When the Runner encounters this ice, end the run unless the Runner takes 1 tag.
[subroutine] Give the Runner 1 tag unless they pay 4[credit].
Gain 15[credit].
You get +1 maximum hand size.
Whenever you score an agenda, you may add 1 card from Archives to HQ.
Gain 10[credit]. If there are any cards in HQ, trash 1 of them.
Gain 9[credit].
Run HQ or R&D. If successful, draw 1 card and when you breach the attacked server, access 1 additional card.
When your discard phase ends, if there is a facedown card in Archives, gain 1[credit].
[subroutine] Do 2 net damage. The Runner may jack out.
[subroutine] Do 2 net damage.
Whenever you make a successful run on a central server, place 1 virus counter on this program.
Hosted virus counter: The ice you are encountering gets -1 strength for the remainder of this encounter.
When you score this agenda, trash any number of cards from HQ. Shuffle up to 3 cards from Archives into R&D.
Limit 1 per deck.
When you score this agenda, gain [click][click][click]. You cannot score agendas for the remainder of the turn.
Limit 1 per deck.
Whenever you score an agenda from the root of this server, you may search R&D for 1 non-agenda card and reveal it. (Shuffle R&D after searching it.) Add that card to HQ.
Whenever the Runner approaches this server, end the run unless they either spend [click][click] or pay 5[credit].
Interface → 2[credit]: Break 1 barrier subroutine. If you made a successful run this turn, this ability costs 1[credit] less to use.
1[credit]: +1 strength.
Interface → 1[credit]: Break 1 subroutine. When this run ends, trash this program.
1[credit]: +1 strength.
Search your stack for 1 icebreaker and reveal it. (Shuffle your stack after searching it.) If you made a successful run this turn, you may install that program. If you do not, add it to your grip.
The first time each turn the Runner takes a tag, gain 2[credit] or draw 2 cards.
Do X net damage, where X is equal to the sum of the printed agenda points on agendas you scored this turn.
When you rez this asset, load 9[credit] onto it. When it is empty, trash it and draw 1 card.
When your turn begins, take 3[credit] from this asset.
When you score this agenda, gain 7[credit].