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Uprising: Ashes – Part 2 (fan expansion for Android: Netrunner)

Expansion for Android: NetrunnerExpansion for System Gateway

Uprising: Ashes – Part 2 (fan expansion for Android: Netrunner) Rulebook

Table of Contents

Table of Contents

  • New and Returning Mechanics in Uprising
    • New Mechanic: Lockdowns
    • New Mechanics: Server Limits
    • Returning Mechanic: Double-Sided Identities
    • New Keywords: Load and Empty
  • Reprints and Official Card Text Policy
  • Style Updates
    • "Load" and "Empty"
    • "You can advance this" and "advanced"
    • F2P Break Ability
  • Card-Specific Notes
    • Card Drawing
      • Mr. Li
      • Bug
      • Daily Business Show
      • Political Dealings
      • Raman Rai
      • Find the Truth
      • Corporate Defector
      • Jinja City Grid
      • The Class Act
    • "And" Effect Updates
      • Stimhack
  • Uprising Cards FAQ
    • Hoshiko Shiro [66]
    • Moshing [67]
    • ♦Devil Charm [68]
    • Gachapon [69]
    • ♦Keiko [70]
    • Odore [71]
    • ♦Mystic Maemi [72]
    • ♦Paladin Poemu [73]
    • Bravado [74]
    • ♦Boomerang [75]
    • ♦Mu Safecracker [76]
    • ♦Prognostic Q-Loop [77]

New and Returning Mechanics in Uprising

Aside from the big update to the abilities system, CR 1.4 also adds or improves rules support for mechanics used by Uprising cards.

New Mechanic: Lockdowns

Uprising introduces a new operation subtype called lockdown, with 1 neutral lockdown and 1 for each Corp faction. All the lockdown cards in Uprising share the following text:

Play only if there is no active lockdown. This operation is not trashed until your next turn begins.

These cards give Corps the ability to make the Runner's next turn more difficult. Once the Corp plays a lockdown operation, it stays active in the play area until the ability keeping it from being trashed expires at the start of step 5.6.1d of the Corp's next turn. When that step begins, the operation is trashed immediately, before players can trigger any other abilities in that step.

Each lockdown also has a trash cost. The Runner can trash an operation they access from R&D or HQ by paying its trash cost, just as they could trash an asset or upgrade. Once a lockdown is in play, there is no way for the Runner to access or trash it.

Lockdowns don't really need any help from the rules to function, but we have added rule 3.5.1c to CR 1.4 for quick reference.

New Mechanics: Server Limits

Two Uprising cards, La Costa Grid and Tranquility Home Grid, have the new ability "Remote server only." This ability means that these cards can never legally be installed in the root of a central server. You cannot install either card into the root of a central server, nor can you swap one with an upgrade in the root of a central server. If somehow one of them ends up in the root of a central server anyway, it is trashed during the next checkpoint.

Another Uprising card, the Weyland identity Earth Station, has the new ability "Limit 1 remote server." on both of its sides. This ability means that the Corp cannot create a remote server anytime one already exists. If this ability becomes inactive, say through Employee Strike or Direct Access, then the limit no longer applies and the Corp is allowed to create additional remote servers during that time. Once the limit becomes active again, if there are still multiple remote servers, the Corp's game state becomes illegal. At the next checkpoint, the Corp is forced to choose a server to keep. The game trashes all the cards installed in or protecting the other remote servers.

Returning Mechanic: Double-Sided Identities

One of the exciting pieces of Uprising is the premiere of two new double-sided identities, including the first double-sided Runner, Hoshiko Shiro. We didn't actually have rules for double-sided identity cards in the CR before now, so we've added some information about them to the rules for starting the game, the rules for switching your ID using Rebirth, and the rules about the Identity card type.

What those rules say is pretty straightforward: the front side of the ID is the side that has a minimum deck size value and an influence limit value, and that side always starts faceup.

New Keywords: Load and Empty

Both the new Uprising card Penumbral Toolkit and the reprinted card Daily Casts use the new keywords load and empty. This new terminology clarifies the exact behavior of cards that give themselves counters and then trash or do something else when the counters run out.

Loading counters onto a card is almost the same as placing counters onto that card, except that the load ability is also linked to another ability on the card that cares about the card becoming empty. After a card is loaded, the next time that card has no counters of the loaded type remaining on it, "when [this card] is empty" meets its trigger condition. A card never counts as empty until its load instruction has resolved.

A linked pair of load and empty abilities only care about the specified type of counter. Other counters (and cards) can go on and off of the host card without affecting when it becomes empty.

Reprints and Official Card Text Policy

Between the Magnum Opus Reprint earlier this year and the 5 older cards reprinted in Uprising, we've had the opportunity to update several cards to the latest templating style. These rewrites are largely nonfunctional, but for consistency we want to make sure everyone treats the same version of each card as its official text. We also didn't want to add another dozen cards to the list of individual card errata (which CR 1.4 already nearly doubles in size), so we've instead made a small adjustment to the general policy that defines which version of a card is official. Now, instead of the first printing of a card being the canonical source for its text and values, the most recent printing is the canonical source. This policy only counts English product releases that add cards to a tournament-legal format, so promo kits and other supplemental products (like the old draft packs) don't count.

Style Updates

In our continuing quest to find the best ways to write card text clearly and intuitively, we've introduced a few new style changes in Uprising. These changes aren't anywhere near as extensive as what we established for Downfall, but we thought it was worth mentioning the tweaks we've made.

"Load" and "Empty"

From now on we will be using the previously explained "load" and "empty" keywords on cards like Daily Casts. At this time, we will not be issuing errata for older cards. We will also not be using "load" for any cards that place counters on themselves but do not have special behavior when running out of those counters.

"You can advance this" and "advanced"

The old wording for advanceable non-agenda cards is "[this card] can be advanced." But this is a passive wording, and "advance" is always a direction to the Corp. We've started using a new wording that better matches the Corp's agency in advancing: "You can advance this [card]." The two wordings work exactly the same way.

We've also introduced a shorthand for "a card with 1 or more hosted advancement counters", which is simply, "an advanced card." So far this new wording is only used by Cayambe Grid. There are no plans to introduce any notion of "basic", "intermediate", or "expert" cards to the rules.

F2P Break Ability

F2P has a similar ability to the older card Negotiator, but uses a new format of an explicit paid ability that can be used by the Runner, which we feel makes the ability more clear about how and when exactly it can be triggered. One of our upcoming projects is to find the best way to clarify other abilities like this, most notably those on bioroids. Bioroids can't easily adopt F2P's syntax because of the rule that paid abilities that cost clicks are actions. This rule means that the Runner would not be able to use an ability of the form "click: Break a subroutine on this ice." during an encounter. We are considering multiple potential solutions to this problem, and our aim is to implement one of them for use on cards in System Gateway.

Card-Specific Notes

This section discusses new errata introduced in CR 1.4, and gives pronunciation guides and FAQ for cards in Uprising.

Card Drawing

Prior to this update, there were several cards with abilities that looked for a player to draw cards, and then acted on those specific cards. These abilities create problems for tournament play by combining the set of cards that can be acted upon with the other cards in hand. Since each player is allowed to manipulate and rearrange the cards in their hand, it becomes impossible to distinguish just-drawn cards from other cards after they have already been drawn. In practice, players generally handle this by keeping cards they draw separate from the rest of their hand until they finish resolving any of these abilities that apply, but we prefer for the rules to actually match what players do in the game. With these new errata, all these abilities now act on cards being drawn in advance, usually by interrupting the instruction causing the player to draw.

Daily Business Show received the most extensive changes of this group, since the old "additional" rule (discussed above) gave it unique functionality when multiple copies of the card are active. To keep the card working as players expect, it now has two separate abilities. The new wording is structured so that all copies of the static ability increasing how many cards the Corp draws apply first, then the Corp must trigger each interrupt ability requiring them to choose a card to send to the bottom of R&D, one at a time, and finally they end up drawing the same number of cards as they would have drawn if no copies of Daily Business Show were active at all.

It is also worth noting that with all these effects, as well as with The Class Act, cards are being manipulated from specific locations in the stack or R&D. Players do need to communicate to their opponents which card location is being revealed, installed, or put on the bottom of the deck with these abilities. If you are resolving Daily Business Show or The Class Act, and cards in your deck have been previously revealed and are known to your opponent, it is sufficient to tell your opponent which card is being put on the bottom either by name or by position. You do not have to remind your opponent which card it was that they saw third-from-the-top last turn, but you can if you want to. In the past, there have been multiple conflicting rulings about whether players had to specify which cards they were choosing with these abilities. All previous rulings on this subject are now deprecated.

Mr. Li

Old text:

click: Draw 2 cards. Add 1 of these cards to the bottom of your stack.

New text:

click: Look at the top 2 cards of your stack. Add 1 of those cards to the bottom of your stack. Draw 1 card.

Bug

Old text:

Install only if you made a successful run on HQ this turn. Whenever the Corp draws a card, you may pay 2 credits to reveal that card.

New text:

Install only if you made a successful run on HQ this turn. Interrupt – Whenever the Corp would draw a card, you may pay 2 credits to reveal that card.

Daily Business Show

Old text:

The first time you draw a card each turn, draw 1 additional card. Add 1 of the drawn cards to the bottom of R&D.

New text:

The first effect you draw cards with each turn draws 1 more card. Interrupt – The first time each turn you would draw any number of cards, instead look at that many cards from the top of R&D. Add 1 of those cards to the bottom of R&D, then draw X cards. X is the number of cards you would have drawn minus 1.

