I've been having a lot of fun, and a lot of success, with this ID. Comparisons to Weyland Consortium: Building a Better World are fairly apt, as you get more value when you make money, but crucially, this comes in the form of cards, not more money. Despite being a shadowy organization that works "at a distance," Zwicky moves fast, and it needs to. As soon as you've made a bit of money, jamming agendas behind Maskirovka and Descent is the way to go. This puts pressure on the runner to find their tools while you naturally draw into yours just by playing the game. Since you're playing many transactions, Plutus gets you even more value out of them and lets you do some cool click laundering with Red Level Clearance, Greasing the Palm, and Petty Cash, allowing you to FA your Off the Books and Above the Law towards a win. Since you're going fast, Threat cards come online faster, specifically Measured Response. The longer MR is on the more likely it is for the runner to slip up on money or cards, letting you blow them up. Slash and Burn Agriculture deserves special mention as it allows you to add to your score area (by FAing) and your opponent's if you let it get stolen -- why would you do this? If you let your opponent get to four you can rez all your Biawaks and Plutus without worrying about turning off MR.

The Zwicky Group: Invisible Hands will never reach the incredible credit highs as BABW but I like it quite a bit more because it allows you to actually do something with your money instead of just jacking up Punitive Counterstrike traces or whatever.

Like Nico Campaign, Otto is a three-turn drip, with an extra payout afterwards, but +[click][click] versus +3[$], Draw 1. NB. Nico’s gives you twice as many “units-of-value” (unless you're scoring agendas, spamming assets, using abilities, or so on with Otto’s).

Like MCA Austerity Policy, Otto is a three-turn “countdown”: if you can protect it for those turns, you'll gain two clicks (for a five-click turn, enough to FA 4/2’s or NA 5/3’s). NB. Otto’s last drip (take 2[$] from this and gain [click][click]) funds two basic-advances (1[$], [click]: Place 1 advancement counter.) flush.

Very cool.


IMO, Null Signal should print more such “Dripping-Countdown” campaigns. Both with economy bonuses (like Otto, or costlessly-installing, never-advancing, etc), as well as with offensive bonuses (like damage, tags, trashing installations, zapping credits, de-allotting clicks, etc).

PS. I had a custom Jinteki asset with Do 2 net damage after dripping for three turns (CF. Urban Renewal), as well as a Weyland one with Trash 1 installed resource; after the Reboot Project released an NBN one with Give the Runner 1 tag (Engagement Metrics). But I prefer NSG's countdown of three-turns (two-turns-rezzed).


[$3] ASSET [-$3]: Advertisement - Hostile - Clone
[jinteki 3/5]
When you rez this asset, load 8[$] onto it. When empty, trash it and do 2 net damage.
When your turn begins, take 2[$] from this asset.

This is very likely to be the best NBN card in Elevation, allowing you to FA all kinds of stuff very easily. Just ice up centrals, play a Hedge Fund, and the Runner has to head through your Seraph, etc. or you'll FA with just a Red Level Clearance or Petty Cash. Nothing like Haas-Bioroid: Precision Design in NBN, though this is nowhere near AstroScript Pilot Program levels of craziness and it all depends on how well Runners will be able to get through NBN ice in the coming meta. Drip from the front side is also very nice.

19

As I was first reading this card, I thought the flip side would just draw like Hoshiko.

Scatter Field is a 4s/2↳-for-$3 when singly-protecting a server.

(CF. “Non-Porous Eli 1.0”, or an “EtR-ified Drafter”.)

Notes

Especially when you're protecting an early asset (like Humanoid Resources / Regolith), building your secondary remote (alongside Mahkota Langit Grid), or rushing an agenda. Even if you'll double-ice that server next turn anyways, an SF can act like a Gatekeeper (CF. This ice gets +4 strength if you rezzed it this turn.).

To fully-break a four-strength three-sub ice with turn-one decoders, it should cost the Runner four-to-five credits (IE. more than its rez-cost). For example:

  • Buzzsaw costs 3[$] + 1[$] (but just 1[$] with a Leech).
  • Unity costs 3[$] + 2[$] (or 4[$] with a second icebreaker).
  • Euler only costs 2[$] + 0[$] (if they facechecked-then-installed, 4[$] if they didn't).
  • Shibboleth costs 2[$] + 2[$] (even at threat level ≤ 3).
  • Cat's Cradle costs 3[$] + 2[$] (wouldn't tax you +1[$] to rez, unless they pre-installed it for some reason?).
  • The new Sang Kancil only costs 1[$] + 2[$] (if they Bravado or Clean Getaway into your SF; 5[$] if they basic-run).

Of course, besides breakers:

  • Boomerang costs 2[$], [trash].
  • Physarum Entangler costs 2[$] to bypass.
  • Botulus can fully-break it after a second turn (or can pass it the same turn it's installed, but only by firing off “½ Drafter”).
  • Overclock) costs 1[$] (with the decoder).
  • Bankhar just costs Suffer 2 net damage (but needs a whole turn to set up).
  • Arruaceiras Crew can't destroy it by itself. (EG. would need 4[$], Take 2 tags, [trash] and needs a second copy).

Thoughts

Design-wise, I love ice with some “incidental positionality” (like Turing, which is both “pro-Remotes” and “anti-AI”).

It's fun to “expose-by-deducing” (“Why didn't they just install this card into their empty remote with an already-rezzed barrier, and pay the one credit to install this in front of there?”).


Compare its ability (While this ice is the only piece of ice protecting this server, …) to other “Vertically-Positional” abilities.

  • a “Flexible Curtain Wall”: EG. If this is the outermost or innermost piece of ice protecting a server, it gets +4 strength.
  • an “Inverted Seidr Adaptive Barrier/Surveyor”: EG. This ice gets −1 strength for each other piece of ice protecting this server.

PS. Given Asa Group rotating, can this “Singly-Icing-matters” effect (along with the non-(◆) Mahkota Langit Grid the new “Installer IDs”) incentivize some more secondary/tertiary remotes? For Fully Operational and to “expose-by-deducing” (or try to!), like “Why didn't they just install that card into their empty remote with an already-rezzed barrier, and pay the one-credit to install that ice in front of there?”

If you squint, this card basically says, "If the runner has 2 Events in hand, do 2 unpreventable meat damage that doesn't trigger Steelskin Scarring." Why is this important? Well, it turns out the runner going from 5 cards to 3 cards in hand makes certain proactive solutions that much more effective - that is, lethal in single, rather than double doses. The caveats here are you need something to advance - easy enough, given decent advanceable ICE exists in both yellow and green, and the Runner needs two of some card type in their hand when you play it. AFAIK there aren't any grip-snoop cards in Standard except for like Focus Group but then that's a massive waste of credits and effort just for some info - so you might just have to guess. My gut tells me Event is generally the best call, especially against runners like MuslihaT: Multifarious Marketeer but idk you might call resource sometimes. Outside of green murder decks Jinteki might use this to do things with Neurospike or Phật Gioan Baotixita. I struggle to see HB using this one.

Man, I do not want the last thing I see before getting shot is that guy's face.

I like how it has an implicit Play this operation only if there is an installed card you can advance.. You can even place the counters on an already-installed Mestnichestvo, being safely not access-able.