We have here the most used agenda in HB. Whatever the archetype, this agenda will fit. The main attraction of this agenda is the cost.

As stated in the previous review, Project Vitruvius can be scored from hand with Biotic Labor or Bass CH1R180G4. It can also be bluffed as an asset and scored next turn. This agenda has won more game for HB than any other card in faction.

The ability of the agenda cannot be overstated. Each token is the equivalent of a clickless Archived Memories. This will allow the corp to ALWAYS have access to their combo pieces. A notable one would be Game Changer, which can be trashed by the runner. Other combo can be done, be it Punitive Counterstrike, or even to get back an agenda thrown in Archives (like a runner trashing a Project Vacheron).

This is also why this is one of the most hated agenda by the runners. But who want a an easy game?

This is the most fitting agenda for HB. and the art is beautiful, if somewhat small.


Here is a newer review, building on the the precedent (but dated) last review.

Earthrise Hotel is probably the easiest drawing engine to use. At 6 cards drawn for a single install, it is pretty efficient. The really best part about it is the fact it is neutral and can be used by any runner (excepted Apex).

Comparing the drawing of Earthrise to 1 cred save is a bit misleading (but still a valid comparison). Earthrise will allow you to draw into your econ pieces without using click, making your econ card that much more valuable.

Earthrise Hotel synergize well with cards like Paladin Poemu and Career Fair. Those allow you to install it for cheaper. It work nicely with Street Peddler, let you mill your own deck even faster to get your combo pieces.

Here are the competitors to Earthrise Hotel. For comparison, let remind ourselves that Earthrise Hotel give 6 cards for 4 credits, over 3 turns.

Professionnal Contacts. Gaining a credit for drawing is incredible, letting you setup your econ as you draw through your deck. The 5 credit for install hurt a lot. Also, it is not clickless.

Blockade runner. Let you choose the best two of three card drawn. Really, no, just no. Best avoided in favor of Class Act.

The Class Act. 4 cards drawn for 4 credits. After, let you choose the best of two card drawn, once per turn. Best of all, the card are drawn out of turn, giving you some protection against card like Punitive Counterstrike. This card synergize wonderfully with Earthrise Hotel, because it allow you to choose the 2 best of 3 cards each turn.

Drug Dealer. Draw 1 card out of turn for 1 credit in turn (or 0 credit, if you do not have creds). Simply amazing, because it never stop. But the drain on you econ is real. This will basically negate a Rezeki or Data Folding to mitigate.

Sports Hopper. 3 cards drawn instantly (for 3 creds). While not used, give +1 link. If you install it with Az or with The Artist, it give the same value as Earthrise Hotel.

Zer0. Lose a card in hand to gain a cred and two cards once a turn. Work well with Anarch because of heap breaker. Losing a card is still a bummer.

There are event that can also be compared.

Diesel. Draw 3 card for 0 creds. Combine well with Earthrise to get click compression through drawing.

I've Had Worse. Draw 3 card for 1 creds. Provide some protection against damage. Combine well with Earthrise to get click compression through drawing.

Blueberry Diesel. Draw 2 card for 0 creds, but choose the best of two for the first card. Combine OK with Earthrise to get click compression through drawing.

Fisk Investment seminar. Draw 3 card for 0 creds, force the corp to draw 3 also. Combine well with Earthrise to get click compression through drawing. Dangerous because it give tempo to the corp.

At 4 credits to install, it is a significant hit on the runner. In a deck with lots of economy cards, it is well worth it. Using cards that allow you to install it cheaply is also a good idea. But drawing 2 cards clicklessly will give the runner load of options and allow the runner to make more runs and to put more pressure on the corp. Well worth the slot in a runner deck.


With Sure Gamble, Dirty Laundry is one of the most used neutral cards for runners.

What it does, it make a run cheaper for the runner. It lower the cost of the run by a net 3 creds (unaided). In a pinch, it can also gain you 3 creds if you run on an unprotected server.

The drawback is self evident : if the run is unsuccessful, you just lose the 2 creds "invested" in the run (at least). This make Crisium Grid a nemesis of this card.

If you need this card for a 3 creds gain, and if you are Criminal, you should look into Easy Mark, which will give you 3 creds without any conditions attached.

