The first time each turn you suffer core damage, you may draw 1 card and sabotage 2. (The Corp trashes 2 cards of their choice from HQ and/or the top of R&D.)
Run HQ. If successful, instead of breaching HQ, sabotage 4. (The Corp trashes 4 cards of their choice from HQ and/or the top of R&D.)
As an additional cost to play this event, suffer 1 core damage.
Gain [click][click][click].
Draw 3 cards.
When this event is trashed from your grip or stack, you may draw 2 cards.
When you install this hardware, suffer 1 core damage.
The play cost of each event is lowered by 1[credit].
+1[memory unit]
You get +3 maximum hand size.
When you install this hardware, suffer 1 core damage.
Whenever the Corp scores an agenda, sabotage 1. (The Corp trashes 1 card of their choice from HQ or the top of R&D.)
Limit 1 console per player.
When you install this program, suffer 1 core damage.
This program gets +1 strength for each core damage you have taken this game.
Interface → 1[credit]: Break any number of barrier subroutines.
The first time each turn you install a virus program, sabotage 1. (The Corp trashes 1 card of their choice from HQ or the top of R&D.)
[click], [trash], suffer 1 core damage: Run a remote server. During that run, cards in the root of the attacked server lose all abilities. When that run is successful, trash all cards in the root of the attacked server.
The first time each turn you spend credits from an installed card, place 1 power counter on this resource.
Whenever you breach HQ or R&D, you may remove up to 2 hosted power counters to access that many additional cards.
When your turn begins, identify your mark. (If you don’t have a mark, a random central server becomes your mark for this turn.)
The first time each turn you make a successful run on your mark, gain [click].
Identify your mark. (If you don’t have a mark, a random central server becomes your mark for this turn.)
Gain 4[credit]. You may run your mark.
Run any server. If successful, instead of breaching the attacked server, access 1 card in the root of another server. If that card is an agenda, you cannot steal or trash it during this access.
When you install this hardware, suffer 1 meat damage.
The first time each turn you make a successful run on HQ, the Corp loses 1[credit]. If they do, gain 1[credit].
+1[memory unit]
When your turn begins, identify your mark. (If you don’t have a mark, a random central server becomes your mark for this turn.)
The first time each turn you make a successful run on your mark, if that server is HQ, access 1 additional card when you breach HQ. Otherwise, breach HQ when the run ends.
Limit 1 console per player.
The rez cost of each piece of code gate ice is increased by 1[credit].
Interface → 1[credit]: Break 1 code gate subroutine.
1[credit]: +1 strength.
2[recurring credit] (When you install this card and before your turn begins, refill to 2 hosted credits.)
You can spend hosted credits during runs on central servers.
When you install this program, place 6 power counters on it.
Interface → [trash] or hosted power counter: Break 1 sentry subroutine.
2[credit]: +3 strength.
When your turn begins, identify your mark. (If you don’t have a mark, a random central server becomes your mark for this turn.)
Whenever you encounter a piece of ice during a run on your mark, you may trash this resource to bypass that ice.
[trash]: Gain 3[credit].
[trash]: Remove 1 tag.