Political Dealings

Old text:

Whenever you draw an agenda, you may reveal and install it.

New text:

Interrupt – Whenever you would draw a card, look at that card. If it is an agenda, instead of adding it to HQ you may reveal and install it.

Raman Rai

Old text:

This card costs 0 influence if you have 6 or more non-alliance [jinteki] cards in your deck. Once per turn, you may lose click when you draw a card. If you do, reveal that card and a card in Archives of the same type, then swap those cards.

New text:

This card costs 0 influence if you have 6 or more non-alliance [jinteki] cards in your deck. Interrupt – Whenever you would draw a card, look at that card. Once per turn, you may lose click to reveal that card and a card in Archives of the same type, then swap those cards. (You will now draw the other card.)

Find the Truth

Old text:

Whenever you draw a card, reveal that card. The first time you make a successful run each turn, you may look at the top card of R&D.

New text:

Interrupt – Whenever you would draw a card, reveal that card. The first time you make a successful run each turn, you may look at the top card of R&D.

Corporate Defector

Old text:

Whenever the Corp spends a click to draw a card (not through a card effect), reveal that card.

New text:

Interrupt – Whenever the Corp would draw a card with a basic action, reveal that card.

Jinja City Grid

Old text:

Whenever you draw a piece of ice, you may reveal it and install it protecting this server, lowering its install cost by 4 credits. Limit 1 region per server.

New text:

Interrupt – Whenever you would draw a card, look at that card. If it is a piece of ice, instead of adding it to HQ you may reveal it and install it protecting this server, paying 4 credits less. Limit 1 region per server.

The Class Act

Old text:

When the turn during which you installed this resource ends, draw 4 cards. Immediately before you draw for the first time each turn, look at the top X cards of your stack. Add 1 of those cards to the bottom of your stack. X is equal to the number of cards you will draw plus 1.

New text:

When the turn during which you installed this resource ends, draw 4 cards. Interrupt – The first time each turn you would draw any number of cards, look at the top X cards of your stack. Add 1 of those cards to the bottom of your stack. X is equal to the number of cards you will draw plus 1.

"And" Effect Updates

The following cards have had their wording switched around a little to make the order of operations a little more intuitive, especially in the context of having previously been "composite effects". This rule was deprecated by the new rules for parsing instructions in card text.

Stimhack

In addition to clarifying the order of operations, we have changed Stimhack to host the credits on itself. This makes Stimhack match both how Cold Read works and how most players use these cards in physical play. As an added bonus, Stimhack no longer needs a clause directing the Runner to return credits that weren't spent: those credits get trashed automatically alongside their host card (Stimhack), which happens right after it finishes resolving.

Old text:

Make a run and gain 9 credits, which you may use only during this run. After the run is completed, suffer 1 brain damage (cannot be prevented) and return to the bank any of the 9 credits not spent.

New text:

Place 9 credits on this event, then run any server. During that run, hosted credits are considered to be in your credit pool. When the run ends, suffer 1 brain damage that cannot be prevented.

Early Bird

Old text:

Make a run and gain click.

New text:

Gain click. Run any server.

Back Channels

Old text:

Trash a card installed in a server and gain 3 credits for each advancement token on that card.

New text:

Choose a card installed in a server. Gain 3 credits for each advancement token on that card, then trash it.

Rigged Results

Old text:

Secretly spend up to 2 credits. The Corp guesses how much you spent. Reveal spent credits. If the Corp guessed incorrectly, make a run and choose a piece of ice protecting the attacked server. Bypass that ice when you encounter it.

New text:

Secretly spend up to 2 credits. The Corp guesses how much you spent. Reveal spent credits. If the Corp guessed incorrectly, choose a piece of ice protecting a server and run that server. The first time during this run you encounter the chosen ice, bypass it.

Injection Attack

Old text:

Make a run and choose an icebreaker. That icebreaker has +2 strength for the remainder of this run.

New text:

Choose an icebreaker and run any server. During this run, the chosen icebreaker has +2 strength.

Cold Read

Old text:

Make a run, and place 4 credits on this card, which you may use only during this run. When the run ends, trash 1 program (cannot be prevented) used during this run.

New text:

Place 4 credits on this card, then run any server. Spend hosted credits during this run. When the run ends, trash 1 program (cannot be prevented) used during this run.

Severnius Stim Implant

Old text:

click: Make a run on R&D or HQ and trash 2 or more cards from your grip. Whenever you access cards from that server during this run, access 1 additional card for every 2 cards trashed.

New text:

click: Trash 2 or more cards from your grip. Run R&D or HQ. Whenever you access cards from that server during this run, access 1 additional card for every 2 cards trashed.

System Seizure and Gebrselassie

These two cards each had one of the most confusing abilities in the game, partly because they didn't give enough detail about how they modified other effects, and partly because "return to base strength" wasn't an especially clear rules concept in the first place. We've rewritten these two abilities in a way that, while still complex, hopefully makes interpreting how they work much more clear.

System Seizure

Old text:

This card is not trashed until another current is played or an agenda is scored. The first icebreaker whose strength you increase each turn does not return to its base strength until the end of the turn.

New text:

This card is not trashed until another current is played or an agenda is scored. Interrupt – The first time each turn you would increase the strength of an icebreaker, for the remainder of the run that icebreaker gains "Abilities that increase this program's strength last for the remainder of the run instead of any other duration."

Gebrselassie

Old text:

click: Host Gebrselassie on an installed non-AI icebreaker. Host icebreaker returns to its base strength at the end of each turn rather than each encounter.

New text:

click: Host Gebrselassie on an installed non-AI icebreaker. Abilities that increase host icebreaker's strength last for the remainder of the turn instead of any other duration.

Sneakdoor Beta and Omar Keung

These two cards each create a run against Archives and then ask us to "treat it as" a run on a different server once it becomes successful. It's never been defined what "treating" a run as a different run does exactly, so we tried to come up with a wording that would clearly indicate what exactly this effect does, and how it does it. We ended up using a replacement effect to turn the effect of declaring the run successful into the effect of switching the attacked server and then declaring the run successful.

Sneakdoor Beta

Old text:

click: Make a run on Archives. If successful, instead treat it as a successful run on HQ.

New text:

click: Run Archives. If that run would be declared successful, instead change the attacked server to HQ. Then, the run is declared successful.

Omar Keung

Old text:

click: Make a run on Archives. If successful, instead treat it as a successful run on another central server. Use this ability only once per turn.

New text:

click: Run Archives. If that run would be declared successful, instead change the attacked server to R&D or HQ. Then, the run is declared successful. Use this ability only once per turn.

There have been a lot of rulings over the years about Sneakdoor Beta and its interactions, particularly with cards like Security Testing, Crisium Grid, and Emergency Shutdown that care about or modify successful runs on particular servers. We weren't thrilled to add another reversal to this long history of contradictions and rules changes, especially so soon after the last round (which came about with the release of CR 1.3, due to the included errata for Crisium Grid). But with CR 1.4 codifying replacement effects and how they work much more thoroughly than before, we felt that it was best to update Sneakdoor and Omar to be as clear as possible under the new rules. Hopefully, this will be the last round of changes relating to these cards for a long time to come.

Here's a summary of the major cases for how these interactions play out under CR 1.4:

  • Trigger conditions and other restrictions that look for a successful run on Archives are never satisfied by runs made with Sneakdoor or Omar. So if Security Testing has Archives as its chosen server, the Runner can't trigger it during a Sneakdoor run, but can trigger it during a normal Archives run later in the same turn.
  • Trigger conditions and restrictions that look for a successful run on HQ or R&D are satisfied, if appropriate, at step 6.9.5e, which resolves the Sneakdoor (or Omar) replacement effect instead of its normal effect. So Emergency Shutdown can be played after a successful run made with Sneakdoor Beta, and if the first successful run on HQ is a Sneakdoor Beta run, Security Testing with HQ as its chosen server will replace accessing cards with the Runner gaining 2 credits just like it would for a normal run on HQ.
  • If Crisium Grid is rezzed in the root of Archives, or if Transport Monopoly's ability is used before the run reaches step 6.9.5e, then there is no occurrence of the run becoming successful for Sneakdoor to replace, and the attacked server is never moved. In step 6.9.5g, the Runner will access cards from Archives and its root.
  • If Crisium Grid is rezzed in the root of the server the run would move to, it can't stop the replacement effect from applying and moving the attacked server, but the run still cannot be declared successful. In step 6.9.5g, the Runner will access cards from the new server and its root.

New Interrupt Abilities

Any cards not covered above that have received errata to add the interrupt glyph are listed below. For some cards, additional edits have been made to clarify or preserve their functionality.

Net Shield

Since Net Shield has to use the word "would" in order to count net damage properly, we decided to change it to a conditional ability. This does affect its interaction with Navi Mumbai City Grid, but we believe the increased clarity compared to the alternative outweighs the minor functional change.

Old text:

1 credit: Prevent the first net damage this turn.

New text:

Interrupt – The first time each turn you would take net damage, you may pay 1 credit to prevent 1 net damage.

Zaibatsu Loyalty

Old text:

If the Runner is about to expose a card, you may rez Zaibatsu Loyalty. 1 credit or trash: Prevent 1 card from being exposed.

New text:

Interrupt – When a card would be exposed, you may rez this asset. 1 credit or trash: Prevent 1 card from being exposed.

