Netrunner Online

Netrunner Limited : Rules List

Overview    |    Sortable Card List    |    Rules List    |    Checklist    |    Pricelist UPDATE    |    Statistics    |    Products

Printable Version

Complete Rules
No. Card Name/Type Cost Str Rules
1

Afreet

--1 MU
2

Afreet can have up to 3 MU of programs installed in it. All icebreakers installed in Afreet have their strength reduced by 1. If Afreet leaves play, trash all programs installed in it.

Once a program is installed in a particular place you can't move it around. Programs that are already installed may not be placed inside a daemon that comes into play later in the game.(–Wendy Wallace, Netrunner-L)
If the Runner has an icebreaker installed in an Imp, and the Imp is installed inside an Afreet, the icebreaker's strength is only reduced by 1. When checking for penalties, the Runner only checks to see where the icebreaker is immediately installed.(–Netrunner FAQ v.1.0)
You can install one daemon inside another.(–Sparky, Netrunner-L)
If an effect (e.g., Viral Breeding Ground) returns a daemon to the Runner's hand, the programs installed inside it are trashed; there is currently no effect in the game that can prevent this trashing.(–Sparky, Netrunner-L)
You can't install part of a program in a daemon.(–Skipper Pickle, Netrunner-L)
2

AI Boon

---1 MU
12 *

[1]: Break sentry subroutine.

[1]: +1 strength.

At the start of each run, roll a die to determine AI Boon's strength * for that run.

ERRATA Change strength from "*" to 0. Main card text should read "At the start of each run, roll a die and add the result to AI Boon's strength for that run." (–Sparky, Netrunner-L)
If you have an AI Boon with Shell counters on it (cf. The Shell Traders), you can pay the bits to remove the counters and install it in the middle of a run, whenever special effects may be used by the Runner. If you do this, AI Boon is considered to have a default strength of zero - you only roll for its strength at the start of each run.(–Sparky, Netrunner-L)
Remember that the Runner cannot react to the Corporation's rezzing of an ice card by using his or her own special effects.(–Netrunner FAQ v.1.0)
There is no opportunity to jack out between the time you roll the die at the start of the run and the time you encounter the first piece of ice installed on the fort.(–Sparky, Netrunner-L)
3

Baedeker's Net Map

--1 MU
1

[0]: Base link 1

[1]: +1 link

See Access through Alpha for notes on base links.
4

Bakdoor™

--2 MU
2

[0]: Base link 3

[2]: +1 link

See Access through Alpha for notes on base links.
5

Bartmoss Memorial Icebreaker

---1 MU
5 0

[1]: Break ice subroutine.

[1]: +1 strength

After passing each piece of ice, roll a die if you used Bartmoss Memorial Icebreaker to break any subroutines of that ice. On a 1, trash Memorial Icebreaker.

6

Black Dahlia

---1 MU
10 5

[2]: Break sentry subroutine.

[2]: +1 strength

7

Blink

---1 MU
5 5

[0]: Roll a die. On a 4, 5, or 6, break ice subroutine; otherwise, suffer that much Net damage. Use this ability only once on each subroutine during each encounter with a piece of ice.

If you fail to break a subroutine with Blink, you may use another icebreaker to break the subroutine.(–Charles Keith-Stanley, Netrunner-L)
The other icebreaker can be another Blink.(–Sparky, Netrunner-L)
On a 1, 2, or 3, the attempt to break the subroutine fails.(–Sparky, Netrunner-L)
You can break subroutines in any order you want. Any unbroken subroutines affect you in the order listed on the card.(–Sparky, Netrunner-L)
8

Boardwalk

--1 MU
0

Whenever you make a successful run on HQ, give the Corp a Boardwalk counter. At the start of each of your turns, every two Boardwalk counters require the Corp to show you, at random, a card stored in HQ. If the Corp does not have enough cards stored in HQ, the Corp shows you as many cards as it has.

If a Virus program is trashed, any corresponding Virus counters stay in play; the Corp will still have to forgo three actions to remove their effects.(–Sparky, Netrunner-L)
Virus counters are given if the run is successful, but not until the end of the run.(–Sparky, Netrunner-L)
The Corp cannot choose to keep some Virus counters.(–Sparky, Netrunner-L)
The Corp may forgo actions to remove Virus counters anytime that special effects can be used.(–JD Wiker, Netrunner-L)
Viruses that say, "Every X counters have this effect," have their entire effect all at once, rather than once for every X counters the Corp has. In this case, the Corp shows you all of the cards at once, so there's no chance of seeing the same card over and over again.(–Official Netrunner Rulings)
9

Butcher Boy

--1 MU
2

Whenever you make a successful run on HQ, give the Corp a Butcher Boy counter. Every two Butcher Boy counters gain you [1] at the start of each of your turns.

For notes on Virus programs, see Boardwalk.
10

Cascade

--1 MU
4

Whenever you make a successful run on R&D, give the Corp a Cascade counter. Every two Cascade counters require the Corp to trash faceup one card stored in R&D, at the start of each of its turns.

For notes on Virus programs, see Boardwalk.
The cards are trashed from the top of R&D.(–Sparky, Netrunner-L)
11

Cloak

--1 MU
7

Put [3] from the bank on Cloak when it is installed. Use these bits only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of the bits, replace them from the bank at the start of your next turn." (–Sparky, Netrunner-L)
If bits are removed from a Stealth card because the Runner uses a Noisy card (and not because they're being spent), those bits get replaced at the beginning of the next turn.(–Netrunner FAQ v.1.0)
12

Clown

-1 MU
4

All ice is encountered with its strength reduced by 1.

13

Cockroach

--1 MU
0

Whenever you make a successful run on HQ, give the Corp a Cockroach counter. Two or more Cockroach counters cause all discards from HQ to become random.

For notes on Virus programs, see Boardwalk.
14

Codecracker

--1 MU
2 0

[0]: Break code gate subroutine.

[1]: +1 strength

15

Codeslinger

---1 MU
7 3

[1]: Break sentry subroutine.

16

Cyfermaster™

--1 MU
4 5

[2]: Break code gate subroutine.

[1]: +1 strength

17

Deep Thought

--1 MU
0

Whenever you make a successful run on R&D, give the Corp a Thought counter. Three or more Thought counters allow you to look at the top card of R&D at the start of each of your turns.

For notes on Virus programs, see Boardwalk.
18

Dogcatcher

--1 MU
3 3

[1]: Break pit bull, hellhound, bloodhound, or watchdog subroutine.

[1]: +1 strength

19

Dropp™

--1 MU
3 4

[0]: Break ice subroutine.

[1]: +1 strength

Using Dropp™ ends your run.

ERRATA Should say, "[0] Break all subroutines of a piece of ice, and end the run." Delete the rules text "Using Dropp ends your run."(–Sparky, Netrunner-L)
You cannot use Startup Immolator after using Dropp to break the subroutines of a piece of ice because Dropp ends the run before the Runner can choose to use Startup Immolator.(–Netrunner FAQ v.1.0)
Dropp ends the run after the Runner finishes the piece of ice he or she was encountering when it was used.(–Netrunner FAQ v.1.0)
The subroutines are broken, but the ice is not successfully passed; game effects triggered by "passing" ice are not triggered by breaking subroutines with Dropp.(–Sparky, Netrunner-L)
Crystal Palace Station Grid will force you to pay an extra bit to break each subroutine on a piece of ice; if you cannot pay for all of the subroutines, you cannot use Dropp to break them.(–Netrunner FAQ v.1.0)
You cannot use Pattel's Virus after using Dropp to break the subroutines of a piece of ice because Dropp ends the run before it can be considered successful.(–Sparky, Netrunner-L)
20

Dupré

--1 MU
1 0

[1]: Break code gate subroutine.

[2]: +1 strength

Put a +1 strength counter on Dupré after each run during which it was used to break a subroutine. All strength counters on Dupré are lost if you use Dupré on a fort other than the one you last used it on.

21

Dwarf

---1 MU
6 3

[1]: Break wall subroutine.

[1]: +1 strength

22

Emergency Self-Construct

-1 MU
0

Trash: Prevent yourself from being flatlined, though you still lose all cards in your hand. Remove all brain damage. For the remainder of the game, you have only three actions per turn, instead of four; your hand size is reduced by 1; and all meat damage is automatically prevented.

