The first time the Corp installs a card each turn, you may expose that card unless the Corp pays 1[credit].
Whenever you breach R&D, you and the Corp secretly spend 0[credit], 1[credit], or 2[credit]. Reveal spent credits. If you and the Corp spent the same number of credits, access 1 additional card.
The first time you make a successful run on Archives each turn, the Corp must trash 1 card from HQ.
You draw a starting hand of 9 cards.
0[credit]: Install 1 program from your grip (paying all costs). Use this ability only once per turn and only during a run. When that run ends, trash that program if it is not a trojan.
Whenever you use a [trash] ability, draw 1 card.
Before drawing your starting hand, set aside the top 6 cards of your stack facedown. (You may look at those cards at any time.) Shuffle 2 of those cards into your stack.
[click]: Add 1 card set aside with this identity to your grip.
The first job resource, connection resource, or piece of hardware you install each turn costs 1[credit] less to install.
Draft format only.
If you have more [criminal] cards installed than any other faction, when your turn begins, remove 1 tag.
The first time each turn a run on R&D begins, you may charge 1 of your installed cards. (Add 1 power counter to a card that already has one.)
+1[memory unit]
Trash the first operation you access each turn at no cost.
1[recurring credit]
Use this credit to pay for using icebreakers.
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.)
Whenever you install a program from your heap, draw 1 card.
Access → Any X virus counters: Trash the non-agenda card you are accessing. X is equal to that card's rez or play cost. Use this ability only once per turn.
The first time you make a successful run on HQ each turn, gain 2[credit].
The first time you install a card each turn, you may install another card of the same type from your grip (paying its install cost).
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.
When your turn begins, gain 2[credit] if the Corp has more scored agenda points than you.