Muresh Bodysuit

Like with Net Shield, it simply made more sense to write this as a conditional ability than to keep it as a static ability. In this case, it is a nonfunctional change.

Old text:

Prevent the first meat damage each turn.

New text:

Interrupt – The first time each turn you would take meat damage, prevent 1 meat damage.

Disrupter

Now that we have explicit interrupt timing, Disrupter no longer has to prevent and refire a trace. This is arguably a functional change with respect to Power Tap, but the old ruling about the interaction of these two cards is questionable ever since the steps of a trace were defined in CR 1.0.

Old text:

trash: Prevent a trace. That trace initiates again with a base traces strength of 0.

New text:

Interrupt – trash: Reduce the base trace strength of a trace to 0.

Tyr's Hand

Old text:

If the Runner is about to break a subroutine on a piece of bioroid ice protecting this server, you may rez Tyr's Hand. trash: Prevent a subroutine from being broken on a piece of bioroid ice protecting this server.

New text:

Interrupt – When a subroutine would be broken on bioroid ice protecting this server, you may rez this upgrade. trash: Prevent a subroutine from being broken on a piece of bioroid ice protecting this server.

The Cleaners

Old text:

Whenever you do meat damage, do 1 additional meat damage.

New text:

Interrupt – Whenever you would do meat damage, increase that damage by 1.

Tori Hanzō

Old text:

The first time you would do any amount of net damage during each run on this server, instead you may pay 2 credits to do 1 brain damage.

New text:

Interrupt – The first time you would do 1 or more net damage during each run on this server, instead you may pay 2 credits to do 1 brain damage.

Progenitor

Old text:

You may host a single virus program on Progenitor. The memory cost of the hosted program does not count against your memory limit. Whenever virus counters are purged, instead of removing all virus counters from the hosted card, remove all but 1 virus counter from the hosted card.

New text:

You may host a single virus program on Progenitor. The memory cost of the hosted program does not count against your memory limit. Interrupt – Whenever virus counters would be purged, prevent 1 virus counter on host program from being removed.

Forger

Old text:

+1 link trash: Avoid or remove 1 tag. Limit 1 console per player.

New text:

+1 link Interrupt – trash: Avoid 1 tag. trash: Remove 1 tag. Limit 1 console per player.

Defective Brainchips

Old text:

This card is not trashed until another current is played or an agenda is stolen. The first time the Runner takes brain damage each turn, he or she takes 1 additional brain damage.

New text:

This card is not trashed until another current is played or an agenda is stolen. Interrupt – The first time each turn the Runner would suffer brain damage, increase the amount of damage by 1.

Harbinger

Technically, Harbinger did not function as previously worded. To trash a Runner card means to put it in the heap, so Harbinger's old ability was attempting to replace something that had already happened. As an interrupt, the ability can act before the card is actually trashed to change the process for trashing it.

Old text:

When Harbinger is trashed, install it facedown instead of adding it to your heap.

New text:

Interrupt – When this program would be trashed, turn it facedown instead of adding it to your heap. (It is still considered trashed.)

Jesminder Sareen, Girl Behind the Curtain

Old text:

Avoid the first tag during each run.

New text:

Interrupt – Avoid the first tag you would take during each run.

Laguna Velasco District

Old text:

Whenever you spend click to draw 1 card (not through a card ability), draw 1 additional card.

New text:

Interrupt – Whenever you would draw cards with a basic action, increase the number of cards you will draw by 1.

Marilyn Campaign

This card had the same problem described for Harbinger above, so we fixed that. While we were at it, we also removed the "while installed" clause. This text wasn't functionally meaningful to begin with, since the ability is only active while Marilyn Campaign is rezzed.

Old text:

Place 8 credits on Marilyn Campaign when it is rezzed. When there are no credits left on Marilyn Campaign, trash it. Take 2 credits from Marilyn Campaign when your turn begins. If Marilyn Campaign is trashed while installed, you may shuffle it into R&D instead of adding it to Archives.

New text:

Place 8 credits on Marilyn Campaign when it is rezzed. When there are no credits left on Marilyn Campaign, trash it. Take 2 credits from Marilyn Campaign when your turn begins. Interrupt – When this asset would be trashed, you may shuffle it into R&D instead of adding it to Archives. (It is still considered trashed.)

Skorpios Defense Systems, Persuasive Power

As with Harbinger and Marilyn Campaign, this ability attempted to modify how cards are trashed, but did not actually have a way to resolve in time for its effect to apply. In this case, the fix is more complicated, because the Corp chooses when to apply the effect. Directly removing a card from the game when its trashing is imminent doesn't work, because there are cases (mainly damage) where the cards being trashed are not known until the instruction resolves. So we create a replacement effect and make use of the set-aside zone to get the needed behavior.

Old text:

Whenever a Runner card is trashed (from any location), you may force the Runner to remove it from the game instead of adding it to the heap. Use this ability only once per turn.

New text:

Interrupt – Whenever 1 or more Runner cards would be trashed (from any location), set those cards aside instead of adding them to the heap. You can look at those cards. You may remove 1 of them from the game. Then, add all of those cards that are still set aside to the heap. Ignore this ability if you have already removed a card from the game with it this turn.

Patchwork

Old text:

+1 MU Once per turn, when you would play or install a card, you may trash 1 card from your grip to lower the play or install cost by 2. Limit 1 console per player.

New text:

+1 MU Interrupt – Once per turn, when you would play or install a card, you may trash 1 card from your grip to lower the play or install cost by 2. Limit 1 console per player.

Flip Switch

Old text:

You cannot use this hardware during the Corp's turn. trash: Jack out. trash: Remove 1 tag. Whenever a trace initiates during your turn, you may trash to reduce the base trace strength to 0.

New text:

You cannot use this hardware during the Corp's turn. trash: Jack out. trash: Remove 1 tag. Interrupt – trash: Reduce the base trace strength of a trace to 0.

Other Errata

Wyrm

Wyrm's second ability has long been a source of confusion for new players. Now its text answers the two most common questions for how the card is supposed to function.

Old text:

3 credits: Break ice subroutine on a piece of ice with 0 or less strength. 1 credit: Ice has -1 strength. 1 credit: +1 strength.

New text:

3 credits: Break ice subroutine on a piece of ice with 0 or less strength. 1 credit: The ice you are encountering gets -1 strength for the remainder of the encounter. (This program must match the ice's strength to use this ability.) 1 credit: +1 strength.

Rielle "Kit" Peddler: Transhuman

To clarify the timing of the ability, this card now uses standard conditional ability wording.

Old text:

The first piece of ice you encounter each turn gains code gate until the end of the run.

New text:

The first time each turn you encounter a piece of ice, it gains code gate for the remainder of the run.

Power Shutdown

The Organized Play team asked us to remove the functional errata adding a restriction to the values that could be chosen for X. We have done so, and now Power Shutdown can be used to trash the Corp's entire deck just like it could before the errata was originally given.

Old text:

Play only if the Runner made a run during his or her last turn. Trash X cards from the top of R&D. The Runner trashes 1 installed program or piece of hardware with an install cost of X or less. X is equal to or less than the highest install cost among all installed programs and pieces of hardware.

New text:

Play only if the Runner made a run during his or her last turn. Trash X cards from the top of R&D. The Runner trashes 1 installed program or piece of hardware with an install cost of X or less.

Architect

This ability has long been a source of rules consternation. With the "Limit 1 remote server." ability entering the game, we needed to resolve some of Architect's corner cases. The new ability maintains the same basic functionality of not allowing either player to trash Architect on their own, but it now allows the game to trash Architect when an illegal game state has occurred.

Note that because cards trashed due to an illegal game state are trashed by the game rules, players are allowed to make tangential choices that would result in Architect being trashed. For example, if a "Limit 1 remote server." ability becomes active while multiple remote servers exist, the Corp can choose to have the game destroy a server with a rezzed Architect protecting it.

Old text:

Architect cannot be trashed while installed. Subroutine: The Corp looks at the top 5 cards of R&D and may install 1 of those cards, ignoring all install costs. Subroutine: The Corp may install a card from Archives or HQ (paying all costs).

New text:

Players cannot trash this ice. Subroutine: The Corp looks at the top 5 cards of R&D and may install 1 of those cards, ignoring all install costs. Subroutine: The Corp may install a card from Archives or HQ (paying all costs).

Universal Connectivity Fee

A previous errata updated part of the subroutine, including updating player pronouns from "he or she" to "they", but the unchanged part of the subroutine still included a "his or her", which made the overall ability confusing to parse. We have now updated the player pronouns in the other half of the ability to be consistent with the first half and with current style.

Old text:

Subroutine: If the Runner is not tagged, they lose 1 credit. If the Runner is tagged, they lose all credits in his or her credit pool and the Corp trashes Universal Connectivity Fee.

New text:

Subroutine: If the Runner is not tagged, they lose 1 credit. If the Runner is tagged, they lose all credits in their credit pool and you trash this ice.

Qianju PT

This ability now uses "would" to correctly apply only to the first imminent tag, rather than the first tag the Runner actually takes.

Old text:

When your turn begins, you may lose click. If you do, avoid the first tag you take until the beginning of your next turn.

New text:

When your turn begins, you may lose click. If you do, avoid the first tag you would take until the beginning of your next turn.

Jinteki Biotech: Life Imagined

The "swap" rules aren't designed to handle identities, and the abilities that allow a player's identity to be switched are all covered in detail by section 1.5 on Extra Cards. To avoid mixing up these two sets of rules, we adjusted the front side of Jinteki Biotech to use the word "switch" instead of "swap".