For the remainder of the game, you lose one of your actions each turn; if some effect gives you additional actions (e.g, Quest for Cattekin), you would still have the benefit of the additional actions.(–Wendy Wallace, Netrunner-L)
The "three actions per turn, instead of four part" refers to your base actions only. (–Sparky, Netrunner-L)
Emergency Self-Construct cannot prevent meat damage that is marked unpreventable (e.g., Cinderella). (–Sparky, Netrunner-L)
You can't use prevention effects unless you have something to prevent, so you can't activate Emergency Self-Construct without being flatlined.(–Sparky, Netrunner-L)
Each activation of Emergency Self-Construct sets the Runner's base actions to 3 per turn. You can hit the ESC key as many times per game as you like, and each time your base actions per turn will be set to 3.(–Tom Wylie)
23

Evil Twin

---1 MU
6 3

[3]: Break sentry subroutine.

[1]: +1 strength

Prevents up to 2 Net and/or brain damage total each turn.

24

Expert Schedule Analyzer

-1 MU
0

After you access cards from HQ, look at all cards stored in HQ.

25

Fait Accompli

--1 MU
1

Whenever you make a successful run on a subsidiary data fort, put a Fait counter in that fort. Every two Fait counters in a fort give +1 difficulty to all agendas installed inside that fort.

For notes on Virus programs, see Boardwalk.
Counters of any kind, including virus counters, are not sufficient to maintain a subsidiary data fort. When the last card in or on the fort is removed, the fort collapses. When that happens, the counters no longer exist.(–Wendy Wallace, Netrunner-L)
26

False Echo

-1 MU
0

[2]: The Corp must rez as much ice as possible on a fort, beginning with the outermost ice and working in. Use this ability only after a successful run on that fort.

If the Runner activates False Echo and the Corp does not rez all of the ice on the fort, a third party can be used to verify that the Corp is not able to do so, but the Corp is not required to show the ice to the Runner.(–Tom Wylie via JD Wiker, Netrunner-L)
27

Flak

--1 MU
4 2

[1]: Break AP subroutine.

[1]: +1 strength

28

Force Shield

-1 MU
2

Prevents up to 2 Net and/or brain damage total each turn.

29

Gremlins

--1 MU
2

Whenever you make a successful run on HQ, give the Corp a Gremlin counter. Every two Gremlin counters decrease the Corp's hand size by 1.

For notes on Virus programs, see Boardwalk.
30

Grubb

---1 MU
0 0

[1]: Break wall subroutine.

[2]: +1 strength for the remainder of this run

31

Hammer

---1 MU
2 2

[1]: Break wall subroutine.

[1]: +1 strength.

Whenever you break a wall subroutine with Hammer, lose a total of [2] from stealth cards.

You are not required to have Stealth cards in play in order to use Noisy cards; losing bits from Stealth cards is a penalty, not a cost.(–Netrunner FAQ v.1.0)
32

I Spy

-1 MU
0

Trash: Put a Spy counter in a data fort. A Spy counter exposes all cards installed inside or on a fort containing it. The Corp may remove a Spy counter by taking an action to pay [4]. Use this ability only immediately after a successful run on that fort.

Cards in the draw pile of R&D, the HQ hand, and the Archives are not installed, thus they are not exposed by the Spy counter.(–Netrunner FAQ v.1.0)
Counters of any kind, including virus counters, are not sufficient to maintain a subsidiary data fort. When the last card in or on the fort is removed, the fort collapses. When that happens, the counters no longer exist. (–Wendy Wallace, Netrunner-L)
The Spy counter is given as an "end-of-run" effect.(–Sparky on Vienna 22 and the Run chart, Netrunner-L)
33

Imp

--1 MU
0

Imp can have up to 2 MU of programs installed in it. All icebreakers installed in this way have their strength reduced by 1. If Imp leaves play, trash all programs installed in it.

See Afreet for notes on Daemons.
34

Incubator

---1 MU
0

Whenever you make a successful run, give the Corp an Incubate counter. Each Incubate counter necessitates a die roll at the start of each of your turns; on each 6, choose a Virus counter and exchange that counter for two counters of the same type.

See Cloak for notes on Stealth cards.
35

Invisibility

--1 MU
0

Put [1] from the bank on Invisibility when it is installed. Use this bit only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use the bit, replace it at the start of your next turn.

ERRATA Should say, "If you use the bit, replace it from the bank at the start of your next turn."(–Sparky, Netrunner-L)
36

Jackhammer

---1 MU
1 0

[0]: Break wall subroutine.

[1]: +1 strength

Whenever you break a wall subroutine with Jackhammer, lose [1], if you can, from a stealth card.

See Hammer for notes on Noisy cards.
37

Japanese Water Torture

--1 MU
7 2

[0]: Break wall subroutine.

[X]: +X strength, and forgo your next X actions.

38

Joan of Arc

-1 MU
0

Trash: Prevent one or more of your other installed programs from being trashed.

[1]: Prevent one or more of your other installed programs from being trashed, and bring Joan of Arc into your hand.

Joan of Arc can prevent the trashing of Mystery Box, and the program will still be installed.(–Netrunner FAQ v.1.0)
If you have Joan of Arc in play and you access two Chimeras in the same data fort, you access the first Chimera, sacrifice Joan in response, then you access the second and lose the daemon anyway.(–Sparky, Netrunner-L)
If a single effect trashes multiple programs (e.g., Experimental AI) and Joan of Arc is chosen first, Joan can still prevent the trashing of the other programs; prevention effects can be activated prior to the consequences of the effect.(–Sparky, Netrunner-L)
If you trash one or more of your cards to gain a benefit, then use Joan of Arc to prevent the card(s) from being trashed, you do not gain the benefit (e.g., if you play misc.for-sale to trash programs and gain 3 bits for each program you trash, you can't use Joan to prevent the programs from being trashed, nor could you use Joan to keep an Emergency Self-Construct in play when you activate it) (REVERSEs previous rulings).(–Skipper Pickle,Netrunner-L)
39

Krash

--1 MU
0 0

[2]: Break ice subroutine.

[2]: +1 strength

40

Loony Goon

---1 MU
4 0

[1]: Break sentry subroutine.

[1]: +1 strength

41

Microtech AI Interface

-1 MU
0

Whenever you are about to access cards from R&D, you may first choose to cut any number of cards from the top of R&D to the bottom of R&D.

42

Mouse

--1 MU
2

Action: Expose a card installed inside a data fort.

Cannot expose ice cards, which are installed on forts, not in forts.(–Official Netrunner Rulings)
43

Mystery Box

-1 MU
3

[0]: Show the top five cards of your stack to the Corp. If any of those cards are programs, trash Mystery Box and then install one of those programs, at no cost. Shuffle your stack afterwards. Use this ability only during a run and only once each run.

Joan of Arc can prevent the trashing of Mystery Box, and the new program will still be installed.(–Wendy Wallace, Netrunner-L)
44

Netspace Inverter

-1 MU
0

Reverse a fort's ice cards so that the outermost piece of ice becomes the innermost piece of ice, and so forth. Use this ability only immediately after a successful run on that data fort.

45

Newsgroup Filter

-2 MU
5

Action: Gain [2].

46

Pattel's Virus

--1 MU
1

Whenever you make a successful run, put a Pattel counter on a piece of ice that had all its subroutines broken during that run. Each Pattel counter on a piece of ice reduces its strength by 1.

For notes on Virus programs, see Boardwalk.
You cannot use Pattel's Virus after using Dropp to break the subroutines of a piece of ice because Dropp ends the run before it can be considered successful.(–Sparky, Netrunner-L)
Read it like this "Whenever you make successful run, put ONE Pattel counter on ONE piece of ice that had all its subroutines broken during that run. Each Pattel counter on a piece of ice reduces its strength by 1."(–Sparky, Netrunner-L)
Ice with no subroutines on it (e.g., Hunting Pack as the only ice on a fort) can be considered to have had all of its subroutines broken.(–Sparky, Netrunner-L)
47

Pile Driver

---1 MU
1 7

[3]: Break up to four wall subroutines on a single piece of ice.

[1]: +1 strength.

Whenever you use Pile Driver's break-walls subroutine, lose a total of [3], from stealth cards.

See Hammer for notes on Noisy cards.
Crystal Palace Station Grid will force you to pay an extra bit to break each subroutine on a piece of ice. Since you pay to break "up to four" subroutines at a time, you can choose to pay only for those subroutines you wish to break.(–Netrunner FAQ v.1.0)
48

Poltergeist

-1 MU
0

Put [2] on Poltergeist when it is installed. Use these bits only to pay for trashing nodes. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "Put [2] from the bank on Poltergeist..." and "If you use any of these bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
49

Pox

--1 MU
0

Whenever you make a successful run, put a Pox counter in the fort that was run. Every two Pox counters in a fort require the Corp to pay [1], in addition to any other costs, to install a card inside or on that fort.

