(Daily Casts is banned.)

Side Hustle is like a “run-based Environmental Testing”: after 5 runs begin, you profit by Gain 4[$]. Draw 1 card. (five clicks, five “units-of-value”)


For example:

  • If (against Asset-Spam), immediately after installing it, you check two remotes this turn and three the next, then it pops after a single turn.
  • If (within Criminal) you opportunistically run your mark with Carpe Diem (or for Sable), play a Bravado or Clean Getaway for cash, and try to land a Transfer of Wealth, then ditto. (Your actions aren't just [click]: Run any server.)
  • However, if running is too expensive and/or just not valuable enough, it won't profit at all. Unless you have parallel triggers (like Pennyshaver or Leech), you can't even spam an uniced/faceup Archives (since your actions would just be like “[click]: Gain 1[$] when your next turn begins.”, which is very much not “[click]: Place one +1 strength counter on an installed Aumakua.”) Although, two simultaneously-installed Hustles (being non-unique) would be worth two credits per run.

Note:

  • While beginning a run on any server is the easiest interaction, it's still harder than just waiting a turn.
  • Unlike a “Red Team-ified Casts”, Hustle has still (un)paid out zero credits even at your 4th run.

Daily Clash
[$3] Resource: Job
[neutral 0/5]
When you install this resource, place 8[$] on it. When empty, trash it.
The first time each turn a run begins, take 2[$] from this resource.


Clean Getaway is the “new Dirty Laundry”.


NB. Getaway (post-is successful) earns credits sooner than Laundry (post-run ends). Thus, it can pay trash-costs (like Bahia Bands). For example (with Miss Bones rotating and Daily Casts banned), against an uniced, -4[$]-to-trash asset (like Wage Workers, or Hostile Architecture).

  • Getaway only needs its own play-cost (3[$]). Even assets alongside Mahkota Langit Grid.
  • Laundry needs twice that (6[$]), its play-cost plus the trash-cost.

(So if you only had three credits in pool, you'd need to re-run the server afterwards, wasting [click]. Or, if you only have enough to play the event and break a single rezzed ice once, you would need to triple-click for credits beforehand.)


BTW, before spoilers my guess for this card was just a “lightly-blueshifted” ([criminal 1/5]) Laundry. Like how NSG's Government Subsidy “greenshifts” FFG's Restructure. But I prefer this variation.

Humanoid Resources is Haas-Bioroid’s “strict Rashida”.

  • If you can protect HR for a turn, then you likewise get a burst of three credits plus three cards next turn (your three clicks funding its three installs/plays, one-to-one).
  • However, Install 2 cards. Play 1 operation. is less flexible than Gain [click][click][click].. (Even though installation is itself a very broad action, you can't advance, triple-install, double-operation, IA/IAA an agenda, and so on.)

In particular:

  • You can't YDL for +$8. (Installing two cards shrink HQ by 2, and must come first.)
  • You can't score out agendas with Nanomanagement, or Seamless Launch. (Unless one of the installs placed an advancement or gained a click, which few can.)
  • While bouncing back from an small/empty HQ (or credit pool), if you've missed drawing into any operations (or can't afford a Hedge Fund), then you've lost a whole click.

Flyswatter (🪰) is “Ping for purge’ing” (IE. gearchcecks with hostile rez-triggers).


Design-wise, ice as dynamic interaction is more fun (IMHO) than ice as just arithmetic breakpoints.

For example, if the Runner doesn't have any viruses installed yet (or only a few virus counters hosted), then even if you would want to end the run, you may let them pass an unrezzed Flyswatter to purge them out later. “Dynamic” non-subroutine abilities include:

  • On-Rez (When you rez this ice during a run against this server, …): like Ping, Ablative Barrier, Anemone, even Stavka.

  • Trashcans ([trash]: … Use this ability only during a run on this server.): like M.I.C..

For example, how many counters/purgeables in play do you want, to rez it? (Should you just purge two counters off a single Fermenter? How much do you want to keep the Runner out? How likely is it for the Runner to let it cook, install another virus, and re-run that server? It depends.)


Blank Flyswatter (against no Viruses) is much worse than blank Magnet (against no Trojans); you really need the purging to be worth enough credits (given the current metagame / average boardstate). But exactly how many/good Viruses do you need to expect in a Runner's deck, to slot it in? (Out of Jitneki?) IDK. LMK what you think.

I love Open Market’s “Slow Drip, Fast Spend” design. IE. by:

  • Spending-only: it takes about ~2–4 installs to earn +4[$] (a Sure Gamble profit).
  • Dripping-only: it'd take six whole turns to cash out.
  • Doing both: you can install OM, install a resource (or two), then take the last credit (or two) next turn (or two).

Notes:

  • It can “Career Fair out” any expensive resource: especially The Class Act (with the “un-OM’able” Earthrise Hotel rotating). CF. a [$0] Event: Double to Install 1 resource from your grip, paying 4[$] less.. For example, Q1–OM into Q2–TCA is already (more or less) a Lie Low, with two credits and a card-filtering effect leftover; then Andy’s “Draw 4-of-5” can find a [$2+]-drop for next turn, like Side Hustle or another Open Market.

  • It subsidizes connections or jobs: exactly like Az. (Including itself, being a job and non-unique too.)

  • Its non-interactive Criminal econ: You earn credits by installing (CF. a faster-but-narrower Environmental Testing), and/or just waiting (CF. a slower-and-poorer Daily Casts). NB. whereas ET wants four cheap installs to cash out (ASAP), OM wants two pricy installs.


Cards:


See s:connection|job t:resource o>0 z:standard b:active .


PS. I'm hoping for a tech card with this mechanic, that pairs very slow drip with a very large sum of hosted credits (an “Open Market-ified Miss Bones”). For my Crim mini-set, I had jotted down a No Free Lunch–esque custom card like the following (numbers untested), since I hadn't thought of this mechanic. But implementing it as an Open Market-esque card should(?) push its value more towards the “hate matchup” than a general matchup, which I prefer.

Charlotte Libertador
[$0] ♦ RESOURCE: Connection - Clone
[criminal 3/5]
When you install this resource, load 6[$] onto it. When empty, trash it.
You can spend hosted credits to trash installed cards.
[trash]: Gain 1[$] for every 2[$] hosted (rounding down). Use this ability only if there are at least 2[$] hosted.