Old text:

Before taking your first turn, you may swap this card with any copy of Jinteki Biotech. click, click, click: Flip this identity.

New text:

Before taking your first turn, you may switch this card with any copy of Jinteki Biotech. click, click, click: Flip this identity.

Rip Deal

The exact timing and nature of Rip Deal's replacement effect was confusing, especially with regard to actually determining how many cards it will add from the heap to the grip. The new wording bypasses those messy mechanics and simply has the Runner replace each individual access with moving a card from their heap to their grip.

Old text:

Make a run on HQ. If successful, when you would access any number of cards from HQ, you may instead add that many cards from your heap to your grip. Remove Rip Deal from the game instead of trashing it.

New text:

Run HQ. If successful, each time you would access a card from HQ this run, add a card from your heap to your grip instead of accessing that card. You cannot access cards in the root of HQ this run. Remove this event from the game instead of trashing it.

Engram Flush

Because subroutines on ice are mandatory abilities, it is incorrect for the ability on Engram Flush to refer to the Corp "using" a subroutine to reveal the grip. A simple swap for the word "with" makes for NISEI's first release-day errata.

Old text:

When the Runner encounters this ice, choose a card type. For the remainder of the encounter, whenever you reveal the grip using a subroutine on this ice, you may trash 1 revealed card of that type. Subroutine: Reveal the grip. Subroutine: Reveal the grip.

New text:

When the Runner encounters this ice, choose a card type. For the remainder of the encounter, whenever you reveal the grip with a subroutine on this ice, you may trash 1 revealed card of that type. Subroutine: Reveal the grip. Subroutine: Reveal the grip.

Uprising Cards FAQ

Hoshiko Shiro [66]

(HO-she-ko SHE-ro)

What happens if the Runner plays Rebirth to switch their identity with Hoshiko Shiro?

Hoshiko enters play with her Untold Protagonist side faceup.

If the Runner runs a server with no cards in it, does Hoshiko Shiro: Untold Protagonist flip at the end of the turn?

No, at least 1 card must be accessed to flip to Hoshiko's Mahou Shoujo side.

Moshing [67]

Can the Runner trash Moshing itself as one of the 3 cards trashed for its additional cost?

No. An event is placed into the play area before its play cost is paid, so it is not a card in the grip at the time 3 cards need to be trashed.

♦Devil Charm [68]

Can the Runner use Devil Charm to lower the strength of a piece of ice to 0 or less before using Chisel to trash it?

Yes. Devil Charm and Chisel meet their trigger conditions at the same time, so the Runner can choose the order to trigger and resolve the two abilities. Chisel does not check the ice's strength until its ability resolves.

If the Runner uses Devil Charm to lower the strength of a piece of ice to a negative value during a run made with Prey, can the Runner trash that ice when they pass it? How many cards do they need to trash?

Yes, the Runner can trash the ice by trashing 0 of their installed cards. Any time a cost is less than 0, it is treated as 0.

Gachapon [69]

(GAH-cha-pohn)

Are cards set aside with Gachapon still on top of the stack? What happens if another effect moves or shuffles cards within the stack while Gachapon is resolving?

Cards that are set aside are in their own zone and are no longer in their previous location. See the notes on the set-aside zone, above. Other effects that manipulate the stack cannot affect the cards from Gachapon while they are set aside.

How do set-aside cards interact with Paige Piper?

Assuming no cards have been installed earlier in the turn, Paige Piper meets her trigger condition when Gachapon installs a card. The install is the end of an instruction, so the Runner can only use her ability in the reaction window immediately after that checkpoint, before the other set-aside cards are shuffled back into the stack or removed from the game. Paige's ability will not be able to trash the set-aside cards.

Are cards set aside with Gachapon faceup or facedown?

Faceup. The set-aside zone is a public zone, so cards are set aside faceup unless otherwise indicated.

What happens if the Runner uses Gachapon with fewer than 6 cards in their stack?

The Runner sets aside all of the cards in their stack, and may install one of those cards if appropriate as normal. If there are 4 or more cards left after this, the Runner chooses 3 of them and randomizes them to form their new stack. If 3 or fewer cards are set aside after the install, all of them are randomized to form the new stack.

♦Keiko [70]

(KAY-ko)

If the Runner installs Keiko, and hasn't installed or used any other companions this turn, do they gain a credit?

Yes. Keiko's trigger condition is met when installing a companion is complete, at step 8.3.6 in the rules for installing a card. Keiko becomes active before that, at step 8.3.5, so the ability is able to see that its trigger condition is met, and the Runner can trigger it and gain a credit.

If the Runner spends a credit from Paladin Poemu to install Keiko, can they trigger Keiko's ability?

No. Since Paladin Poemu is a companion, the first time the Runner spends credits from or installs a companion this turn is paying Keiko's install cost, which happens at step 8.3.4. Keiko's abilities only become active at step 8.3.5, so the ability is not active when the trigger condition is met, and it cannot be triggered.

Odore [71]

(OH-doh-ray)

♦Mystic Maemi [72]

(mah-eh-mee)

If Mystic Maemi's last ability trashes a program or hardware from the Runner's grip, does District 99 get a counter?

Yes. District 99's trigger condition looks for cards trashed from any location.

Can the Runner play Isolation by spending credits from Mystic Maemi to pay the play cost and trashing Mystic Maemi to pay the additional cost?

Yes. The play cost and additional cost are paid simultaneously, so Mystic Maemi's ability allowing the Runner to spend the credits is still active as the Runner is deciding how to pay the costs. Any credits left after the costs are paid are returned to the bank.

♦Paladin Poemu [73]

(po-eh-muu)

If the Runner spends a credit from Paladin Poemu to install Keiko, can they trigger Keiko's ability?

No. Since Paladin Poemu is a companion, the first time the Runner spends credits from or installs a companion this turn is paying Keiko's install cost, which happens at step 8.3.4. Keiko's abilities only become active at step 8.3.5, so the ability is not active when the trigger condition is met, and it cannot be triggered.

Bravado [74]

Does the run need to be successful for the Runner to gain credits?

No. Bravado's conditional ability meets its trigger condition when the run ends, regardless of how it ended.

If the Runner passes an unrezzed piece of ice, does it count toward how many credits Bravado lets them gain?

Yes. The Runner does not encounter unrezzed ice, but they still pass it.

What happens if a piece of ice is uninstalled during a run made with Bravado?

If the Runner already passed the uninstalled piece of ice, Bravado will remember that it was passed and count it toward the credits gained. If the ice is uninstalled while it is being encountered, the encounter immediately ends. The Runner passes that ice's former position, but since the ice is no longer there it does not count as a piece of ice the Runner passed during the run.

If the runner passes the same ice more than once during a single Bravado run, does that ice count multiple times for the payout?

No. Bravado counts each distinct piece of ice the Runner passes, not the number of times the Pass Ice phase of the run occurs.

What about if a piece of ice is trashed after being passed, installed again from Archives, and passed again, all in the same Bravado run?

In this case, Bravado would count 2 pieces of ice passed. The game treats each card as a new object when it is uninstalled, so Bravado has no way of knowing the new ice is the same card that was trashed earlier in the run.

If the Runner plays Bravado, but then Mind Game or another deflector moves the run to a server without any ice protecting it, does the Runner gain credits at the end of the run?

Yes. Only "if successful" abilities have an implicit check that the attacked server is still one that the effect creating the run would have allowed. Bravado's conditional ability does not stipulate anything about where the run may have gone, but just looks for it to be complete.

♦Boomerang [75]

If the ice chosen for Boomerang is derezzed or moved, can Boomerang still be used?

Yes. Boomerang can keep track of which piece of ice was chosen as long as both Boomerang and the ice remain installed.

If the ice chosen for Boomerang is uninstalled and then reinstalled, can Boomerang still be used?

No. Once a card is uninstalled, it is considered a new card. Boomerang cannot tell that ice installed later is the same piece of ice as it chose.

If Boomerang is installed facedown and then turned faceup with Assimilator, does the Runner have to choose a piece of ice?

No. The ice restriction is created as part of the "when installed" ability. Turning a card faceup does not change its installed status, so in this case the ability never meets its trigger condition and Boomerang can be used during any encounter.

If Boomerang is used and the run is successful, but that Boomerang is not in the heap when the run ends, can the Runner shuffle another Boomerang from their heap into their stack?

Yes. The phrase "a copy of Boomerang" refers to any card named Boomerang. The game does not distinguish between the copy used to create the ability and any other copy that might be in the heap.

If Boomerang is used and the run is successful, and Doppelganger is used to make another run, when is Boomerang shuffled into the stack?

Both Doppelganger's ability and the ability shuffling a Boomerang into the stack meet their trigger conditions at the same time. The Runner can trigger the Boomerang ability first and shuffle before making the second run. However, if the Runner triggers Doppelganger first, the entire additional run is resolved before returning to the reaction window where the Boomerang ability is pending, at which point the Runner is able to trigger that ability and shuffle a copy of Boomerang from their heap into their stack.

♦Mu Safecracker [76]

Can the Runner spend 2 credits from stealth cards to access 2 additional cards from HQ with Mu Safecracker?

No. Only one instance of a conditional ability becomes pending for each time the trigger condition is met. The Runner will only have 1 opportunity each run to trigger the pending ability and pay 1 credit to access 1 additional card from HQ.

