Fujii Asset Retrieval is both protective and proactive: it does 2 net damage whether either player steals/scores it (just as it raises the threat level by 3 in either score area).

Design: I really like such agendas (ie. with When this agenda is scored or stolen, … triggers or … This ability is active even while this agenda is in the Runner's score area. statics).


Compare:

Note that, because it has a conditional ability and not an additional cost (as @Diogene says), FAR:

  • can poison Archives if trashed (like two Shock!’s); but
  • cannot defend itself if the Runner already has 4–6 agenda points, even if they only have 0–1 cards gripped (eince the game ended as soon as it was stolen, before the stolen-trigger could resolves).

Synergies:


Flavor: The "assets" are clones and the "retrieval" is re-enslavement.

Oracle Thinktank both punishes stealing (by tagging) and can negate stealing (by shuffling itself back).

Compare: TGTBT, crossed with 15 Minutes or Quantum Predictive Model.

Note that the Corp can only steal it right back on their next turn if: the Runner doesn't untag (unlike 15 Minutes), didn't already have 6 agenda points (unlike Quantum Predictive Model), et cetera.

Note also that you don't have to cash the tag in for the -1 agenda point (you can just keep it around for some tag-gates, or spend it on another tag-cost).

PS. A “purple Oracle Thinktank” (Haas Thinktank?) could do a core damage to be stolen and heal a core damage to unsteal itself:

As an additional cost to steal this agenda, the Runner must suffer 1 core damage.

[click], remove 1 core damage token: Shuffle this agenda into R&D. The Corp can use this ability only if this agenda is in the Runner's score area.

The Haas Thinktank is an interesting concept, but would already be better than this by virtue of the fact that core damage (whether removed or not) would still have lost the Runner one card. To my knowledge, there has also never in the entire history of the game been an effect that removed core damage. To add one in would feel odd, at least to me, as it would remove the sense of permanency that receiving it instills. Lastly, it thematically doesn't quite add up. A corp could bury their own lead (remove a tag) or sharpen their public image (bad pub) but... how do they forcibly repair the anatomy of the runner?

Also, I think it should be kept in mind while Runners are perfectly capable of removing tags, thus allowing them to defend against Oracle Thinktank retrieval, the lack of core damage removal means that this hypothetical Haas Thinktank agenda is effectively always retrievable for the corp except as the seventh point for the Runner.

core damage is partially removable by permanent maximum hand size increases (which prevents automatic flatlining, though wouldn't prevent Ontological Dependence from being fast advanceable).

but, I agree with your criticism, that core damage as a Corp-resource is different from tags as a Corp-resource, because it can't be automatically removed like tags can (without any cards just the builtin game rules, and obviously four tags can be removed in the same turn if it's necessary and affordable).

This console change the game. If you are a 40 cards deck, take 3 of those, install it early (56% chance of getting it in your starting hand), and make the corp lose tempo for free. At 2, it is really cheap for that effect. Because, let's face it, corp clicks are more valuable than runners click. Using 2 (an possibly 2, if it is the second ice) to install an ice is really bothersome.

Worse yet, if the corp score while their hand it full (and on their last click), it bounce back a card in hand, forcing the corp to trash something from hand because they are over the limit. Making this kind of like a Sabotage 1.

But it get better. If you are not a glacier and only single iced your servers (centrals or others), scoring an agenda or getting an agenda stolen on a first click means a server is now unprotected! Against shell games corps (looking at you, Mitosis), you bounce back a card that has advancements, making the board less threatening.

This combo well with Capybara, which let you derez a bypassed ice, which can then be bounced back in the hand of the corp. Fun skateboard flip.

3 influences is cheap for such a powerful effect. Back when Leela Patel: Trained Pragmatist was a playable identity, it was considered one of the most powerful ability in the game. Of course, this takes up your console slot. And contrary to a great console like Paragon or Pennyshaver, it does not pay for itself. But at 2, it is cheap enough that you should not feel it much.

The real downside is this, you want this console installed as early as possible. While other console can be slotted as 1x, Hermes should always be slotted as 3x. Getting this at the late game is quite useless. So, not only does this take your console slot, but it takes more card slots also.

This is a powerhouse of a card, it cannot be overstated how good this is. I expect this to become the prefered console for regular criminals. And it will be splashed (for a whopping total of 9 influences) outside of criminals sometime, for great effects.