For notes on Virus programs, see Boardwalk.
Counters of any kind, including virus counters, are not sufficient to maintain a subsidiary data fort. When the last card in or on the fort is removed, the fort collapses. When that happens, the counters no longer exist.(–Wendy Wallace, Netrunner-L)
50

R&D-Protocol Files

-1 MU
0

Action: Make a run on R&D, but instead of accessing cards, look at the top five cards of R&D.

51

Rabbit

-1 MU
0

Ice that attempts to trace you has its trace limit reduced by 1.

Note that Rabbit reduces the trace limit, not the trace, so Rabbit merely limits how much the Corp can spend. Barring other effects, the trace value will always be at least 0.(–Official Netrunner Rulings)
52

Raffles

--1 MU
7 4

[1]: Break code gate subroutine.

[2]: +1 strength

53

Ramming Piston

---1 MU
4 5

[2]: Break wall subroutine.

[1]: +1 strength

Whenever you break a wall subroutine with Ramming Piston, lose a total of [2] from stealth cards.

See Hammer for notes on Noisy cards.
54

Raptor

---1 MU
1 1

[2]: Break sentry subroutine.

[1]: +1 strength

55

Reflector

--1 MU
2 4

[0]: Break stun, hellbolt, or knockout subroutine.

56

Replicator

--1 MU
5 2

[0]: Break ice subroutine that traces.

[1]: +1 strength

57

Scatter Shot

-1 MU
0

Put [2] from the bank on Scatter Shot when it is installed. Use these bits only to pay for trashing upgrades. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of these bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
58

SeeYa

--1 MU
3

Action, [1]: Expose an installed card.

Cards in the draw pile of R&D, the HQ hand, and the Archives are not installed.(–Netrunner FAQ v.1.0)
59

Self-Modifying Code

-2 MU
2

Trash: Search your stack for a program and install that program, if you can. Shuffle your stack afterwards. Use this ability only during a run.

ERRATA Should say, "You may use this ability during an encounter with a piece of ice."(–Sparky, Netrunner-L)
You must pay the program's installation cost.(–Wendy Wallace, Netrunner-L)
If you can't install the program, it remains in your stack (unlike other search cards, it never states, "bring it into your hand"); note that MU will never prohibit you from installing a program, but sometimes you'll have to trash something else in play to do so. (–Sparky, Netrunner-L)
60

Shaka

---1 MU
4 2

[1]: Break sentry subroutine.

[2]: +1 strength

61

Shield

-1 MU
0

Prevents up to 2 Net damage each turn.

62

Shredder Uplink Protocol

-2 MU
4

Action: Make a run on the Archives. If run is successful, do not access cards from the Archives; instead, treat run as a successful run on HQ.

With Shredder Uplink Protocol, you access upgrades in HQ. (–Sparky, Netrunner-L)
Note that you are treating the run as a successful run on HQ for all intents and purposes, not simply accessing cards stored in HQ.(–Official Netrunner Rulings)
63

Signpost

-1 MU
2

[1]: +2 link. Use this ability only once during each trace attempt, and only after you and the Corp have revealed how much each of you spent.

You have to use bits you haven't allocated in the trace/link auction.(–Charles Keith-Stanley, Netrunner-L)
You can use Signpost even if you do not have a Base Link card in play (the Runner always starts with a base link of zero).(–Netrunner FAQ v.1.0)
64

Skivviss

--1 MU
3

Whenever you make a successful run on R&D, give the Corp a Skivviss counter. Each Skivviss counter requires the Corp to draw one extra card at the start of each of its turns.

For notes on Virus programs, see Boardwalk.
Being required to draw additional cards via Skiviss, does not use up any of the Corp's normal 3 actions per turn; it is a start-of-turn effect.(–Charles Keith-Stanley, Netrunner-L)
65

Smarteye

--1 MU
2

Once during each run, you may expose a piece of unrezzed ice as you approach it. You may then jack out before the Corp decides whether to rez the ice.

If some effect prevents you from jacking out (e.g., Jack Attack), you lose the ability granted by Smarteye to jack out early.(–Sparky, Netrunner-L)
The Corp can use Omni Kismet, Ph.D to switch the exposed ice for a piece of concealed ice, which the Runner cannot expose (since he or she no longer has the opportunity to use special effects before the ice is rezzed).(–Sparky, Netrunner-L)
66

Snowball

---1 MU
10 0

Snowball has +1 strength for each subroutine it has broken during a run, until the end of that run.

[1]: Break sentry subroutine.

[1]: +1 strength

67

Speed Trap

--1 MU
0

[0]: Jack out before an upgrade or node takes effect. Use this ability only immediately after the Corp has rezzed that upgrade or node.

The run is considered successful if the Runner activates Speed Trap after passing the last piece of ice on the fort, but the Runner does not access cards.(–Sparky, Netrunner-L)
You can only activate Speed Trap in response to the Corp rezzing an upgrade or a node. Ambush agenda (e.g., Marked Accounts) cannot be avoided with Speed Trap. Virus Test Site does not have to be rezzed, even if it is installed, so Speed Trap doesn't work against it. When the Runner accesses other Ambush nodes from R&D or HQ and the node specifies that it takes effect "even when it is not installed" (e.g., Speed Trap or Doppelganger Antibody), it cannot be avoided with Speed Trap, since the Corp does not rez those cards; however, if they are installed, then the Corp does have to rez them for their punitive effects to take place, and thus Speed Trap can be successfully activated.(–Sparky, Netrunner-L)
68

Startup Immolator

-1 MU
0

Trash: Pay the rez cost of a piece of ice to trash that piece of ice. Use this ability only if you have just broken all the subroutines of that piece of ice.

ERRATA Should say, "Use this ability after passing that piece of ice, if you broke all the subroutines of that ice."(–Sparky, Netrunner-L)
You cannot use Startup Immolator after using Dropp to break the subroutines of a piece of ice because Dropp ends the run before the Runner can choose to use Startup Immolator.(–Netrunner FAQ v.1.0)
Contrary to Netrunner FAQ v.1.0, if you use Joan of Arc to prevent the trashing of Startup Immolator, the piece of ice will not be trashed (REVERSEs a previous ruling).(–Skipper Pickle, Netrunner-L)
You can only use Startup Immolator during a run.(–Sparky, Netrunner-L)
Ice with no subroutines on it (e.g., Hunting Pack as the only ice on a fort) can be considered to have had all of its subroutines broken.(–Sparky, Netrunner-L)
69

Succubus

--1 MU
3

Succubus can have up to 3 MU of programs installed in it. If Succubus leaves play, trash all programs installed in it.

See Afreet for notes on Daemons.
70

Tinweasel

--1 MU
5 3

[0]: Break code gate subroutine.

71

Vewy Vewy Quiet

--1 MU
4

Put [2] from the bank on Vewy Vewy Quiet when it is installed. Use these bits only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of these bits, replace them from the bank...." (–Sparky, Netrunner-L)
See Cloak for notes on Stealth cards.
72

Wild Card

---1 MU
0 0

[0]: Break sentry subroutine.

[3]: +1 strength

73

Wizard's Book

--1 MU
5 2

[0]: Break code gate subroutine.

[2]: +1 strength

74

Worm

---1 MU
4 2

[0]: Break wall subroutine.

[3]: +1 strength

75

Zetatech Software Installer

-1 MU
0

Put [2] on Software Installer when it is installed. Use these bits only to pay for installing programs. You may use these bits to install a program overwriting Software Installer itself. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "Put [2] from the bank on Software Installer ..." and "If you use any of these bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
76

All-Nighter

0

Make a run; whether or not that run is successful, you may then make another run.

77

Anonymous Tip

-
3

Derez a piece of black ice of your choice.

78

Arasaka Owns You

0

Do not play Arasaka Owns You as a normal action; instead, play it when you would suffer enough damage to flatline you. Prevent all of that damage, trash Arasaka Owns You, remove any brain damage you have suffered, and then refresh your hand to its maximum size. Gain [10] and remove all tags, at no cost. You forgo your next four actions, and you forfeit the next 3 agenda points you score.

Playing Arasaka Owns You during a run does not end the run.(–Sparky, Netrunner-L)
Any prevention effect is also a condition for play.(–Sparky, Netrunner-L)
If you are flatlined by unpreventable damage, you cannot play Arasaka Owns You.(–Sparky, Netrunner-L)
79

Bodyweight™ Synthetic Blood

2

Draw five cards.

80

Core Command: Jettison Ice

-
0

Play only if you made a successful run on HQ this turn. Pay the rez cost of a piece of rezzed ice to trash it.

81

Custodial Position

2

Make a run on R&D. If run is successful, access two additional cards from R&D.