♦Prognostic Q-Loop [77]

Does Prognostic Q-Loop require the Runner to pay the install cost when they use it to install a program or piece of hardware?

Yes. Effects that allow players to install cards require them to pay their normal costs unless specifically stated.

♦Swift [78]

Does the Runner gain click from Swift before or after making a run?

Before making a run. Swift's ability meets its trigger condition at step 8.6.4 of playing an event, and resolves in step 8.6.5, before the play abilities of the event itself are resolved.

Afterimage [79]

Can the Runner use Pelangi to make a piece of ice a sentry and then bypass it with Afterimage?

No. Pelangi can only add subtypes to ice during the paid ability window of an encounter, and Afterimage meets its trigger condition when an encounter begins. There is no opportunity to use Pelangi in time to trigger Afterimage's bypass ability for that same encounter.

Makler [80]

(MAH-klir)

Does the Runner still gain credits from Makler if another card (like Datasucker) is used during the encounter where all subroutines are broken by Makler?

Yes. All that matters for Makler's trigger condition is that all subroutines were broken using only Makler and no other cards.

What happens if the encountered ice gains additional subroutines after the Runner uses Makler to break all of the other subroutines?

Nothing special happens. Makler's ability has already triggered and resolved, so the Runner will not gain credits again, and adding new subroutines cannot force the Runner to return the credits gained.

♦The Back [82]

What is "using" a hardware for the purposes of The Back?

A card is "used" if its controller makes a choice to trigger or resolve any optional ability or part of an ability with that card as its source, or if its controller spends or moves counters to pay costs because of an ability from that card. See section 9.1.6 in CR 1.4.

OK, that was a confusing answer. Can we talk about the kinds of "using" one at a time?

Absolutely! And for simplicity, feel free to assume that we're always talking about the first relevant thing that happens during a run that turn.

If the Runner triggers a paid ability on a piece of hardware, do they put a power counter on The Back?

Yes. Paid abilities are always optional.

If the Runner triggers the paid ability from Dedicated Processor to increase its host's strength, do they put a power counter on The Back?

No. The ability is granted to the host icebreaker, so its source is that icebreaker. The Runner is "using" the icebreaker, not Dedicated Processor.

Does Masterwork (v37)'s first ability cause the Runner to put a power counter on The Back?

No. The card draw ability on Masterwork (v37) is entirely mandatory, so the Runner is not making any choices and is not "using" the ability.

Does Masterwork (v37)'s second ability cause the Runner to put a power counter on The Back?

Yes. If the Runner chooses to install a card with the ability, they are "using" it and meet The Back's trigger condition. If they choose not to install a card, however, they are not "using" Masterwork (v37).

If the Runner spends a credit from Cyberfeeder, do they put a power counter on The Back?

Yes. The Runner is spending the credit due to Cyberfeeder's own ability.

If the Runner spends a virus counter from Friday Chip to break a subroutine with Yusuf, do they put a power counter on The Back?

No. Even though the counter was hosted on hardware when it was spent, the ability allowing it to be spent came from Yusuf, so the Runner is only "using" Yusuf.

If the Runner installs a program on NetChip because of its first ability, do they put a power counter on The Back?

No. NetChip's hosting permission is a static ability, so it is active continuously and is never triggered or resolved. The only static abilities that can meet the definition of "using" a card are those that allow counters to be spent.

Harmony AR Therapy [83]

Can the Runner play Harmony AR Therapy if there are no cards in their stack?

Yes. Harmony AR Therapy removes itself from the game, so it always has the potential to change the game state. In this case, the Runner will shuffle the cards found by the search to form their new stack.

Can the Runner play Harmony AR Therapy if there are no cards in their heap?

Yes. Harmony AR Therapy removes itself from the game, so it always has the potential to change the game state. All Harmony AR Therapy will do in this case is shuffle the stack and remove itself from the game.

Aniccam [84]

(AN-nic-cam)

Can Aniccam cause the Runner to draw a card after playing an event?

Yes, unless the event removes itself from the game or otherwise does not follow normal procedure. Normally, events are trashed after resolving.

Can Aniccam cause the Runner to draw a card after an event is hit by damage?

Yes. Damage causes the Runner to trash cards.

If an event is installed facedown and then is trashed, can Aniccam cause the Runner to draw a card?

No. Runner cards installed facedown don't have a card type or any other properties, and they are not turned faceup until after being trashed.

If a Street Peddler is trashed, and 1 or more of the hosted cards is an event, can Aniccam cause the Runner to draw a card?

Yes. The cards hosted on Street Peddler are not installed, so the rules for Runner cards installed facedown don't apply. Note also that if Street Peddler is trashed due to its own ability, cards hosted on it are set aside until that ability finishes resolving. The Runner must choose which card to install (and complete the installation) before trashing the other cards and drawing from Aniccam.

If the Runner plays Modded and uses it to install Aniccam, can Aniccam cause the Runner to draw a card?

Yes. The installation completes and Aniccam becomes active as part of resolving Modded's play abilities in step 8.6.6 of playing an event. Modded is trashed after this, in step 8.6.7, so Aniccam sees its trigger condition being met.

Does Aniccam cause the Runner to draw a card when they use the trash ability from On the Lam?

No. On the Lam is a condition counter while it is hosted on a resource, so it is trashed as a condition counter and doesn't return to being an event until after it enters the heap.

Simulchip [85]

If the Runner uses Aesop's Pawnshop to trash Harbinger, turning it facedown, do they have to pay the additional cost to use Simulchip that turn?

No. Harbinger still counts as having been trashed, even though its ability replaces moving it to the heap with turning it facedown.

If the Runner uses Aesop's Pawnshop to trash a Harbinger that is already facedown, do they have to pay the additional cost to use Simulchip that turn?

Yes. Runner cards installed facedown do not have card types, and trashing one does not turn it feacup until after it enters the heap.

Can the Runner use Simulchip if there are no programs in the heap? What if they need to pay the additional cost?

No. The game determines whether Simulchip has the potential to change the game state without considering the consequences of paying the costs of triggering its ability. Even if the Runner will pay the additional cost, there must already be a program in the heap to act as a potential target that could be installed with Simulchip.

Can the Runner trash a program to pay Simulchip's additional cost, then install the same card when its ability resolves?

Yes. A different program is only needed to pass the check for Simulchip's potential to change the game state. The actual target for its instruction is chosen after the cost is paid. Note that for both potential targets and the actual target, the Runner must be able to pay the (reduced) install cost for the chosen program.

Suppose Engolo (which costs 5 credits) is the only program in the heap. Engolo would cost 2 credits with Simulchip alone, but it could cost 0 credits if the Runner can also use Patchwork. If the Runner has fewer than 2 credits available, can they still trigger Simulchip?

Yes. When checking if an ability has the potential to change the game state, only ignore the consequences of paying the ability's costs and potential chain reactions due to paying that cost or resolving the ability. Do consider cost modifiers like Patchwork's ability when determining if potential targets exists.

Cordyceps [86]

(KORD-ih-seps)

Can the Runner use Cordyceps to swap a piece of ice protecting the attacked server with ice hosted on Awakening Center?

Yes, but only if that piece of ice is a rezzed bioroid, because Awakening Center is only a legal location for bioroid ice. If the ice is unrezzed, the Runner cannot demonstrate that the swap is legal. It does not matter if the ice was exposed earlier in the game or is otherwise known by the Runner; it only matters whether the Runner is allowed to see the bioroid subtype at the time Cordyceps's ability resolves. If a rezzed bioroid is swapped this way, the Corp will not be able to pay the cost to force the Runner to encounter it with Awakening Center's second ability unless another effect derezzes the bioroid.

Euler [87]

(OY-ler)

Penrose [89]

After the turn when Penrose is installed ends, does Wraparound get +7 strength?

No. Penrose always has the fracter subtype, even after it loses its ability to break barrier subroutines.

Self-modifying Code [90]

This card is a reprint. Has anything changed about how Self-modifying Code works?

No. We cleaned up this card's wording by removing the redundant directions to pay the install cost and to shuffle after the search, but those are still required parts of the ability. We felt that players would enjoy having a version of this iconic card with clean and concise text, so we opted not to include the frequently-used "(Shuffle your stack after searching it)" reminder text in this case.

Cybertrooper Talut [91]

(ta-LOOT)

If the Runner installs a non-AI icebreaker and then hosts Adjusted Matrix on it, does that icebreaker lose the strength bonus from Cybertrooper Talut?

No. Cybertrooper Talut only cares whether the program is an AI or not at the time it is installed. Once the strength bonus is applied, the ability does not continue checking the program's subtypes.

Paule's Café [92]

(POW-luhs kah-FAY)

What does "each unique connection" mean?

Paule's Café counts each installed connection that has the ◆ symbol, which indicates unique cards. It does not count connections without that symbol, even if they are the only installed copy of that card or have one-of-a-kind alternate art.

Buffer Drive [93]

Can the Runner use Buffer Drive to put an event at the bottom of the stack after playing it?

No. Events resolve in and are then trashed from from the play area, not the grip. Nice try!

If a card is trashed from the grip or stack, can Buffer Drive move it to the bottom of the stack before Skorpios Defense Systems removes it from the game?

No. The entire procedure in Skorpios Defense Systems's replacement effect, including removing a card from the game, is performed before the reaction window occurs where the Runner can trigger Buffer Drive's first ability. However, The Runner can use Buffer Drive's first ability on a card that was set aside and then added to the heap by Skorpios Defense Systems.

