Operation: Transaction • Cost: 1 • Influence: 1

Gain 3 and draw 1 card.

Green-two clearance is the highest level of security a corp can gain access to. Legally, anyway.
Haas-Bioroid • Mauricio Herrera • A Study in Static 70
Links: Decklists | ANCUR
Green Level Clearance
Rulings

No rulings yet for this card.

Reviews

This card fills what I call the 'blank spaces' in a deck, though I'd honestly say its hard to find those nowadays. Perhaps if your deck was extremely 1-dimensional, this could do its job. Otherwise, you're probably better off with a card that provides more , draw or anything else, really.

I feel this card is best used in Weyland Consortium: Building a Better World, if you have the influence to spare, mainly because it suddenly becomes a Beanstalk Royalties plus card draw. Is it worth that 1 influence to add filler to your deck? That's probably up to you to decide. Kill decks want to find those meat damage sources and score decks want to find ice. This helps with everything, really.

I personally love this in BaBW and rarely exclude it.

(Chrome City era)
The game is set in a dystopian future city which is controlled by an artificial intelligence construct called The Computer (also known as 'Friend Computer'), and where information (including the game rules) are restricted by color-coded security clearance. Players are initially enforcers of The Computer's authority (known as 'Troubleshooters', mainly for the fact that they shoot trouble), and will be given missions to seek out and eliminate threats to The Computer's control. The players are also part of prohibited underground movements (which means that the players' characters are usually included among the aforementioned 'security threats'), and will have secret objectives including theft from and murder of other players. —