As an additional cost to play this event, trash 1 installed resource.
Gain 7[credit].
+1[memory unit]
The trash cost of each Corp card is lowered by 1[credit].
The first time each turn you trash a Corp card, gain 1[credit].
Limit 1 console per player.
Install only on a piece of ice.
Host ice gets −1 strength for each hosted virus counter.
Whenever you encounter host ice, if its strength is 0 or less, trash it. Otherwise, place 1 virus counter on this program.
[click]: Run R&D. If successful, instead of breaching R&D, reveal the top 3 cards of R&D. Trash 1 of the revealed cards. Use this ability only once per turn.
Interface → X[credit]: Break X code gate subroutines. Use this ability only once per run.
Interface → 1[credit]: Break 1 code gate subroutine. Use this ability only if you have 3 or more installed virtual resources.
1[credit]: +1 strength.
When your turn begins, remove this resource from the game. Choose a server protected by ice. The Corp may trash 1 piece of ice protecting that server. If they do not, the first time this turn you breach either R&D or HQ, access 2 additional cards.
When your turn begins and whenever you steal an agenda, place 1[credit] on this resource.
Whenever you make a successful run, you can spend hosted credits for the remainder of that run.
When your turn ends, if there are 3 or more hosted credits, you must pay 1[credit] or trash this resource.
The first time each turn you install a virus program, place 2 virus counters on this resource.
When your turn begins, you may remove any 2 virus counters from your installed cards. If you do, draw 2 cards unless the Corp trashes the top card of R&D.
When your turn begins and whenever you steal an agenda, place 1[credit] on this resource.
You can spend hosted credits to use programs during runs.
When your turn ends, if there are 3 or more hosted credits, you must take 1 tag or trash this resource.
The first job resource, connection resource, or piece of hardware you install each turn costs 1[credit] less to install.
Run any server. When that run ends, if it was unsuccessful, you may run the attacked server again, ignoring any additional costs to run. During the second run, whenever you encounter the last piece of ice you encountered during the first run, bypass it.
Look at the top 2 cards of your stack. You may add 1 of those cards to the bottom of your stack. Draw 2 cards.
Use this hardware only during your turn.
[trash]: Jack out.
[trash]: Remove 1 tag.
[interrupt] → [trash]: Reduce the base trace strength of a trace to 0.
[interrupt] → Remove this hardware from the game: Prevent a Corp card ability from ending the run. Use this ability only if you made a successful run on HQ this turn.
+1[memory unit]
The first time each turn you install a piece of hardware, draw 1 card.
Whenever a run begins, you may install 1 piece of hardware from your grip, paying 1[credit] more.
Limit 1 console per player.
Interface → 1[credit]: Break 1 sentry subroutine.
1[credit]: +1 strength.
The first time each turn this program fully breaks a piece of ice, gain 2[credit].
The first time you encounter a piece of ice during each run, place 1 power counter on this resource.
[trash], X hosted power counters: Derez the ice you are encountering if its strength is X or less. Take 1 tag.
When a discard phase ends, if you installed this resource this turn, draw 4 cards.
[interrupt] → The first time each turn you would draw any number of cards, look at the top X cards of your stack. Add 1 of those cards to the bottom of your stack. X is equal to the number of cards you would draw plus 1.
When your discard phase ends, if you have the same number of cards in your grip as the Corp has in HQ, you may draw 1 card.
Play only as your first [click].
For the remainder of this turn, whenever you install a card with a printed install cost of 1[credit] or greater, draw 1 card or gain 1[credit].