Does discarding cards to maximum hand size allow the Runner to trigger Buffer Drive?

No. Discarding is not trashing.

How does Buffer Drive interact with I've Had Worse?

Both cards' conditional abilities meet their trigger conditions at the same time, and the Runner can choose to resolve either one first. If they choose to trigger Buffer Drive's ability first and put I've Had Worse on the bottom of the stack, they will not be able to trigger I've Had Worse's ability because that ability is no longer active once its source leaves the heap.

Can the Runner use Buffer Drive if Blacklist is rezzed?

No. Blacklist does not allow any cards to be moved out of the heap.

Can the Runner use Buffer Drive to return a card trashed by Emergent Creativity to the stack and then search for and install that same card?

Yes. Cards are trashed by Emergent Creativity's first instruction, and the Runner can trigger Buffer Drive as a chain reaction after that instruction. The search performed by Emergent Creativity's second instruction occurs only after Buffer Drive has resolved. The card returned to the stack will still have its install cost counted toward the total install cost of the trashed cards, whether the Runner finds that same card with the search or not.

Daily Casts [94]

This card is a reprint. Has anything changed about how Daily Casts works?

No. The wording was updated to our current style, including using the new "load" and "empty" keywords, but there are no functional changes.

DreamNet [95]

If the Runner is resolving DreamNet's ability, but they are unable to draw a card because their stack is empty or the Corp resolved the subroutine on Lockdown, do they still gain a credit?

Yes, as long as they meet one of the specified conditions of having a digital identity or at least 2 link. The second sentence of the ability is not in any way dependent on the effects of the first sentence. The word "also" is used only to make clear that both sentences are part of the same ability.

Megaprix Qualifier [96]

If a copy of Megaprix Qualifier in the Runner's score area has a hosted agenda counter, is it worth an extra agenda point?

No. Megaprix Qualifier's ability is only active in the Corp's score area, so it keeps its printed agenda point value in the Runner's score area.

If the Corp scores Bifrost Array while there is a copy of Megaprix Qualifier in their score area, can they trigger Megaprix Qualifier's ability and put an agenda counter on it?

No. Bifrost Array only allows the Corp to trigger an ability with a trigger condition equivalent to "when you score this agenda" or "when this agenda is scored or stolen". Since Megaprix Qualifier checks an additional condition (that another copy of Megaprix Qualifier is in either player's score area), it doesn't match what Bifrost Array allows.

Project Vacheron [97]

(va-shu-rohn, French origin)

If the Runner has 4 or more agenda points and then steals Project Vacheron from a server other than Archives, do they win the game?

No. When the Runner steals Project Vacheron, it will already have hosted agenda counters, and the ability changing its agenda point value will already be active, as it enters their score area. There is no point at which the Runner has agenda points from Project Vacheron until all the counters are removed.

If the Runner steals Project Vacheron during their turn, can the Corp play Game Over or Punitive Counterstrike on their next turn?

Yes. Project Vacheron's replacement effect does not change that the agenda was stolen, but only changes the effects of stealing. Since Punitive Counterstrike counts the printed agenda points on stolen agendas, not their current agenda points, Project Vacheron will contribute 3 towards the amount of meat damage Punitive Counterstrike can deal.

What happens if the Runner adds Project Vacheron to their score area with Film Critic?

The interrupt ability will apply, and Project Vacheron will enter the Runner's score area with an agenda point value of 0 and with 4 hosted agenda counters.

What happens if the Runner steals Project Vacheron using Whistleblower?

The interrupt ability on Project Vacheron is not a cost to steal it, so Whistleblower will not negate it. The interrupt ability will apply, and Project Vacheron will enter the Runner's score area with an agenda point value of 0 and with 4 hosted agenda counters.

What happens if Project Vacheron is swapped into the Runner's score area using Turntable or Exchange of Information?

Swapping 2 cards adds each of those cards to the other's location, so Project Vacheron's interrupt ability will apply, and it will enter the Runner's score area with an agenda point value of 0 and with 4 hosted agenda counters (in addition to any other counters it may already be hosting).

What happens if Project Vacheron is swapped into the Corp's score area?

Any hosted agenda counters remain on Project Vacheron, but the abilities that remove the counters and set its agenda point value to 0 do not apply. Project Vacheron will be worth 3 agenda points for the Corp and will keep its hosted counters unless they are removed by another effect.

Bass CH1R180G4 [98]

(rhymes with pass)

Cerebral Overwriter [99]

This card is a reprint. Has anything changed about how Cerebral Overwriter works?

Only in the most technical sense. The newly updated wording and the rules for nested costs in CR 1.4 indicate that the 3 credits in Cerebral Overwriter's second ability is a cost, which was not clear before. But the ability functions essentially as it always did.

Vaporframe Fabricator [100]

Does the restriction "You cannot use this ability to install a card in this server." apply to Vaporframe Fabricator's click ability?

No, it only applies to the install from the second ability.

Drafter [101]

If the Corp installs a piece of ice with Drafter's second subroutine, can they force the Runner to approach the new ice by trashing Drafter and/or other ice protecting the attacked server as part of that install?

No. The new ice must be installed in the outermost position protecting the server. Since the Runner already has a position relative to the other ice protecting the server, the new ice will necessarily have a position outward from the Runner. Trashing multiple ice does not allow new ice to "leapfrog" the Runner's position, but just moves the Runner 1 position toward the server for each trashed piece of ice that was inward from their earlier position.

♦Týr [102]

(teer)

What happens if Týr is trashed after increasing the Corp's allotted click?

The Corp still gets the extra allotted click next turn.

When exactly does Týr's ability apply? If the Corp uses Tyr's Hand to prevent a subroutine from being broken after a click is spent, do they still get the extra allotted click next turn? What if the Runner breaks the last subroutine using Týr's ability and then immediately uses Hippo to trash it (so that Týr is not active for a conditional ability to resolve)?

In both cases, the Corp will still get the extra allotted click. Týr gives the Corp this benefit in response to the Runner spending click. It does not need a subroutine to actually be broken before it can apply.

NEXT Activation Command [103]

Can Quetzal break a barrier subroutine when NEXT Activation Command is active?

No. Quetzal is a non-icebreaker card.

Can the Runner click through bioroids if NEXT Activation Command is active?

No. Bioroids are non-icebreaker cards.

Tranquility Home Grid [105]

Does Tranquility Home Grid's "Remote server only." restriction apply even while it is unrezzed?

Yes. It cannot even be installed into the root of a central server.

Can Tranquility Home Grid be swapped to a central server?

No. The roots of central servers are not valid locations for a card with "Remote server only." Cards can only be swapped if each card can legally exist in the other's location.

What happens if somehow Tranquility Home Grid ends up in the root of a central server anyway?

It is trashed during step 10.3.1e of the next checkpoint.

Does Tranquility Home Grid meet its trigger condition from the Corp installing ice protecting its server?

No. Tranquility Home Grid only looks at cards installed in the server itself.

If Tranquility Home Grid is the first card the Corp installs in a turn, can they trigger its ability?

No. Its trigger condition will be met while Tranquility Home Grid is inactive, before the Corp has a chance to rez it. Conditional abilities can only resolve if they are active when their trigger condition occurs.

If the Corp uses an ability to "install and rez" Tranquility Home Grid in a single instruction (such as Restore), can they trigger its ability?

No. Even though Tranquility Home Grid's ability will be active by the time of the next checkpoint after its trigger condition was met (when conditional abilities with that trigger condition are marked pending), it still was not active when the trigger condition actually happened, so it will not be marked pending. The "install and rez" is performed in order.

Is there any way for the Corp to trigger Tranquility Home Grid on the same turn as it is installed?

In order to do this, the Corp would have to install Tranquility Home Grid, swap it with another card already installed in a second server where no cards have yet been installed this turn, and then finally install still another card in that second server. A Corp player who manages to pull this off deserves a medal.

What happens if Tranquility Home Grid is trashed as part of installing another card in its server?

Nothing. Tranquility Home Grid will not be active when the installation completes, and therefore it will not be able to resolve its ability.

Flower Sermon [106]

How does Flower Sermon interact with Daily Business Show?

If Flower Sermon's ability is the first time the Corp would draw cards in a turn, and no other relevant effects apply, then the Corp reveals the top card of R&D, then looks at the top 3 cards of R&D. They put one of those 3 cards on the bottom of R&D and draw the other 2. Finally, they put a card from HQ (which could be one of the drawn cards or another card) on top of R&D.

What happens if the Corp uses Jinja City Grid to reveal and install all the cards they would draw while resolving Flower Sermon's ability?

The Corp must still put another card from HQ on top of R&D.

♦Prāna Condenser [107]

(PRAH-nuh)

What happens if both players want to prevent the same instance of net damage?

The active player has the first opportunity to trigger interrupts and prevent the damage. Once the expected amount of damage is 0 or less, any further interrupt abilities preventing damage are not relevant and can no longer be triggered.

If the Corp plays Neural EMP and prevents the damage with Prāna Condenser, then they use Prāna Condenser's other ability to do net damage, can the Runner use No One Home?

No. Since the Corp is playing Neural EMP on their own turn, they can prevent its damage before the Runner has a chance to trigger No One Home, stopping it from being relevant at that time. Then, the damage from Prāna Condenser is the second time the Corp "would do net damage" that turn, so No One Home's trigger condition is not met.

Engram Flush [108]

If the Corp uses Marcus Batty to resolve a subroutine with Engram Flush, can they trash a card from the grip?