The art and quote are good and fitting for a console that is aimed at Mercury: Chrome Libertador. The name of the greek god of travelers is somewhat fitting with the theme of Mercury: Chrome Libertador (which has the roman name of nearly the same god of travelers). In a metaphorical manner, it can be seen as fitting for what the console does (make cards travel back). It fit neatly together, well done!

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With the Automata Initiative cards, a lot more cards have a "when encountered" effect. AirbladeX (JSRF Ed.) will help solve this in a beautiful manner.

This card can be compared to the old Hunting Grounds, which is now rotated (in Q3 2023), along with most of the Apex: Invasive Predator card pool. But it is better, since is can be recharged (go Captain Padma Isbister: Intrepid Explorer!), can be used multiple times in one turn, is cheaper and hard to trash (not a ressource). At one influence, it is a great card to have for any runner.

If that was the only ability, it would be a good card.

But it gets better. It protect you when you run! This solve the problem a runner has against Jinteki : encountering Snare!, Urtica Cipher, Fujii Asset Retrieval, Anemone or Sting!, all of which could be lethal. So good!

Finally, this combo perfectly with a great card : Tsakhia "Bankhar" Gantulga. For 1 and one influence, you can foil 3 subroutines. Tsakhia "Bankhar" Gantulga was already a powerful card, be with this, it becomes absurd and allow a runner to pass the first rezzed ice of a server at little cost, WITHOUT breaking any subs. And who love to NOT break any subs : Mercury: Chrome Libertador!

I rate this card has slightly better than Hush. Because it does not take MU, solved multiple problems, all for the same cost and influence. Load of runner deck will be made more resilient with this. If you combo it with Tsakhia "Bankhar" Gantulga, it actively help you winning the game, which you cannot say for Hush.

All in all, a great hardware!

The art depict levitating "rollerblade". Skating by levitating is a fun concept that is very futuristic, regardless of the fact that frictionless skating (you cannot push with the side of the skate) means that you need almost no muscle strength to go forward, but you'll need plenty of muscle to stay standing with propulsors on your feet (have you ever heard of momentum). While the art is fun and colorful, it is actually failing at describing the effect of the card. How are skates helping you avoid NET damage? If it was meat damage, it would make sense. Unless those are virtual skates for the virtual avatar that is encountering the ices? In which case, it kind of make sense. A quote would have helped here. This get a passing grade, only because I want to believe those are virtual (even if it contradict the fact that it is a vehicle hardware), which give makes sense for the concept of avoiding damage and dangerous ices.

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Worth noting that while this card is surprisingly good, there are some ice which it doesn't work on, such as Virtual Service Agent and notably Anansi

Here comes the way to reliably Neurospike a runner. Score this, and use Neurospike for a total of 5 net damages. In Jinteki: Personal Evolution, that is 6 net damages, usually enough flatline 95% of the runners, even if their hand is full.

But that is not all. With it, in the early game, you can poison archive. Even better if there is a Sting! alongside it. Normally, one of each would cause a total of 3 net damages, which is painful enough to make it possible to win with Punitive Counterstrike after. In Jinteki: Personal Evolution, that would be 5 net damages! Really, Fujii Asset Retrieval will be the Jinteki: Personal Evolution agenda of choice.

If you are looking for a vegan Jinteki, this is not the agenda for you. For every other Jinteki deck (most are aimed at flatlining the runner), this agenda is phenomenal. Much more proactive than Obokata Protocol (which is banned, in Q3 2023). This is "replacement" is better and encourage more meaningful choices. Multiaccess is good. But with this agenda, which often has Snare! in the deck with it, means you could face 5 net damages (and a tag) if you access 2 cards or more with multiaccess. Before, if you encountered Snare! first, it meant that you could not steal Obokata Protocol. But now, it means you could simply be flatlined, even with 4 cards in hand.

Of course, this agenda is much more fair since it does nothing in the late game if you steal it, because you win from having 7 points before you lose from being flatlined. That is a great design!

While the art is well made, it is a bit baffling to me, flavor wise, because Jinteki is usually not depicted with an industrial prison (or facility) that look more at home with Weyland. I do appreciated however the tree put on the left side of the picture, giving a nice wink to the logo of Jinteki. The quote of exactly what it should be and encapsulated perfectly the meaning of the name and effect of the card, tying them together perfectly. Good job!

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