Play only if the Runner made a successful run during their last turn.
Choose a card type, then reveal the grip. Choose a value for X equal to or less than the number of revealed cards of the chosen type. You may pay X[credit] to place X advancement counters on 1 installed card.
Gain 2[credit] or draw 2 cards. Repeat this process for each remote server that has a card in its root and is protected by ice.
Play only if the Runner stole an agenda during their last turn.
Choose a Runner card type. Trash all installed non-icebreaker cards of the chosen type. For each card that would be trashed this way, the Runner may pay 3[credit] to prevent that card from being trashed.
Take 1 bad publicity.
When you install this program, it gets +3 strength for the remainder of the turn.
Interface → 1[credit]: Break 1 barrier subroutine.
2[credit]: +2 strength.
This ice gets −1 strength for each installed icebreaker.
[subroutine] Trash 1 installed program that is not a decoder, fracter, or killer.
[subroutine] End the run.
The first time each turn you reveal a card, gain 1[credit].
[click]: Reveal 1 card from the grip at random or the top card of the stack.
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].
While the Runner is accessing this upgrade in R&D, they must reveal it.
When the Runner accesses this upgrade, remove 1 bad publicity unless they take 1 tag.
As an additional cost to play this event, trash 1 installed resource.
Gain 7[credit].
Run R&D. If successful, instead of breaching R&D, choose an install cost greater than 0[credit]. The Corp sets aside the top X cards of R&D faceup, where X is equal to the number of your installed cards with that printed install cost, up to 6. Access 1 of the set-aside cards. The Corp shuffles the set-aside cards into R&D.
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.
The first time the Runner approaches this server during each run, play a Psi Game. (Players secretly bid 0–2[credit]. Then each player reveals and spends their bid.) If the bids differ, you may trash this upgrade. If you do, the Runner moves to the outermost position of this server. They may jack out.
[subroutine] End the run unless the Runner pays 2[credit].
[subroutine] Reveal the top 3 cards of the stack. Add 1 of those cards to the grip and gain X[credit], where X is equal to that cardʼs play or install cost. The Runner shuffles the stack. Trash this ice.
[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.
If the first, second, and third actions you take on your turn are each different from one another, when the third action completes, you may gain 1[credit] or take another different action, paying [click] less.
[click]: Gain 2[credit]. Use this ability only once per turn.
When the Runner trashes this asset, you may gain 2[credit].
When you install this program, place 2 virus counters on it.
Hosted virus counter: Choose an ice subtype. The ice you are encountering gains that subtype for the remainder of this encounter. Use this ability only once per turn.
When you score this agenda, place 1 agenda counter on it for each hosted advancement counter past 3.
Hosted agenda counter: Swap 1 card from HQ with 1 card in the root of or protecting the attacked server. The Runner may jack out. Use this ability only during a run.
When your turn begins, reveal the top card of R&D and gain 2[credit].