If an encounter with Engram Flush is in progress and its conditional ability has resolved, the Corp can trash a card of the chosen type, regardless of whether the subroutine is resolving due to the normal progression of a run or because of a card ability. If a subroutine on Engram Flush resolves outside of an encounter with it, or during an encounter in which no card type was chosen (perhaps due to Hunting Grounds's first ability), the Corp only reveals the grip and cannot trash anything.

If the Corp is playing Harishchandra Ent. and the Runner is tagged, can the Corp reveal the grip and trash a card with Engram Flush?

Yes. To reveal a card is to show it to all players and return it to its previous state. In this case, the previous state is another reveal effect in progress. Nothing prevents cards that are already visible from being revealed. Contrast this with "expose", which is distinct from "reveal" in that only installed, unrezzed cards can be exposed.

Konjin [109]

(kone-jin)

What actually happens when the runner encounters Konjin?

If the Corp wins the Psi game, they choose another rezzed piece of ice and create a forced encounter with it. This means that an Encounter Ice Phase resolves for the chosen ice, but the Runner's position does not change: they are still in Konjin's position throughout, and they will not pass the other piece of ice. When that encounter ends, Konjin's ability is finished resolving and the game proceeds with the rest of the encounter with Konjin itself. So if Konjin has acquired any subroutines of its own, the Runner's opportunity to break those subroutines is after the forced encounter. See section 6.5.2 for more details.

What happens if an "end the run" effect resolves during an encounter created by Konjin?

The "end the run" effect ends the forced encounter, the encounter with Konjin, and the run in which Konjin was being encountered (if any).

Hyoubu Precog Manifold [110]

(HYOH-boo)

If Hyoubu Precog Manifold ends the run, is the run still successful?

Yes. Once the run is declared successful, it can't stop being successful. The Runner just won't access cards if the run ends before they have the chance.

If the Runner makes a run using Sneakdoor Beta while Hyoubu Precog Manifold is active, and the chosen server is HQ, can Hyoubu Precog Manifold's ability resolve?

Yes. Under the errata from CR 1.4, Sneakdoor Beta changes the attacked server to HQ just before the run is declared successful, so the trigger condition of Hyoubu Precog Manifold's last ability is met.

Kakurenbo [111]

(kah-koo-ren-boe)

Can the Corp shuffle or rearrange the cards in Archives after turning them facedown?

Yes. Cards in Archives do not have an order, and the Corp is not required to distinguish facedown cards in Archives from each other for the Runner.

La Costa Grid [112]

(lah COAST-ah)

Does La Costa Grid's "Remote server only." restriction apply even while it is unrezzed?

Yes. It cannot even be installed into the root of a central server.

Can La Costa Grid be swapped to a central server?

No. The roots of central servers are not valid locations for a card with "Remote server only." Cards can only be swapped if each card can legally exist in the other's location.

What happens if somehow La Costa Grid ends up in the root of a central server anyway?

It is trashed during step 10.3.1e of the next checkpoint.

Can La Costa Grid place advancement tokens on ice protecting its server?

No. La Costa Grid's ability must target a card in the server itself.

GameNET [113]

Can an ability meet GameNET's trigger condition if it tries to make the Runner spend or lose credits, but the Runner doesn't have any credits to spend or lose?

No. The Runner must actually lose or spend at least 1 credit for the Corp to be able to trigger GameNET. For simplicity, we'll assume the Runner is able to spend at least 1 credit for the rest of these GameNET questions.

Does the "pay credits" option on abilities like one of Fairchild 1.0's subroutines meet GameNET's trigger condition?

Yes. The payment is made because of the resolving ability. There is no difference between "paying credits" and "spending credits".

How many times can the Corp trigger GameNET after resolving the second ability on Cayambe Grid?

Only once. The total cost is calculated and paid as a whole. The Runner does not make a separate 2 credit payment for each piece of ice counted.

Does paying the cost on F2P or Negotiator meet GameNET's trigger condition?

Yes. The Runner is able to pay the cost of an ability because of that ability, and these abilities appear on Corp cards.

Can GameNET meet its trigger condition from a trace resolving?

Yes. As long as the trace attempt is initiated by a Corp card ability, if the Runner spends at least 1 credit to increase their link strength, the Corp can trigger GameNET once after the result of the trace attempt is determined. Runner card abilities like No One Home that force the Corp to initiate a trace can never meet GameNET's trigger condition.

Can GameNET meet its trigger condition from a Psi game resolving?

Yes. If the Runner secretly spends 1 or 2 credits, GameNET will become pending after the secretly spent credits are revealed.

Does an ability like Reduced Service that creates an additional cost to run meet GameNET's trigger condition?

No. Any additional costs to run are paid before the run begins.

Does the additional cost from Midway Station Grid meet GameNET's trigger condition?

No. Midway Station Grid creates an additional cost to use icebreaker abilities. Since icebreakers are Runner cards, any costs of their abilities are paid because of a Runner card ability, not a Corp card ability.

Does the additional cost from Bellona meet GameNET's trigger condition?

Yes. There is not normally a cost to steal an agenda, so the Runner is paying a cost because of a Corp card ability.

If the Runner steals Bellona with 2 advancement counters on it while NAPD Cordon is active, how many different costs do they pay? How many times can the Corp trigger GameNET?

The Corp can trigger GameNET only once. The Runner pays an additional cost of 8 credits due to NAPD Cordon and an additional cost of 5 credits due to Bellona, but the Runner pays both costs simultaneously for a total of 13 credits. Since the total cost to steal Bellona is paid all at once, Corp card abilities caused the Runner to spend credits only 1 time.

Does GameNET meet its trigger condition if the Runner is forced to trash Mumbad Virtual Tour?

No. The Runner's opportunity to trash an accessed card is presented by the game rules, not a Corp card ability. Mumbad Virtual Tour's ability does not create an occurrence of the Runner spending or losing credits, but only constrains the Runner's options when resolving the normal steps of accessing a card.

Bellona [114]

(bell-OH-na)

Does the additional cost from Bellona meet GameNET's trigger condition?

Yes. There is not normally a cost to steal an agenda, so the Runner is paying a cost because of a Corp card ability.

If the Runner steals Bellona with 2 advancement counters on it while NAPD Cordon is active, how many different costs do they pay? How many times can the Corp trigger GameNET?

The Corp can trigger GameNET only once. The Runner pays an additional cost of 8 credits due to NAPD Cordon and an additional cost of 5 credits due to Bellona, but the Runner pays both costs simultaneously for a total of 13 credits. Since the total cost to steal Bellona is paid all at once, Corp card abilities caused the Runner to spend credits only 1 time.

Gold Farmer [116]

If the Runner breaks both subroutines on Gold Farmer with a single ability, such as Paperclip's ability, how many credits do they lose?

The Runner will lose 2 credits. Gold Farmer's trigger condition is met for each subroutine that is broken, regardless of which or how many abilities are used to break them.

If the Runner breaks both subroutines on Gold Farmer by using Corroder's ability twice, and then trashes Gold Farmer with Hippo, do they still lose 2 credits?

As long as the encounter is happening during the Runner's turn, they will only lose 1 credit. The first use of Corroder to break a subroutine will meet Gold Farmer's trigger condition, resulting in the Runner losing 1 credit as normal. Then the Runner will receive priority again and can use Corroder to break the other subroutine. Once this happens, the abilities from Hippo and Gold Farmer both become pending in the same reaction window. The active player has the first opportunity to trigger pending abilities, so Hippo can trash Gold Farmer before the Corp has the opportunity to trigger their ability. Once Gold Farmer is uninstalled, the pending ability is no longer active, so the Corp is unable to trigger it even after they get priority.

If this scenario happens on the Corp's turn, then the Corp will be able to trigger and resolve Gold Farmer's ability the second time before the Runner has the opportunity to trigger Hippo, so the Runner will lose a total of 2 credits.

In the previous scenario, what happens if the Runner uses Paperclip instead of Corroder and breaks both subroutines at the same time?

Both instances of Gold Farmer's ability will be pending in the same reaction window as Hippo's ability. So on the Runner's turn, they can trash Gold Farmer first and avoid losing any credits. On the Corp's turn, they will still lose 2 credits.

Digital Rights Management [117]

Can the Corp play Digital Rights Management on the first turn of the game?

No. The "Play only if..." restriction is not satisfied, because there is no "Runner's last turn" to check as to whether there were any successful runs on HQ.

SYNC Rerouting [118]

While SYNC Rerouting is active, can the Runner choose to take a tag rather than pay credits and then avoid the tag?

Yes. SYNC Rerouting does not create a cost to initiate the run, so its effects can be prevented or avoided normally. Furthermore, when an ability directs that a player "must" resolve one of two effects, they are required to choose an effect they could potentially resolve, but this potential does not take into account interrupts that could apply after the choice is made.

Ganked! [119]

If the Corp uses Ganked! to make the Runner to encounter a piece of ice, does the Runner's position move back to that ice?

No. The Runner is still accessing cards while they are being forced to encounter the ice. However, they are no longer accessing Ganked! itself, because Ganked! is trashed as part of resolving its ability. When the forced encounter ends, resolving Ganked!'s ability is complete, and the game proceeds with the remaining accesses from the set of cards being accessed.

What happens if an "end the run" effect resolves during an encounter created by Ganked!?

The "end the run" effect ends the forced encounter and the run in progress. The Runner will not access any more cards.