The additional cards accessed do not include cards installed in R&D.(–JD Wiker, Netrunner-L)
82

Deal with Militech

0

Play only if you liberated any Research agendas this turn. Put a Militech counter on each of your icebreakers. A Militech counter gives the icebreaker it is on +1 strength.

83

Desperate Competitor

0

Play only if you liberated any Gray Ops agendas this turn. Score 1 agenda point.

84

Edited Shipping Manifests

-
1

Make a run on HQ. If run is successful, and the Corp has any bits when you would access HQ, do not access cards from HQ; instead, the Corp loses [1] and gives you a tag, and you gain [10].

If you want to prevent the tag given by Edited Shipping Manifests, you cannot pay for the tag prevention effect (e.g., Nasuko Cycle) using the bits from that Edited Shipping Manifests. Since the Runner must process a card's effects in order, he or she does not get the ten bits until after the tag is given.(–Netrunner FAQ v.1.0)
If the run is successful and the Corp has no bits, the Runner accesses cards as normal.(–Sparky, Netrunner-L)
85

Executive Wiretaps

2

Make a run on HQ. If run is successful, access two additional cards from HQ.

The additional cards accessed do not include cards installed in HQ.(–JD Wiker, Netrunner-L)
86

Forged Activation Orders

-
1

Choose a piece of ice. The Corp either rezzes that piece of ice or trashes it.

ERRATA Forged Activation Orders has no effect on a piece of rezzed ice; the card should say "Choose an unrezzed piece of ice."(–Official Netrunner Rulings)
87

Forgotten Backup Chip

0

Search your trash for a program and bring it into your hand.

88

Fortress Respecification

-
0

Play only if you made a successful run this turn. Rearrange the ice installed on the last fort on which you made a successful run. This does not expose any concealed ice.

89

Gideon's Pawnshop

2

Search your trash for a card and bring it into your hand.

90

Hot Tip for WNS

0

Score 1 agenda point if you liberated any Black Ops agendas this turn.

91

Hunt Club BBS

-
1

Expose up to three installed cards.

All choices about which and how many cards will be exposed are made before any of them are exposed.(–Netrunner FAQ v.1.0)
92

Ice and Data's Guide to the Net

0

Expose the outermost ice of each data fort.

93

If You Want It Done Right...

0

Look through the top five cards of your stack. Bring one of those cards into your hand, and arrange the rest in any order you choose.

94

Inside Job

2

Make a run. You automatically pass the first piece of ice you encounter during that run.

95

Jack 'n' Joe

0

Draw three cards.

96

Kilroy Was Here

-
0

Make a run on R&D; you may trash, at no cost, any cards you access that were stored in R&D, even if the cards cannot normally be trashed.

You may trash agendas even if an effect prevents you from scoring those agendas (e.g., Red Herrings).(–Sparky, Netrunner-L)
97

Livewire's Contacts

0

Gain [3].

98

Lucidrine™ Booster Drug

0

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

You may use the bits from Lucidrine Booster Drug to pay for trashing nodes and upgrades accessed during that run. (–Wendy Wallace, Netrunner-L)
Preps and Operations go to the trash after they're fully declared (i.e., after all decisions are made) but before they're resolved; Lucidrine Booster Drug goes into the trash before any cards trashed as a result of the run and before the card you lose to the brain damage caused by Lucidrine Booster Drug.(–Sparky, Netrunner-L)
You don't take the brain damage until after the run is complete, so if you score enough agenda to win (or meet another winning condition such as trashing Nevinyrral), you never suffer the damage.(–Official Netrunner Rulings)
99

Mantis, Fixer-at-Large

3

Search your stack for a card, and bring it into your hand. Reshuffle your stack afterwards.

100

misc.for-sale

-
0

Trash any number of your installed cards. Gain [3] for each card trashed in this way.

misc.for-sale no longer has an erratum that inserts the word "successfully" before the word "trashed." But you still can't get bits from misc.for-sale if you use Joan of Arc to prevent programs from being trashed.(–Skipper Pickle, Netrunner-L)
101

MIT West Tier

3

Shuffle your hand, trash, and stack together, and then draw five cards. When you play MIT West Tier, remove it from the game instead of trashing it.

102

Open-Ended® Mileage Program

0

Remove a tag, at no cost. You may pay [1] when you play Open-Ended® Mileage Program to take it back into your hand instead of trashing it.

103

Organ Donor

0

Trash up to five cards from your hand. Gain [2] for each card trashed in this way.

Preps and Operations go to the trash after they're fully declared (i.e., after all decisions are made) but before they're resolved; Organ Donor goes into the trash before any cards are trashed from your hand.(–Sparky, Netrunner-L)
104

Playful AI

--
1

Roll a die. On a 1, 2, or 3, gain that many bits, set aside that many dice to roll again, or choose some combination thereof. Repeat until you have rolled all the dice you set aside.

105

Priority Wreck

-
0

Make a run on HQ. If run is successful, do not access cards from HQ; instead, pay any number of bits to force the Corp to lose that many bits.

106

Private LDL Access

0

Make a run on HQ. If run is successful, do not access cards from HQ; instead, treat run as a successful run on R&D.

107

Romp through HQ

-
2

Make a run on HQ; you may trash, at no cost, any cards you access that were stored in HQ, even if the cards cannot normally be trashed.

108

Score!

5

Gain [9]

109

Security Code WORM Chip

-
0

Play only if you made a successful run on HQ this turn. Trash a piece of unrezzed ice.

110

Sneak Preview

3

Choose a program from your trash or search your stack for a program. Install that program, at no cost. Shuffle your stack afterwards. At the end of the turn, take the program into your hand.

If you use Sneak Preview to install a program, then later trash that program, it will not return to your hand. (–Sparky, Netrunner-L)
If the program ends up on a Microtech Backup Drive, or leaves play for any other reason, it won't return to your hand.(–Tom Wylie)
111

Social Engineering

1

Hide at least 2 from your pool in your hand; the Corp then guesses how many bits you hid. If the Corp guesses correctly, lose that many bits. Otherwise, choose a data fort and a piece of ice on that fort. Then make a run on that fort, during which you automatically pass that piece of ice.

The Corp has the right to count the Runner's bits before the effect starts, but not once the guessing game begins.(–Sparky, Netrunner-L)
You must encounter a piece of ice before you pass it. If the Runner chooses an unrezzed piece of ice, the Corp has a chance to rez that ice.(–Sparky, Netrunner-L)
Social Engineering only allows you to pass that piece of ice one time during that run.(–Skipper Pickle, Netrunner-L)
112

Stumble through Wilderspace

2

Make a run. You have +9 link for every trace attempt made during that run.

113

Synchronized Attack on HQ

4

Play only if you made a successful run on HQ this turn. The Corp discards all cards. The Corp can retain cards by paying [2] for each card not discarded.

Each card for which the Corp pays 2 bits is no longer available to be discarded. Essentially, effects that force the Corp's discards to be random (e.g., Cockroach) are worthless when combined with Synchronized Attack.(–Tom Wylie via Sparky, Netrunner-L)
Unofficial Errata Sparky says, "To make the function of [Synchronized Attack on HQ] more clear, we're CONSIDERING 'For each card stored in HQ, Corp either pays[2] or discards that card.' This better explains why the card interacts the way it does with discard modifiers, like Cockroach counters."(–Sparky, Netrunner-L)
114

Temple Microcode Outlet

-
1

Search your stack for a program. Show that program to the Corp, and then bring it into your hand. Reshuffle your stack afterwards.

115

Terrorist Reprisal

2

Play only if the Corp scored any Black Ops agendas during its last turn. The Corp discards five cards at random.

116

Total Genetic Retrofit

3

Remove all tags, at no cost, and automatically avoid receiving your next tag.

If multiple Total Genetic Retrofits are played, their effects are cumulative i.e., if you play two Retrofits, you avoid your next two tags) (REVERSEs a previous ruling).(–Skipper Pickle, Netrunner-L)
117

Valu-Pak Software Bundle

0

Gain up to five consecutive actions, which you may use only to install programs, and gain [1]. If you do not spend the bit during these actions, return it to the bank afterwards.

You get 5 actions and 1 bit, not 5 actions and 1 bit per action.(–Sparky, Netrunner-L)
You must use the actions you gain from Valu-Pak Software Bundle before any other action or forfeit them. (–JD Wiker, Netrunner-L)
The bit must be spent "during" one of the actions gained from Valu-Pak Software Bundle--you cannot use it on special effects that occur between those actions. (–Skipper Pickle, Netrunner-L)
118

Weather-to-Finance Pipe

-
0

Make a run on HQ. If run is successful, do not access cards from HQ; instead, the Corp loses [4].

