That's a cool card concept! I can definitely relate to the struggle of shifting sleep schedules. This card mechanic seems like it would really shake up resource management in the game. It reminds me of trying to focus after staying up late playing games. Speaking of games, if you're looking for a fun, quick distraction, you should check out Drift hunters. It's surprisingly addictive!

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Why is this card so bad? I feel like it could have been 10 payoff and it would have been fine as a grudgingly-included last economy card. At the moment I think it can sometimes that, but including it feels horrible.

It is however an opportunity to showcase the objectively correct way to evaluate economy cards™. This involves numbers in the format 'x/ for y clicks. This should be calculated using the simplifying assumption that a card requires 1 to draw and 1 to play. A Sure Gamble, for instance, makes a profit of 4 spread over the 2 it takes to draw and play. This means its payoff is is 2/ for 2 clicks. Sometimes you migh situationally want to count or not-count a click in this evaluation. If you're making a Clean Getaway, for instance, you might choose to count the associated run as an end in itself and accordingly discount the cost to play it. This makes its payoff an efficient burst of 3/ for 1 click. If you're just running archives for no other benefit, though, it makes sense to count the click in your evaluation, making it a much less attractive 1.5/ for 2 clicks.

In addition to the pure numbers, of course, you should also count in the faff and delay associated with said economy. Many resources are more efficient than Operations in terms of the calculation above, but annoying in other ways. Examples include Environmental Testing (3/ for 2 clicks!) and Smartware Distributor, which asymptotically approaches 3/ for ∞ clicks but only manages 1/ for 3 clicks over 3 turns, 1.5/ for 4 clicks over 6 turns, 1.8/ for 5 clicks over 9 turns, etc. Faff and delay is often far more situational to evaluate than the pure numbers, but you can often put numbers on it using sensible rules of thumb, for instance counting the card drawn by Side Hustle as a saved. You can also use this framework to evaluate, for instance, the efficiency of clicking for a so that you can afford to play a Sure Gamble (1.667/ for 3 clicks).

So using this framework, let's evaluate Rent Rioters. It's ability requires extra s to be spent, so overall it pays us 1.4 / for 5 clicks, a total profit of 7. That's pretty uninspiring - it's less efficient per than the Clean Getaway on archives we evaluated, which is a pretty horrible indictment. Its only advantage is that it allows us to get that horribly low-efficiency economy over more s invested. Added to this, it is significantly faffy to use. Spending all together is unwieldy enough that it usually stops the runner running for the turn, taking significant pressure off the corp. And until you've done that, this card puts you 2 down.

So that's why it's bad. It has bad numbers, and it's a pain to use.

I agree. Even by assuming this is card was made for Seb, his install discount still requires a 4[click] spend for a profit of 9[credit], which takes us to 2.25[credit]/[click]. But we still want our tag removal, and we're only left with 1[click] for the turn. And that's assuming there were no more suitable connections to install instead. It's just too easy to do without and build around, and Seb needs his precious clicks for corp pressure and tag removal.

Slow advance Nebula

"The first time each turn a tag is removed, you may reveal and install 1 card from HQ, ignoring all costs."

"install 1 card from HQ, ignoring all costs"

"ignoring all costs"

Synapse is NOT asset spam, Synapse is an old school Glacier id

Play style

  1. get rich (Petty Cash + Hedge Fund or Hansei Review = 6 hedge fund)
  2. tag the runner (Funhouse, Oppo Research, Behold!)
  3. install big ice (Ivik or Boto lol NBN ice is trash right now)
  4. slowly manually advance agendas
  5. win

I love this card, thematically. Using one scheme to restore a "dead" Agenda and bring it to fruition. I feel like all sorts of cloning or Frankenstein-y metaphors could have been used, but I love the choice to go full Jurassic Park! De-extinction is such a fun big swing. And it's simultaneously a reminder that InGen [and John Hammond] IS a giant megacorp doing questionable science. Not a traditional go-to reference for the genre, and I just think that's neat. : )

"Welcome... to Holocene Park!"

Have you read The Tusks of Extinction?

Nope, but it sounds wild and I gotta now!

Scrounge pairs an immediate Program-recursion (install from heap) with an “eventual” recursion (bottom from heap), under a non-interactive condition (spending an extra [click] is kinda like making a “non-taxing, auto-succeeding run”).

Design

Doesn't force a shuffle (which saves time). You can still trigger a shuffle if you want to draw it sooner (like by Boomerang), or even tutor for it immediately (like with Mutual Favor or Muse).

Doesn't require a run (unlike NSG's Katorga Breakout, versus FFG's Déjà Vu); but it is a Double, cannot recur Events, and so on.


While “undertucking” (IE. Add 1 _ from your heap to the bottom of your stack.) is frequently irrelevant, it is more relevant in Netrunner than most card games. Which (in a Core set like Elevation), can clue in newer players about how your deck-count changes during gameplay: the rate of card flow, the importance/presence of recursion, and so on. That is:

  • In Dominion–likes (where you redraw a five-card hand every turn, while drawing from smaller decks too), you will reshuffle your discard-pile into your draw-pile every few turns.
  • In Magic: the Gathering–likes (where you draw one card at the start your turn like the Corp, but lack any basic-action to draw more, and won't be playing more than a single card a turn from hand anyways), you almost never “bottom out”, with Ashen Epilogue–style recursion being unplayable outside of a minority of archetypes/formats.

Notes

  • Can (quasi-)reverse Stavka’s double-destruction.
  • Can mitigate a Saisentan.
  • At just 1inf/5, it's very splashable into: Criminal (for not getting locked out, if your singleton icebreaker gets Destroyer's/AP'd); and Shaper (for… all your programs, if necessary).
  • BTW, if you install a Muse and tuck a Coalescence, does it let you Muse for that same Coalescence ?

Regarding your final note: I'd say you first resolve the 'install from heap' part and then, after that installation is completed and all on 'on install' triggers are fully resolved, you go on with the 'undertucking'.

@Kramsz IIUC, this is because each period is a separate instruction, you would have to fully resolve the Muse's when-you-install trigger, in between Scrounge’s two sentences, no? or would you be unable to "Muse out" the second program (if Muse couldn't just install from heap itself, that is), even if Scrounge were written with a …, then you may add …?

There's not really a difference between 'A. B.' and 'A, then B._', both are sequencial.

thanks for clarifying!