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.
While this ice is protecting HQ, the Runner cannot break more than 1 of its printed subroutines during each encounter.
[subroutine] The Runner loses 2[credit].
[subroutine] End the run.
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.
When you score this agenda, look at the top 5 cards of R&D. You may install and rez 1 of those cards, ignoring all costs.
The first job resource, connection resource, or piece of hardware you install each turn costs 1[credit] less to install.
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.
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].
[click]: Draw 2 cards. Use this ability only once per turn.
When the Runner trashes this asset, you may draw 2 cards.
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.
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.
[click]: Place 1 power counter on this upgrade.
As an additional cost to run this server, the Runner must spend [click] and 1[credit] for each hosted power counter.
When your turn begins, remove all hosted power counters.
Play only if the Runner has 3 or more agenda points and they made a successful run during their last turn.
After you resolve this operation, your action phase ends.
Choose a card name, then do 1 net damage. If you trash a card with the chosen name this way, repeat this process.
When the Runner passes this ice, gain 1[credit].
[subroutine] Gain 2[credit]. The Runner gains 1[credit].
When your turn begins, you may draw 1 card.
Rez only during your action phase.
Whenever the Runner makes a successful run on this server, they gain 2[credit].
When your turn begins, if the Runner did not make a successful run on this server during their last turn, gain 3[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.
While you are resolving this event, each playerʼs identity loses all abilities.
Run any server. When that run ends, you may shuffle this event into your stack.
Whenever the Runner steals another agenda, you may forfeit this agenda to gain 5[credit] and add the stolen agenda to HQ.
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.
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.