119

Arasaka Portable Prototype

-
11

Provides +3 MU. Installing Arasaka Portable Prototype costs 1 agenda point, in addition to the normal cost. Put [3] from the bank on Arasaka Portable Prototype when it is installed. Use these bits only to pay for using icebreakers during runs. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of the bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
120

"Armadillo" Armored Road Home

-
2

Put [2] from the bank on Armored Road Home when it is installed. Use these bits only to pay for removing tags. If you use any of these bits, replace them at the start of your next turn.

Trash: Prevent up to 3 meat damage.

ERRATA Should say, "If you use any of the bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
121

Armored Fridge

3

Put seven Ablative counters on Armored Fridge when it is installed. When the last Ablative counter has been removed, trash Armored Fridge.

Ablative counter: Prevent 1 meat damage.

122

Artemis 2020

-
10

Provides +2 MU. Put [2] from the bank on Artemis 2020 when it is installed. Use these bits only to pay for using icebreakers during runs. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of the bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
123

Bodyweight™ Data Crèche

-
3

Provides +1 MU. Once per turn, right after making a successful run, you can choose to make another run without taking an action to do so.

You may make the extra run after a successful run using the extra action provided by Wilson, Weeflerunner Apprentice; there is no limit on the number of bits you can use during the Bodyweight Data Creche run.(–Sparky, Netrunner-L)
Since, the bonus run granted by Bodyweight Data Creche does not happen in the context of an action, it does not occur "during" an action and is not prohibited by the first subroutine on Haunting Inquisition. This means that you could use the bonus run right after a (successful) run in which you become Haunted.(–Skipper Pickle, Netrunner-L)
124

Corolla Speed Chip

-
1

Put [1] from the bank on Corolla Speed Chip when it is installed. Use this bit only to pay for using killers during runs. If you use the bit, replace it at the start of your next turn.

ERRATA Should say, "If you use the bit, replace it from the bank at the start of your next turn."(–Sparky, Netrunner-L)
125

Dermatech Bodyplating

-
0

Prevents 1 meat damage each turn.

ERRATA Should say "Prevent up to 1 meat damage each turn."(–Sparky, Netrunner-L)
126

"Drifter" Mobile Environment

-
0

Put [2] from the bank on Mobile Environment when it is installed. Use these bits only to pay for removing tags. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of these bits, replace them from the bank...." (–Sparky, Netrunner-L)
You can use the bits only for tag removal, not for activating card effects that result in tag removal (e.g., you can't use these bits to activate Nomad Allies).(–Sparky, Netrunner-L)
127

Full Body Conversion

-
0

Prevents all meat damage. For each [1] the Corp pays when meat damage is done, 1 point of meat damage is not prevented by this card.

128

"Green Knight" Surge Buffers

0

Prevents 1 Net damage each turn.

ERRATA Should say "Prevents up to 1 Net damage each turn."(–Sparky, Netrunner-L)
129

HQ Interface

4

Whenever you access cards from HQ, access an additional card from HQ.

Multiple HQ Interfaces provide cumulative effects.(–Sparky, Netrunner-L)
The additional cards accessed do not include cards installed in HQ. (–JD Wiker, Netrunner-L)
130

Lifesaver™ Nanosurgeons

-
1

Action: Draw two cards. Use this ability only if you were damaged during any of your last three actions.

Trash: Prevent 1 brain damage.

If some effect prevents the damage (e.g., Shield), you cannot use Lifesaver Nanosurgeons to draw cards.(–Sparky, Netrunner-L)
The damage must happen DURING one of your last three actions; you can't activate the drawing effect of Lifesaver Nanosurgeons using damage that occurs between actions or as a start-of-turn or end-of-turn effect to fulfill the prerequisite condition.(–JD Wiker, Netrunner-L)
Lifesaver Nanosurgeons no longer has an erratum that inserts the word "successfully" before the word "damaged."(–Skipper Pickle, Netrunner-L)
131

Microtech Backup Drive

0

Whenever one or more installed programs are being sent to the trash at the same time, you may instead choose to put any or all of the programs on top of Microtech Backup Drive in any order you choose. If Backup Drive is removed from play, trash any cards on it.

Action: Bring the top card on Backup Drive into your hand.

Cards placed on Microtech Backup Drive go faceup.(–Sparky, Netrunner-L)
A program that goes to a Microtech Backup Drive can be considered trashed and out of play (REVERSEs a previous ruling).(–Skipper Pickle, Netrunner-L)
132

Microtech 'Trode Set

1

Pay [1], in addition to the normal cost, to break each ice subroutine. Ignore all AP subroutines except those that trace, or that do Net damage. Prevents all but 1 Net damage from each AP subroutine you do not break.

"Ignoring" a subroutine means that you don't even get a chance to break it, not that you just ignore its effect. (–Official Netrunner Rulings)
133

Militech MRAM Chip

--
2

Hand size +3

134

MRAM Chip

--
1

Hand size +2

135

Nasuko Cycle

-
1

[3]: Avoid receiving a tag.

136

Pandora's Deck

-
6

Provides +2 MU. Put [3] from the bank on Pandora's Deck when it is installed. Use these bits only to pay for increasing your link. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of the bits, replace them from the bank at the start of your next turn." (–Sparky, Netrunner-L)
These bits cannot be used for SETTING a base link--only for using effects that modify a base link (e.g., these bits could not be used to pay for Access through Alpha, since Alpha only sets a base link, but does not allow you to increase your link).(–JD Wiker, Netrunner-L)
137

Parraline 5750

-
5

Provides +1 MU. Put [1] from the bank on Parraline 5750 when it is installed. Use this bit only to pay for using icebreakers during runs. If you use the bit, replace it at the start of your next turn.

138

PK-6089a

-
4

Provides +1 MU. Put [3] from the bank on PK-6089a when it is installed. Use these bits only to pay for increasing your link. If you use any of these btis, replace them at the start of your next turn.

ERRATA Should say, "If you use any of the bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
These bits cannot be used for SETTING a base link--only for using effects that modify a base link (e.g., these bits could not be used to pay for Access through Alpha, since Alpha only sets a base link, but does not allow you to increase your link).(–JD Wiker, Netrunner-L)
139

R&D Interface

4

Whenever you access cards from R&D, access an additional card from R&D.

Multiple R&D Interfaces provide cumulative effects.(–Sparky, Netrunner-L)
The additional cards accessed do not include cards installed in R&D.(–JD Wiker, Netrunner-L)
140

Raven Microcyb Eagle

-
6

Provides +1 MU. Prevents 1 Net damage each turn. Put [1] from the bank on Microcyb Eagle when it is installed. Use this bit only to pay for using icebreakers during runs. If you use the bit, replace it at the start of your next turn.

ERRATA Should say, "Prevents up to 1 Net damage each turn," and "If you use any of these bits, replace them from the bank at the start of your next turn."(–Sparky, Netrunner-L)
141

Raven Microcyb Owl

--
11

Provides +1 MU. Put [3] from the bank on Microcyb Owl when it is installed. Use these bits only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of these bits, replace them from the bank at the start of your next turn." (–Sparky, Netrunner-L)
See Cloak for notes on Stealth cards.
142

Record Reconstructor

0

Action: Make a run on the Archives. If run is successful, do not access cards from the Archives; instead, shuffle the face-up pile of the Archives and then put the top two cards from that pile on R&D.

143

Techtronica™ Utility Suit

-
6

Provides +1 MU. Prevents 1 meat damage each turn. Put [5] on Techtronica™ Utility Suit when it is installed. Use these bits only to pay for increasing your link. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "Put [5] from the bank on Techtronica Utility Suit ..." and "If you use any of these bits, replace them from the bank at the start of your next turn." Should say "Prevents up to 1 meat damage each turn"(–Sparky, Netrunner-L)
These bits cannot be used for SETTING a base link--only for using effects that modify a base link (e.g., these bits could not be used to pay for Access through Alpha, since Alpha only sets a base link, but does not allow you to increase your link).(–JD Wiker, Netrunner-L)
144

Tycho Mem Chip

-
5

Provides +3 MU.

145

WuTech Mem Chip

-
1

Provides +1 MU.

146

Zetatech Mem Chip

-
3

Provides +2 MU.

147

ZZ22 Speed Chip

-
5

Put [2] from the bank on ZZ22 Speed Chip when it is installed. Use these bits only to pay for using killers during runs. If you use any of these bits, replace them at the start of your next turn.

