic Sleepers scored as a 0, knowing that you'll win next turn. And there's been plenty a time when Desperado- I mean desperate runners can get lucky on an access or two. So, how to avoid this?

Well, there's 2 possible ways.

a) You can install a card in your scoring remote, unadvanced, and then the next turn, activate the Sleepers. Now, they're in the desperate position of either trying to blindly find an agenda in HQ/RnD, or they can run that remote assuming it's your winning agenda. Which it shouldn't be, if you're playing the mind games. This way, you can tax the runner, and then create a scoring window where there might not have been one.

b) The other method, one I prefer, is to install+advance+advance into your scoring remote, whether it's an agenda or a trap. If they don't run that server, instead of scoring it, activate the sleepers next turn. Now it's a mind game: Is your advanced card in the server an agenda, or a trap? Some runners will psyche themselves into a do-or-die situation, and if you're playing overwriters/junebugs, walk into a bad situation. Or, they may think the installed card is a trap, and not run there, and either going after centrals, or setting up for a run after you switch out the 'trap'. In which case, you can safely score out from your remote if your card was the agenda.

Note that (b) can misfire spectacularly, but is most rewarding if you get them to zig when they should zag.

Call it the HB Psi-Game :D

A great way to get Darwin back into the fray after a corp purge. They usually set up a turn they're going to purge, and expect not to have to defend their servers for a couple of turns. This allows 2 more counters to get Darwin back up to 3 strength, more if you're playing Ice Carver/Personal Touches.

Be sure to yell "Surge!", or it doesn't work.

A little math for those of us who sometimes forget how many counters = how many points on Beale. I know in the heat of the game, I have forgotten. The formula at the bottom is a friendly and helpful reminder.

3 Counters = 2 points

5 Counters = 3 points

7 Counters = 4 points

9 Counters = 5 points

11 Counters = 6 points

13 Counters = 7 points

(# of Advancement Counters/2), then round up.