Each player needs 1 fewer agenda point to win the game.
Whenever you and the Runner reveal secretly spent credits, gain 1[credit].
When your turn begins, if the Runner did not make a successful run during their last turn, you may place 1 advancement counter on an installed card.
When you score this agenda, place 3 agenda counters on it.
Hosted agenda counter: Do 1 net damage. Use this ability only during a run and only once per run.
Lower the advancement requirement of each Medical Breakthrough by 1. This ability is active even while Medical Breakthrough is in the Runner's score area.
When you score Philotic Entanglement, do 1 net damage for each agenda in the Runner's score area.
Limit 1 Philotic Entanglement per deck.
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.
The Runner gets -2 maximum hand size.
When this asset is trashed from anywhere while being accessed, add it to the Runner's score area as an agenda worth 2 agenda points.
Gain 1[credit] when your turn begins.
The Runner's maximum hand size is increased by 1.
If the Runner exposes or accesses Psychic Field while installed, 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, do 1 net damage for each card in the Runner's grip.
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.
[click]: Swap 2 pieces of installed ice.
Play only if the Runner made a successful run during their last turn.
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, they must suffer 1 core damage or take 1 tag.
Gain 8[credit]. The Runner gains 3[credit].
As an additional cost to play this operation, spend [click].
Install 1 asset, agenda, or upgrade from HQ in the root of a new server. Place 3 advancement counters on that card. You cannot score or rez that card until your next turn begins.
[subroutine] During the next encounter this run, the Runner cannot break subroutines on the encountered ice.
[subroutine] The Runner cannot jack out this run until after their next encounter with a piece of ice begins.
When the Runner encounters this ice, it gains X "[subroutine] Do 1 net damage." subroutines for the remainder of this run. X is equal to the number of cards in the grip.
[subroutine] Do 1 net damage unless the Runner pays 1[credit].
[subroutine] Do 1 net damage unless the Runner pays 1[credit].
[subroutine] Look at the top 3 cards of R&D and arrange them in any order.
[subroutine] You may pay 1[credit]. If you do not, the Runner breaches R&D. They cannot access cards in the root of R&D during that breach.
[subroutine] If the attacked server is not Archives, the Runner moves to the outermost position of Archives instead of passing this ice. The Runner cannot jack out this run until after they encounter a piece of ice.