ERRATA Should say, "If you use any of these bits, replace them from the bank...." (–Sparky, Netrunner-L)
148

Access Through Alpha

-
9

[1]: Base link 9

You must establish a base link value by paying the base link cost on whatever gives you link, before you can pay to increase the link. You can only use a single source for base link, and if that source also allows you to increase your link, you may use that source as much as you can afford. If you have other means to increase your link besides another base link, you may use that as well. (–Charles Keith-Stanley, Netrunner-L)
149

Access to Arasaka

-
2

[2]: Base link 4

[2]: +1 link

See Access through Alpha for notes on base links.
150

Access to Kiribati

-
1

[1]: Base link 1

[1]: +1 link

See Access through Alpha for notes on base links.
151

Aujourd'Oui

-
0

Action: Look at the top five cards of your stack. You may bring any program cards among them into your hand. Pay [1] for each card taken in this way, and show those cards to the Corp. Shuffle your stack.

When City Surveillance is in play, you don't have to take a tag because Aujourd'Oui doesn't say draw.(–Wendy Wallace on Ronin Around, Netrunner-L)
See N.E.T.O. for Rulings on costs.
152

Back Door to Hilliard

-
0

[0]: Base link 2

[3]: +1 link

See Access through Alpha for notes on base links.
153

Back Door to Orbital Air

-
0

[1]: Base link 2

[2]: +1 link

See Access through Alpha for notes on base links.
154

Broker

-
3

Each of your turns, you may take only one action to use Broker.

Action: Put [3] from the bank on Broker.

Action: Take all the bits from Broker.

If you have multiple Brokers out, you can use each one during a turn. Each Broker refers only to itself.(–Sparky, Netrunner-L)
155

Code Viral Cache

1

Play only if you made a successful run on HQ this turn. If the Corp forgoes actions to lose Virus counters, two counters of your choice are not removed. The Corp may trash Viral Cache by taking an action to pay [5].

Add the text "This trashing can not be prevented." to the end of the card's text.(–Fabian Fritzer, Netrunner-L)
156

Corporate Ally

--
3

Installing Corporate Ally costs 1 agenda point, in addition to the normal cost. The difficulty of all agendas is +1.

157

Crash Everett, Inventive Fixer

--
2

Whenever you draw one or more cards from your stack, draw an extra card; then choose one of the cards drawn and either trash it or return it to the top of your stack.

When City Surveillance is in play, you must take a tag or pay [1] for the additional card you draw.(–Wendy Wallace, Netrunner-L)
If you trash the extra card, you can't put it on Microtech Backup Drive, because the card is not installed (as specified by Microtech Backup Drive).(–Sparky, Netrunner-L)
158

Danshi's Second ID

0

Action, Trash: Remove up to three tags, at no cost.

159

Databroker

-
0

Action, Trash, 1 agenda point: Gain [10].

160

Diplomatic Immunity

-
1

Prevents all meat damage. The Corp may pay 1 agenda point to cancel this effect until end of turn.

161

Fall Guy

0

Trash: Avoid receiving a tag.

162

Field Reporter for Ice and Data

-
0

At the end of each of your turns, gain [1] for each piece of ice the Corp rezzed during that turn.

163

Floating Runner BBS

-
6

Gain [1] at the start of each of your turns.

164

Hell's Run

0

Put [1] from the bank on Hell's Run when it is installed. Use this bit only to pay for increasing your link. If you use the bit, replace it at the start of your next turn.

ERRATA Should say, "If you use the bit, replace it from the bank at the start of your next turn."(–Sparky, Netrunner-L)
165

Junkyard BBS

-
1

Action, [1]: Bring the top card from your trash into your hand.

166

Karl de Veres, Corporate Stooge

--
2

Gain [1] each time you make a successful run.

ERRATA "Gain 1 bit after each successful run." The bit is gained as an "end-of-run" effect.(–Sparky, Netrunner-L)
167

Leland, Corporate Bodyguard

2

[1]: Prevent 1 meat damage.

Trash: Avoid receiving a tag.

168

Loan from Chiba

0

Gain [12] when Loan from Chiba is installed. At the start of each of your turns, lose [1]. If Loan from Chiba leaves play, pay [10] or lose the game. You may trash Loan from Chiba at the end of any of your turns.

If you start the turn with no bits, there is no effect; this is a penalty you cannot pay.(–Sparky, Netrunner-L)
If an effect causes Loan from Chiba to leave play during the Corp's turn, you can pay the 10 bits to avoid losing the game, since this does not require an action.(–Wendy Wallace, Netrunner-L)
A player can choose the order in which start-of-turn effects generated by his or her cards occur; you can choose to lose the bit from Loan from Chiba before gaining bits from a start-of-turn effect.(–Sparky, Netrunner-L)
If you trash Loan from Chiba with misc.for-sale, the bits earned cannot be used to pay off the Loan. (–Sparky, Netrunner-L)
169

N.E.T.O.

-
0

Action: Look at the top four cards of your stack. You may bring any prep or resource cards among them into your hand. Pay [1] for each card taken in this way, and show those cards to the Corp. Shuffle the rest back into your stack.

When City Surveillance is in play, you don't have to take a tag because N.E.T.O. doesn't say draw.(–Wendy Wallace on Ronin Around, Netrunner-L)
Referring to the rulebook on page 31 (« If a player can't meet the cost, or any other requirement stated on the card, to perform a function or play a card, the player cannot perform that function or play that card »), you must pay for the cards. If you cannot pay, you cannot take them into your hand.(–Tom Wylie)
170

Nomad Allies

-
2

Action, [1]: Remove a tag, at no cost.

Trash: Avoid receiving a tag.

171

Preying Mantis

-
0

Each of your turns, you may choose to gain an action. If you do, suffer 1 brain damage at the end of the turn. This damage cannot be prevented.

You have to declare each Preying Mantis one at a time, and at the end of the turn you take damage one at a time. (–Sparky, Netrunner-L)
The action gained from Preying Mantis may be forgone to fulfill a penalty.(–Sparky, Netrunner-L)
As I recall, Netrunner operates on the 'destroying the source doesn't end the effect' principle. Choosing to use Preying Mantis launches an effect that does 2 things : immediate action-gain, delayed brain damage.(–Tom Wylie)
172

Quest for Cattekin

-
4

At the start of each of your turns, roll a die. On a 6, trash Quest for Cattekin, and you gain an action on each of your turns for the remainder of the game. On a 1, suffer 1 brain damage. On a 2, suffer 1 Net damage. Damage from Quest for Cattekin cannot be prevented.

If you use a start-of-turn effect to trash Quest for Cattekin before activating it, you can't use it; if you roll for Quest, you deal with the results before you can trash it.(–Sparky, Netrunner-L)
The action gained from Quest for Cattekin may be forgone to fulfill a penalty.(–Sparky, Netrunner-L)
173

Restrictive Net Zoning

1

Choose a data fort when Restrictive Net Zoning is installed. The Corp must pay [2], in addition to the normal cost, to install ice on that fort.

174

Rigged Investments

4

Put [12] from the bank on Rigged Investments when it is installed. At the start of each of your turns, take [1] from Rigged Investments. When all the bits have been removed, trash Rigged Investments.

175

Ronin Around

-
3

Action: Look at the top five cards of your stack. You may bring any hardware cards among them into your hand. Pay [1] for each card taken in this way, and show those cards to the Corp. Shuffle the rest back into your stack.

Action, [2]: Expose any card.

When City Surveillance is in play, you don't have to take a tag because Ronin Around doesn't say draw.(–Wendy Wallace, Netrunner-L)
Ronin Around can only expose installed cards.(–Wendy Wallace, Netrunner-L)
See N.E.T.O. for Rulings in costs.
176

The Shell Traders

0

Action: Choose a program or hardware card from your hand. Set that card aside, and put a number of Shell counters on it equal to its installation cost. When the last Shell counter on that card has been removed, install that card, at no cost. Remove one Shell counter from one card at the start of each of your turns.

[1]: Remove one Shell counter from a card.

