HQ Interface

HQ Interface 4[credit]

Hardware
Influence: 2

Whenever you breach HQ, access 1 additional card.

If you don't have someone on the inside, find someone on the inside who's fond of desk ornaments.
Illustrated by Robert Chew
Decklists with this card

Revised Core Set (core2)

#26 • English
Startup Card Pool
Standard Card Pool
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Printings
Rulings

No rulings yet for this card.

Reviews

Analysis

At a cost of 4 HQ Interface doubles the effectiveness of your accesses when running on HQ runs. Those four will have paid for themselves easily once the runner is able to access agendas! This will also cause the corp to focus more on protecting HQ hence slowing down his/her tempo.

Comparison with Legwork

Pros

HQ Interface is much more flexible, can be used over & over for the rest of the game (earlier the better)

Can be used in powerful combination with Legwork & Nerve Agent

Can combo well with itself if you have multiple copies installed

Cons

HQ Interface is more expensive than Legwork and would need to be used 2-3 times before it catches up economically

Doesn't dig nearly as deep into HQ as Legwork

The corp will likely have more time to build up HQ defenses

Comparison/Combo with Nerve Agent

Pros

Is hardware making it less of a target VS Nerve Agent

Since it's not a virus, there are no virus tokens to be purged, meaning it's ready all the time

Since it's hardware vs program, no MU cost penalty

Cons

Costs one more , but not too bad, since At only one more credit than Nerve Agent,

Only +1 card access per installation of HQ Interface vs the possibility of other affects that can quickly pump up virus tokens on Nerve Agent to give it near infinite card draw

Summary

All things in balance, if you are going for HQ card access, this card is worth a look, particularly for Criminals, at two influence cost, maybe in certain cases Shaper & Anarch too.

--It just saddens me when I see cards with no reviews. If you appreciated this review, please give a heart and I'll be encouraged to write more.

(Data and Destiny era)
HQ Interface also has massive synergy with Gang Sign, a great inclusion in pretty much any criminal deck, as well as Raymond Flint (who I think will see more use soon as the Mumbad Cycle looks like it plays more with bad publicity). —
HQI is also an amazing addition to any Edward Kim deck, IMO. It really is a must have for our vengeful Anarch friend. As crazy as it sounds, I've had a lot of success with Kim in the past few months. No matter what, though, the more consistent chances you give yourself to trash their Shipment from SanSan, Scorched Earth, Midseasons...hell, even their currents and econ...the better shot you have at getting in wherever you want late game. HQI does that for you. —
Also notable is that - unlike Legwork - it combos with Sneakdoor Beta. —

The last review (from 2015) is good, but it is time to make an update (we're in late 2020), it will be very similar to the analysis of R&D Interface, since it does exactly the same effect, only on HQ instead of R&D.

To summarize it, HQ Interface (HQI) is good if you have the economy and you can make run cheaply.

Pros.

Does not need for the run to be declared successful to work. Cards like Legwork can be foiled by Crisium Grid.

The more you run, the cheaper it get. For exemple, The Legwork let you see 3 cards for 2 credits, for one run Optimally, you'll be able to see 9 cards in 3 runs. For the same effect, you need 2 HQI (8 credits). After 4 runs on HQ, it is cheaper to have used HQI. With one HQI, you'll need to run 5 times, but you'll have spend 2 credits less than using Legwork.

It stay on the board, so you cannot lose that advantage with damage, making it more reliable. Losing the run to an Nisei MK II or Border Control does not lose you the card. You can run again and apply the pressure.

It synergize well with alternative ways to have multiaccess, because it add to it.

It synergize also well with tools to make run cheaply, because it makes those run more powerful. Bypass tools are great here, allowing the runner to access more than one card, while using their limited resources of bypass tools.

Cons.

It is more expensive than any event card.

It is a tempo hit, because the card cost you a click to install and 4 creds, while an event card (Legwork for exemple) cost you creds and makes you run.

You need to be able to make run cheaply. If you can only do a couple of "big" runs, you'll be better off with alternatives.

Alternatives for Multiaccess.

  1. The Turning Wheel. You can access an additional card every third run. Usually, you'll stack your counter to make a 5 cards multiaccess run.

  2. Climactic Showdown. Can be foiled if the corp trash an ice.

  3. Information Sifting, give the choice to the corp for which card goes in which pile. Successful run needed.

  4. Wanton Destruction, cost you the full turn usually. Successful run needed.

  5. The Gaunlet need you to break completely each ices and it is a console (you can only have one console).

  6. Severnius Stim Implant. It cost you cards.

  7. Mu Safecracker. You need stealth creds. Successful run needed.

  8. Legwork. The main competition. Successful run needed.

  9. Divide and Conquer. Access to all centrals at the same time. You need to access Archive first, which could be dangerous. Successful run needed.

  10. The Black Hat. You need links and a credit lead to make it work, but otherwise top tier.

  11. Bhagat. Indirect multiaccess of R&D when running HQ. Successful run needed.

At 2 influence, HQI can be splashed in any deck that can make runs cheap. Just putting it on the board will make the corp ice HQ more, freeing other place for you to run. If you have ways to install HQI for a lesser cost (with cards like Modded), it is even better.

The text if flavorful and on point. It explain the art of the card. That how things should be.

(Uprising era)
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