When your turn ends, if you accessed a card this turn, gain 2[credit] and flip this identity.
Flip side:
When your turn begins, draw 1 card and lose 1[credit].
When your turn ends, if you did not access any cards this turn, flip this identity.
As an additional cost to play this event, trash 3 cards from your grip.
Gain 3[credit] and draw 3 cards.
Whenever you encounter a piece of ice, you may remove this hardware from the game. If you do, that ice gets −6 strength for the remainder of this run.
[trash]: Set aside the top 6 cards of your stack faceup. You may install 1 program or virtual resource from among those cards, paying 2[credit] less. Shuffle 3 of the remaining cards into your stack, then remove the rest from the game.
+2[memory unit]
The first time each turn you install a companion card or spend credits from an installed companion card, gain 1[credit].
Limit 1 console per player.
Interface → 2[credit]: Break any number of sentry subroutines.
Interface → 0[credit]: Break 1 sentry subroutine. Use this ability only if you have 3 or more installed virtual resources.
3[credit]: +3 strength.
When your turn begins and whenever you steal an agenda, place 1[credit] on this resource.
You can spend hosted credits to play events.
When your turn ends, if there are 3 or more hosted credits, you must trash 1 card from your grip at random or trash this resource.
When your turn begins and whenever you steal an agenda, place 1[credit] on this resource.
You can spend hosted credits to install non-connection cards.
When your turn ends, if there are 3 or more hosted credits, trash 1 of your installed cards.
Run a server protected by ice. When that run ends, gain 6[credit] plus 1[credit] for each piece of ice you passed during that run.
When you install this hardware, choose 1 installed piece of ice. Use this hardware only during encounters with that ice.
[trash]: Break up to 2 subroutines. When this run ends, if it was successful, you may shuffle 1 copy of Boomerang from your heap into your stack.
Use this hardware only by spending credits from stealth cards.
Whenever you make a successful run on HQ, you may pay 1[credit] to access 1 additional card when you breach HQ.
Whenever you make a successful run on R&D, you may pay 2[credit] to access 1 additional card when you breach R&D.
The first time each turn a run begins, you may look at the top 2 cards of your stack.
1[credit]: Reveal the top card of your stack. If that card is a program or piece of hardware, you may install it. Use this ability only once per turn.
+1[memory unit]
The first time each turn you play a run event, gain [click].
Limit 1 console per player.
Whenever you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only once per turn and only by spending credits from stealth cards.
Interface → 1[credit]: Break up to 2 sentry subroutines.
1[credit]: +2 strength. Use this ability only by spending a credit from a stealth card.
Interface → 2[credit]: Break up to 2 barrier subroutines.
2[credit]: +2 strength.
The first time each turn this program fully breaks a piece of ice, gain 1[credit].
If you made a successful run on HQ this turn, this resource costs 2[credit] less to install.
When you install this resource, load 4[credit] onto it. When it is empty, trash it.
You can spend hosted credits during runs.
The first time each turn you use a piece of hardware during a run, place 1 power counter on this resource.
[click], remove this resource from the game: For each hosted power counter, choose up to 2 cards in your heap with [trash] abilities. Shuffle the chosen cards into your stack.
Choose up to 5 cards with different names in your heap. Shuffle those cards into your stack.
Remove this event from the game.
+1[memory unit]
The first time each turn an event is trashed (from any location), draw 1 card.
Limit 1 console per player.
As an additional cost to use this hardware, trash 1 installed program. Ignore this cost if an installed program has already been trashed this turn.
[trash]: Install 1 program from your heap, paying 3[credit] less.