ERRATA "A Choose a program or hardware card from your hand. Set that card aside face up, and put a number of Shell counters on it equal to its installation cost. When the last Shell counter on that card has been removed, install that card, at no cost. "1 Remove one Shell counter from a card. "Remove one Shell counter from one card at the start of each of your turns."(–Sparky, Netrunner-L)
The removal of a Shell counter at the start of a turn is mandatory.(–Wendy Wallace, Netrunner-L)
When the last Shell counter is removed, the program or hardware must be installed.(–Wendy Wallace, Netrunner-L)
You can pay to remove Shell counters and install cards set aside by The Shell Traders in the middle of a run, whenever special effects may be used by the Runner. (–Sparky, Netrunner-L)
Remember that the Runner cannot react to the Corporation's rezzing of an ice card by using his or her own special effects.(–Netrunner FAQ v.1.0)
At the start of a turn, each copy of The Shell Traders can remove one counter from any one card that has them.(–Sparky, Netrunner-L)
If Shell Traders is removed from play, any cards with Shell counters on them remain 'in limbo' and can have their counters removed by subsequent copies of Shell Traders. (–Sparky, Netrunner-L)
"At no cost" means the regular bit cost of a card. If a card states that it has additional installation costs, you must pay them. If another card indicates that additional costs must be paid to install the card being processed by Shell Traders, you must pay that cost.(–Sparky, Netrunner-L)
If you remove the last counter from a program and don't have any free MU, you MUST overwrite an existing program.(–Sparky, Netrunner-L)
If you remove the last counter from a card that has additional costs to install and you have those resources, you MUST spend them and install the card. (–Sparky, Netrunner-L)
If you CANNOT pay the additional costs, you lose the opportunity to install that card, and it slips into limbo permanently; remove it from the game.(–Sparky, Netrunner-L)
You cannot activate Shell Traders in response to the Corp's trashing it. (–Sparky, Netrunner-L)
177

The Short Circuit

-
1

Action, [1]: Search your stack for a program. Show that program to the Corp, and then bring it into your hand. Reshuffle your stack afterwards.

178

Short-Term Contract

-
1

Put [12] from the bank on Short-Term Contract when it is installed. When all the bits have been removed, trash Short-Term Contract.

Action: Take [2] from Short-Term Contract.

179

Silicon Saloon Franchise

-
8

Action: Gain [1] and draw one card.

180

Smith's Pawnshop

--
0

At the start of each of your turns, you may trash one of your other installed cards to gain [2].

You may only use Smith's Pawnshop's ability once per turn.(–Sparky, Netrunner-L)
181

The Springboard

-
0

[1]: +1 link. Use this ability only once during each trace attempt, and only after you and the Corp have revealed how much each of you spent.

You have to use bits you haven't allocated in the trace/link auction.(–Charles Keith-Stanley, Netrunner-L)
You can use The Springboard even if you do not have a Base Link card in play (the Runner always starts with a base link of zero).(–Netrunner FAQ v.1.0)
182

Submarine Uplink

-
0

[0]: Base link 4

[1]: +1 link.

You may use Submarine Uplink only during a run. Using Submarine Uplink forces you to jack out after the current encounter ends.

ERRATA Should say, "Submarine Uplink ends your run after the current encounter."(–Sparky, Netrunner-L)
See Access through Alpha for notes on base links.
If you use Submarine Uplink, the run isn't over until the encounter with the current piece of ice ends. You still have to deal with all the other subroutines on the ice. Whether you successfully pass the ice depends on what happens with the rest of the subroutines, (i.e., using the Uplink doesn't stop you from having an encounter end in "successfully passed," but doesn't automatically mean that, either). (–Tom Wylie via JD Wiker, Netrunner-L)
183

Technician Lover

2

Action: Look at the top card of R&D.

184

Top Runners' Conference

0

Gain [2] at the start of each of your turns. Trash Top Runners' Conference when you make a run.

185

Trauma Team™

0

Put two Trauma counters on Trauma Team™ when it is installed.

Trauma counter: Prevent 1 meat damage.

Action: Put one Trauma counter on Trauma Team™.

186

Umbrella Policy

0

Trash: Prevent an installed program or hardware card from being trashed.

187

Wilson, Weeflerunner Apprentice

4

Each of your turns, you may choose to gain an action, which you may use only to make a run. You cannot spend more than [3] during that run to pay for using icebreakers or increasing your link. Use this ability only once per turn and only during your turn.

Trash: Avoid receiving a tag.

Trash: Prevent any amount of meat damage.

Wilson's ability allows you to make a run, not to use a prep card or the special function of another card.(–Sparky, Netrunner-L)
After declaring the end of his or her turn, the Runner cannot declare the use of the extra Wilson run in response to the Corp rezzing a card or using a special effect; the Runner gets to use special effects first, and the Corp gets to use them second.(–Sparky, Netrunner-L)
The action gained from Wilson, Weeflerunner Apprentice may be forgone to fulfill a penalty.(–Sparky, Netrunner-L)
188

AI Chief Financial Officer

-
5 2

Action: Shuffle cards stored in HQ and the Archives into R&D; then draw five cards.

Though the card text is not specific, you shuffle into R&D all of the cards stored in HQ and the Archives.(–Official Netrunner Rulings)
189

Artificial Security Directors

-
3 1

Difficulty of Black Ops agendas is reduced by 1.

If the difficulty of an agenda is reduced to zero or less, it must still be installed to be scored.(–Sparky, Netrunner-L)
Scoring multiple Artificial Security Directors produces a cumulative effect (i.e., scoring two will reduce the difficulty of Black Ops agendas by 2). (–Sparky on Executive Extraction, Netrunner-L)
190

Bioweapons Engineering

-
4 3

Each source of meat damage inflicts +1 meat damage.

191

Black Ice Quality Assurance

--
5 2

All black ice has +2 strength.

192

Corporate Boon

-
6 2

Put four Boon counters on Corporate Boon when you score it.

Boon counter: Gain an action. Use this ability only once per turn and only during your turn.

193

Corporate Coup

-
5 2

Put [15] from the bank on Corporate Coup when you score it.

Action: Take [3] from Corporate Coup, if it has any bits.

194

Corporate Downsizing

-
3 2

When you score Corporate Downsizing, show to Runner any number of agenda cards stored in HQ. Gain bits equal to twice the combined agenda points of these cards; then shuffle them into R&D.

195

Corporate Retreat

-
4 3

You lose the following ability as soon as you rez or install any card.

Action: Gain [2]

196

Corporate War

-
3 3

If you have [12] or more bits in your pool when you score Corporate War, gain [12]; otherwise lose all bits.

197

Data Fort Reclamation

-
4 2

Gain [10] and choose up to four cards stored in HQ when you score Data Fort Reclamation. Create a new data fort using the cards chosen. Install the cards one at a time; you may rez them when you install them. Then, return to the bank any of the [10] not spent.

You may use additional bits from your bit pool to rez and install the cards.(–Sparky, Netrunner-L)
Note that you are not gaining actions in order to construct the data fort, but simply constructing it as a result of scoring Data Fort Reclamation. So this card does not supply actions you can forgo in order to get rid of virus counters, for example.(–Official Netrunner Rulings)
198

Detroit Police Contract

-
4 1

Put [12] from the bank on Detroit Police Contract when you score it. Take [2] from Detroit Police Contract, if it has any bits, at the start of each of your turns.

199

Employee Empowerment

-
4 3

Your may choose to draw an additional card at the start of each of your turns.

Action: Draw two cards.

The additional draw provided by Employee Empowerment is a start-of-turn effect separate from the normal draw; the Corp can draw one card and look at it before deciding whether or not to draw another card.(–JD Wiker, Netrunner-L)
200

Encryption Breakthrough

-
5 2

All code gates have +1 strength. When you score Encryption Breakthrough, reveal as many code gates as you wish, Then, gain [1] for each revealed or rezzed code gates.

201

Executive Extraction

-
3 1

Difficulty of Gray Ops agendas is reduced by 1.

See notes on Artificial Security Directors.
202

Genetics-Visionary Acquisition

-
3 1

Difficulty of Research agendas is reduced by 1.

See notes on Artificial Security Directors.
203

Hostile Takeover

-
3 1

Gain [5] when you score Hostile Takeover.

204

Ice Transmutation

-
5 3

Choose a piece of rezzed ice when you score Ice Transmutation. That ice now has +1 strength, and each subroutine on it is repeated once, Treat this as if each repeated subroutine appeared immediately after the original subroutine.

If the Corporation scores Ice Transmutation and uses it on a piece of ice that is subsequently derezzed but not removed from play, the ice remembers that it was affected by Ice Transmutation. If that same card is uninstalled or trashed and later replayed, it does not remember the change.(–Netrunner FAQ v.1.0)
This effect doubles all subroutines provided by the ice itself, even those that are generated after Ice Transmutation takes effect. It will not double subroutines provided by other abilities; for example, two Ice Transmutations don't double the subroutines the other Transmutation provides. However, it will double subroutines that are not actually printed on the card; for instance, Ice Transmutation will repeat the subroutines generated by the card text on Minotaur (note that this is a reversal of a previous ruling).(–Official Netrunner Rulings)
205

Main-Office Relocation

-
4 3

Hand size +2

206

Marine Arcology

-
3 2

Action, Action: Gain [3]

In order to get the benefit of Marine Arcology, you must have two actions immediately available to you; actions must be consecutive and they must all be spent on the same turn. (–Sparky on South African Mining Corp, Netrunner-L)
207

Netwatch Operations Office

-
5 2

Action: Trace2 If trace is successful, give Runner a tag.

