As an additional cost to play this operation, spend [click].
Gain 6[credit] and draw 2 cards. Add 1 card from Archives to HQ.
As an additional cost to play this operation, spend [click].
Gain 5[credit] and draw 2 cards.
Gain 3[credit] and draw 1 card.
Resolve 2 of the following in any order:
As an additional cost to play this operation, spend [click][click].
Gain 10[credit] and draw 4 cards. You may install 1 card from HQ.
After you resolve this operation, end your action phase.
Gain 8[credit] and draw 4 cards.
Gain 4[credit]. You may install 1 card (paying the install cost).
Gain 5[credit]. You may install 1 card from HQ. You may remove 1 tag to place 1 advancement counter on that card.
Play only if the Runner made an unsuccessful run during their last turn.
Gain 7[credit].
Gain 8[credit]. The Runner gains 3[credit].
Gain 10[credit]. If there are any cards in HQ, trash 1 of them.
Gain 1[credit] for each card in HQ.
Gain 5[credit]. You may have each player gain 2[credit].
Resolve 1 of the following. If the Runner is tagged, you may resolve both instead.
Gain 6[credit]. You may trash 1 of your installed cards to gain 3[credit].
Gain 15[credit].
Gain 3[credit]. Gain 1[credit] for each card type among faceup cards in Archives. If any of those cards are agendas, gain another 2[credit].
Gain 3[credit].
Play only if you have fewer than 10[credit].
Gain 7[credit] and take 1 bad publicity.
This card is not trashed until another current is played or an agenda is stolen.
Whenever the Runner installs a card or trashes an installed card, you may gain 1[credit].