Dirty Laundry synergize well with Mystic Maemi and Public Terminal. Both will allow you to use Dirty Laundry for a cheaper cost or for free.

Dirty Laundry is very good when used with Ken, gaining an extra credit for the run. Making it possible to gain a net of 6 creds after the run.

The obvious "competitor" to Dirty Laundry is Bravado. Dirty Laundry need a successful run on any server, while Bravado need you to run on an iced server. Both will net you the same amount (generally). Bravado is more complementary to Dirty Laundry than a competitor, unless you need the slots in your deck for something else.

Outside Criminal, Dirty Laundry has value especially for deck that want to run often, rather than slow setup deck. But sometime, it is the only "burst" econ available, since it is neutral. In those cases, rethinking the identity used might gain you better results.

The art, the quote, the flavor and the effect are good. It all make this a good card for most runners.

<p>Fun fact, doing a Dirty Laundry run on a naked IAA <a href="/en/card/21039">NGO Front</a> will also fizzle the effect as it</p> —
<p>is no longer considered a server and is no longer a successful run. Sorry about the double post, accidently pressed Enter and it just happened.</p> —

You will be hard pressed to find a runner withou 3x Sure Gamble in it. It is the stable of burst econ. Giving a net of 4 credits.

Notable interaction with Mystic Maemi and Patchwork.

Mystic Maemi will allow you to play Sure Gamble and use the creds on Mystic Maemi. Basically, it will give the runner all the creds on Mystic Maemi, giving a net gain of 5 to 7 creds.

With Patchwork, trashing card will let you gain an extra 2 creds when using Sure Gamble, for a net 6 creds.

The only other burst econ card that compare in ease of use is Easy Mark, which gain you a net of 3 creds. Any other burst econ card have extra conditions attached (successful run, run on an ice, give token, take a tag, etc.).

Since Sure Gamble is neutral, you will always see it in a runner deck. Burst econ goes a long way, and 4 creds is good burst econ. While you can make a deck without it, for example, if you make a ressource heavy deck using Oracle May, it will be slightly slower than other deck because of the lack of burst econ.

Finally, let's face it, Sure Gamble could be the face of the runner side of Netrunner. The quote, the lore, the flavor, the art, the cards... This is Netrunner.


5 years later (last review was in 2015), Aesop is still the best Shaper ressource, sharing the spot with Professional Contacts.

At 2 influences, it can be used anywhere. It is such a powerful card. There are also major synergies with many faction cards.

  1. Harbinger is almost an auto include when using Aesop. It will give you 6 credits clicklessly. Costing only 1 influence, it is easy to include it with Aesop.

  2. MKUltra, Black Orchestra and Paperclip, when used with Cybertrooper Talut and Patchwork. With Patchwork, you can install those heap breakers for cheaper, and then trash them for creds, creating a circular economy. With Cybertrooper, whenever you install them they arrive on the board with +2 strenght. For MKUltra and Black Orchestra, this is huge! It will easily safe you 3 creds to break an ice. Both combined gives you an efficient econ engine and powerful breakers.

  3. You can use the same trick of heap breakers and Cybertrooper Talut, but use Flame-out instead. Allowing you to break ice for free (using the credits on Flame-out). Then the breaker is trashed. And the cycle continue. So, instead getting a breaker for free, you get to break ices for free.

  4. With Daily Cast, you get 1 extra cred if you trash it at the end (when it is at 2 creds). Daily Cast is now a net 6 creds instead of 5 creds, that is good value for a single card (same as Harbinger).

  5. At the end game, when you are starve for creds, trash your board for 3 creds a turn. This can make the difference between win and lose.

  6. Bank Job, take 7 creds instead of 8. Trash it for 3. Making the card a net 9 creds instead of 7.

  7. Drug Dealer. When you do not want the draw or you want to stop paying for it, trash it for 3 creds. No need for Isolation.

  8. With any card that have outlasted their value, usually because they don't have any tokens anymore (Imp, Cordycep, Data Dealer and Artist Colony, etc.), trash those useless cards for 3 creds.

  9. With Apocalypse. Get A LOT of card to trash, giving you the equivalent of 3 Rezeki each turn.

Unlike Pro.Co,, Aesop require you to build a bit of your deck around it. But Aesop enable a lot of deck. At 1 cred to install and 2 influences, it is a serious option to consider.