If somehow Ganked! was accessed while there is not a run in progress, an "end the run" effect only ends the encounter. The access of Ganked! itself will already be over since the Corp trashed it to trigger its ability, but if more cards are due to be accessed, the Runner proceeds to access the next card.

Can the Corp use Ganked! if the Runner accesses it from Archives?

No. The Corp is not able to trash cards that are already in Archives, so they cannot pay the cost of Ganked!'s ability.

If the first card the Runner accesses is Ganked!, and a subroutine on Hudson 1.0 resolves during the resulting encounter, can the Runner access any more cards?

No. While the number of cards the Runner is to access has been set before Hudson 1.0 applies its effect, that effect says that the Runner "cannot" access any more cards. By the Golden Rules, the permission to access the designated number of cards is overridden by the "cannot" ability.

If the first card the Runner accesses out of 2 cards in a remote server is Ganked!, and the trace in SYNC BRE's second subroutine is successful during the resulting encounter, can the Runner access the other card?

Yes. The delayed conditional ability from SYNC BRE meets its trigger condition when accessing cards begins at step 7.6.1. Since this step has already passed, the ability cannot be triggered. If somehow another instance of accessing cards occurs before the delayed conditional ability's duration expires at the end of the run, the ability will be able to resolve and reduce the number of cards accessed in that instance as normal.

What happens if the Runner accesses Ganked! while they have Aeneas Informant installed?

The Runner can gain 1 credit after the Corp trashes Ganked!, but before the forced encounter begins.

Aeneas Informant's trigger condition is equivalent to "Whenever accessing a card with a trash cost ends, if you did not trash that card during the access, ...". The ability from Ganked! always meets its trigger condition first. This ability only has 1 instruction, so the Corp will choose a rezzed piece of ice protecting the server (if possible) as the required target, then begin resolving the instruction by deciding whether to pay the nested cost. If they do not pay the cost, resolving Ganked!'s ability is complete and the access proceeds normally, with the Runner potentially triggering Aeneas Informant after their normal opportunity to trash it.

If the Corp does pay Ganked!'s nested cost, the access in progress ends immediately, because the card being accessed has been trashed. Aeneas Informant becomes pending as a "chain reaction" in the next checkpoint, which occurs immediately after Ganked! is trashed because paying a cost is always followed by a checkpoint. Though Ganked! was trashed, the Runner did not trash it, so they can resolve Aeneas Informant's ability. They cannot reveal Ganked! as it is no longer in the zone where the ability expected it to be, but they can gain 1 credit. Finally, the game proceeds with resolving the rest of Ganked!'s ability, with the Corp forcing the Runner to encounter the chosen ice.

Earth Station [120]

What happens if there is more than one remote server when an effect disabling Earth Station's "Limit 1 remote server." ability (such as Employee Strike or Direct Access) ends?

The game state is now illegal, so in the next checkpoint after Earth Station's ability becomes active again, the Corp must choose exactly 1 remote server they will keep. The game trashes all cards in and protecting all other remote servers. This trashing cannot be prevented.

What happens if the previous situation occurs while Architect is rezzed protecting a remote server?

Per its new errata, only players and their card abilities are prohibited from trashing a rezzed Architect. Since the game, not the Corp, trashes the cards in the servers the Corp doesn't keep, Architect's ability does not affect it. The Corp is not required to choose a server protected by Architect as the server they keep.

Transport Monopoly [121]

What happens at the time a run is supposed to become successful if the run "cannot be declared successful"?

Step 6.9.5e of the run will do nothing, and abilities that look for a successful run will never see this run. The run proceeds through the remaining steps of the Approach Server Phase and the Run Ends Phase normally, including the Runner accessing cards from the attacked server. The run will not be declared unsuccessful either.

Wall to Wall [122]

If the Corp is able to resolve 3 choices on Wall to Wall, do they have to choose all 3 before resolving them? Do they have to resolve them in the order they appear on the card?

No and no. The Corp chooses the next instruction to resolve after the previous one is finished resolving. They do not have to choose instructions that are written after those they have already chosen.

Can the Corp resolve the same instruction on Wall to Wall more than once on the same turn?

No. Once one of the instructions has resolved, it cannot be chosen again during this instance of resolving the ability.

If the Corp adds Wall to Wall to HQ with choices remaining, can they continue to resolve its other instructions?

Yes. Wall to Wall's entire ability is already resolving, so it is independent of its source card and no longer requires that card to remain active.

Akhet [123]

(ahk-ET)

What happens if Akhet has 3 or more hosted advancement tokens and gains additional subroutines?

The additional subroutines can be broken normally. Akhet's ability only affects its printed subroutines.

Colossus [124]

This card is a reprint. Has anything changed about how Colossus works?

Yes. The wording of Colossus's subroutines has been updated to remove the parentheses. Each subroutine now uses a conditional replacement effect, which in most cases achieves the same result. But effects such as Loki that refer to subroutines on Colossus now interact with it differently. If Loki gains a subroutine from Colossus, it will now check the number of advancement tokens on itself (Loki) to determine the effect the subroutine should have. Previously, it was unclear how to interpret the two different instructions in the subroutine without the linked ability explaining the parenthetical text.

Cayambe Grid [127]

(kai-AHM-bay)

Can the Corp use Cayambe Grid to place advancement tokens on Border Control?

Yes. Cayambe Grid's first ability does not require you to choose a piece of ice you can advance.

What is an "advanced piece of ice?"

Any piece of ice with at least 1 advancement token hosted on it is an advanced piece of ice.

If the Corp resolves Cayambe Grid's second ability, then rezzes and moves Formicary to the same server, will the Corp be able to trigger Cayambe Grid's second ability again after the encounter?

Yes. Formicary moves the Runner back to its new position, and after passing it, the Runner approaches the server again.

Cyberdex Sandbox [128]

Can the Corp purge virus counters even if there are none in play?

Yes. Per rule 10.1.1a, the Corp can always use an effect that purges virus counters, even if that effect would not normally be determined to have the potential to change the game state.

When the Corp scores Cyberdex Sandbox, does its second ability allow them to trigger its first ability and gain 4 credits?

Yes. The first ability is active as soon as Cyberdex Sandbox enters the score area, well before the second ability resolves.

False Lead [129]

This card is a reprint. Has anything changed about how False Lead works?

No. The original wording of False Lead used an "if able" clause to accomplish the same thing as the condition in the new wording, but we feel that the new wording is much clearer.

NAPD Cordon [130]

If the Runner steals Bellona with 2 advancement counters on it while NAPD Cordon is active, how many different costs do they pay? How many times can the Corp trigger GameNET?

The Corp can trigger GameNET only once. The Runner pays an additional cost of 8 credits due to NAPD Cordon and an additional cost of 5 credits due to Bellona, but the Runner pays both costs simultaneously for a total of 13 credits. Since the total cost to steal Bellona is paid all at once, Corp card abilities caused the Runner to spend credits only 1 time.

  • Early Bird
  • Back Channels
  • Rigged Results
  • Injection Attack
  • Cold Read
  • Severnius Stim Implant
  • System Seizure and Gebrselassie
    • System Seizure
    • Gebrselassie
  • Sneakdoor Beta and Omar Keung
    • Sneakdoor Beta
    • Omar Keung
  • New Interrupt Abilities
    • Net Shield
    • Zaibatsu Loyalty
    • Muresh Bodysuit
    • Disrupter
    • Tyr's Hand
    • The Cleaners
    • Tori Hanzō
    • Progenitor
    • Forger
    • Defective Brainchips
    • Harbinger
    • Jesminder Sareen, Girl Behind the Curtain
    • Laguna Velasco District
    • Marilyn Campaign
    • Skorpios Defense Systems, Persuasive Power
    • Patchwork
    • Flip Switch
  • Other Errata
    • Wyrm
    • Rielle "Kit" Peddler: Transhuman
    • Power Shutdown
    • Architect
    • Universal Connectivity Fee
    • Qianju PT
    • Jinteki Biotech: Life Imagined
    • Rip Deal
    • Engram Flush
  • ♦Swift [78]
  • Afterimage [79]
  • Makler [80]
  • ♦The Back [82]
  • Harmony AR Therapy [83]
  • Aniccam [84]
  • Simulchip [85]
  • Cordyceps [86]
  • Euler [87]
  • Penrose [89]
  • Self-modifying Code [90]
  • Cybertrooper Talut [91]
  • Paule's Café [92]
  • Buffer Drive [93]
  • Daily Casts [94]
  • DreamNet [95]
  • Megaprix Qualifier [96]
  • Project Vacheron [97]
  • Bass CH1R180G4 [98]
  • Cerebral Overwriter [99]
  • Vaporframe Fabricator [100]
  • Drafter [101]
  • ♦Týr [102]
  • NEXT Activation Command [103]
  • Tranquility Home Grid [105]
  • Flower Sermon [106]
  • ♦Prāna Condenser [107]
  • Engram Flush [108]
  • Konjin [109]
  • Hyoubu Precog Manifold [110]
  • Kakurenbo [111]
  • La Costa Grid [112]
  • GameNET [113]
  • Bellona [114]
  • Gold Farmer [116]
  • Digital Rights Management [117]
  • SYNC Rerouting [118]
  • Ganked! [119]
  • Earth Station [120]
  • Transport Monopoly [121]
  • Wall to Wall [122]
  • Akhet [123]
  • Colossus [124]
  • Cayambe Grid [127]
  • Cyberdex Sandbox [128]
  • False Lead [129]
  • NAPD Cordon [130]