208

On-Call Solo Team

-
4 3

Action: Do 1 meat damage. Use this ability only if the Runner is tagged.

209

Political Coup

-
4 2

Put [12] from the bank on Political Coup when you score it.

Action: Take [3] from Political Coup, if it has any bits.

210

Political Overthrow

-
9 6

Action: Gain [3]

211

Polymer Breakthrough

-
6 3

Gain [1] at the start of each of your turns.

212

Priority Requisition

-
5 3

You may rez a piece of ice, at no cost, when you score Priority Requisition.

"At no cost" does not cover additional "above the rez cost" costs (cf. Caryatid or Digiconda), since these are not part of the rez cost.(–Sparky, Netrunner-L)
"At no cost" means you waive the normal bit/action cost for whatever the action is, as well as any special costs listed in the text; all outside penalties still apply.(–Tom Wylie via Sparky, Netrunner-L)
213

Private Cybernet Police

-
7 2

Action: Trace5 If trace is successful, give Runner a tag.

214

Project Babylon

-
3 1

Score 1 additional agenda point for every two advancement counters over Project Babylon's difficulty that are on Project Babylon when you score it.

The Runner only scores 1 agenda point for stealing Project Babylon, regardless of the number of advancement counters on it.(–Sparky, Netrunner-L)
215

Security Net Optimization

-
5 3

Choose a fort when you score Security Net Optimization. That fort gives all ice installed on it +1 strength.

The fort gives the bonus to ice installed on it before and after Security Net Optimization is scored.(–Sparky, Netrunner-L)
216

Security Purge

-
3 2

Show the top three cards of R&D to Runner when you score Security Purge. If any of those cards are ice, insall and rez them, at no cost. Trash the rest of those cards.

"At no cost" does not cover additional "above the rez cost" costs (cf. Caryatid or Digiconda), since these are not part of the rez cost.(–Sparky, Netrunner-L)
"At no cost" means you waive the normal bit/action cost for whatever the action is, as well as any special costs listed in the text. All outside penalties still apply, so the Purge still has to account for Restrictive Net Zoning and similar cards.(–Tom Wylie via Sparky, Netrunner-L)
If the Corp scores Security Purge when there are fewer than three cards left in R&D, the Corp shows as many cards as there are in R&D to the Runner and fulfills as much of the Purge effects as possible; since the effects do not require the Corp to "draw" the cards, the Corp player cannot lose the game by scoring this agenda.(–Skipper Pickle, Netrunner-L)
Security Purge says 'rez them, at no cost'. 'No cost' refers to the number in the upper right corner of a card. Security Purge doesn't let you get out of paying Glacier's agenda point cost. Note that Security Purge instructs you to install and rez the ice, which means you have to do so if possible. If there are additional costs to install + rez, and you can pay them, you have to install + rez and pay those costs. I.e, if you've scored any agenda, and Security Purge turns up Glacier, you have to install + rez Glacier, and therefore spend 1 of your agenda points.(–Tom Wylie)
217

Strike Force Kali

-
6 3

Action: Do 2 meat damage. Use this ability only if Runner is tagged.

218

Subsidiary Branch

-
6 1

Gain an action during each of your turns.

Barring interaction from other cards, the Corporation will have four actions per turn for the remainder of the game, including during the turn in which Subsidiary Branch is scored.(–Netrunner FAQ v.1.0)
219

Superior Net Barriers

-
6 3

All walls have +1 strength. When you score Superior Net Barriers, reveal as many walls as you wish, then gain [1] for each revealed or rezzed wall.

220

Tycho Extension

-
4 4

221

Asp

--
4 4

Subroutine Trace5 If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay [1].

222

Ball and Chain

-
2 5

Subroutine For the remainder of the run, Runner must pay [2] when encountering a piece of ice, in addition to any other costs, or end the run.

If the Corp subsequently rezzes a piece of ice, and the Runner refuses to pay the 2 bits, the Runner is not affected by the subroutines on that piece of ice.(–Sparky, Netrunner-L)
You only encounter rezzed ice, so the decision on whether or not to pay is made after the Corp has rezzed the ice. (–Sparky, Netrunner-L)
223

Banpei

--
4 0

Subroutine Trash a program.

Subroutine End the run.

224

Bolter Cluster

---
7 4

Subroutine Do 4 Net damage.

Subroutine Runner cannot break any subroutines of the next piece of ice encountered during the run.

225

Canis Major

--
0 4

Subroutine For the remainder of the run, all further ice is encountered at +2 strength.

226

Canis Minor

--
0 5

Subroutine For the remainder of the run, all further ice is encountered at +1 strength.

227

Cerberus

----
11 5

Subroutine Do 3 Net damage.

Subroutine Trace5 If trace is successful, give Runner a Cerberus counter. Each Cerberus counter does 2 Net damage at the start of each run. Runner may remove a Cerberus counter by taking an action to spend [4].

Subroutine End the run.

228

Cinderella

----
8 6

Subroutine Trace6 If trace is successful, end the run, trash a piece of hardware, and do 2 meat damage. This damage cannot be prevented.

229

Code Corpse

---
10 5

Subroutine Do 1 brain damage.

Subroutine Do 1 brain damage.

230

Cortical Scanner

-
7 3

Subroutine End the run.

Subroutine End the run.

Subroutine End the run.

231

Cortical Scrub

----
7 3

Subroutine Do 1 brain damage.

Subroutine End the run.

232

Crystal Wall

-
4 3

Subroutine End the run.

233

D' Arc Knight

--
6 2

Subroutine Trash a program.

Subroutine End the run.

234

Data Darts

---
5 3

Subroutine Do 3 Net damage.

Subroutine Runner cannot break any subroutines of the next piece of ice encountered during the run.

235

Data Naga

--
9 5

Subroutine Trash a program.

Subroutine End the run.

236

Data Raven

-
5 5

Subroutine Trace5 If trace is successful, give Runner a tag and a Data Raven counter. Each Data Raven counter gives Runner a tag at the start of each of his or her turns. Runner may remove a Data Raven counter by taking an action to pay [1].

237

Data Wall

-
1 0

Subroutine End the run.

238

Data Wall 2.0

-
2 1

Subroutine End the run.

239

Endless Corridor

-
4 2

Subroutine End the run.

Subroutine End the run.

240

Fang

--
5 4

Subroutine Trace4 If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay [2].

241

Fang 2.0

--
6 5

Subroutine Trace5 If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay [2].

242

Fatal Attractor

---
1 4

Subroutine The next time Runner encounters a piece of ice during the run, do 3 Net damage unless Runner breaks all subroutines of that piece of ice.

243

Fetch 4.0.1

--
0 3

Subroutine Trace3 If trace is succesful, give Runner a tag.

244

Filter

-
0 0

Subroutine End the run.

245

Fire Wall

-
5 4

Subroutine End the run.

246

Fragmentation Storm

--
6 4

Subroutine Trace4 If trace is successful, end the run and trash a program, and Runner cannot run again until Runner takes an action to pay [1].

247

Haunting Inquisition

-
8 6

Subroutine Runner cannot make another run during his or her next six actions.

Subroutine End the run.

If the Runner somehow suffers the first subroutine more than once (for example, it was doubled by Ice Transmutation), the effects apply in parallel, not serially. For example, running into a transmuted Inquisition only affects the Runner's next six actions, not her next twelve.(–Official Netrunner Rulings)
The "six actions" to which Haunting Inquisition refers must consist of actions the Runner actually takes; they cannot be actions that were somehow gained but not taken nor actions that have been forgone.(–Skipper Pickle, Netrunner-L)
248

Homewrecker™

----
7 5

Subroutine Trace5 If trace is successful, end the run, trash a piece of Hardware, and do 2 meat damage. This damage cannot be prevented.

249

Hunter

--
2 5

Subroutine Trace5 If trace is succesful, give Runner a tag.

250

Ice Pick Willie

--
5 1

Subroutine Trash a program.

Subroutine End the run.

251

Jack Attack

--
3 3

Subroutine For the remainder of the run, Runner cannot jack out.

Subroutine Trace5 If trace is succesful, give Runner a tag.

The Runner may no longer choose to jack out, but effects which end the run still work.(–Sparky, Netrunner-L)
As with any "you cannot do this" effect, this effect prohibits the Runner from jacking out at all, even through effects such as Smarteye or Speed Trap.(–Official Netrunner Rulings)
252

Keeper

-
4 4

Subroutine End the run.

253

Laser Wire

-
4 2

Subroutine Do 1 Net damage.

Subroutine End the run.

254

Liche

---
14 6

Subroutine Do 1 brain damage.

Subroutine Do 1 brain damage.

Subroutine Do 1 brain damage.

Subroutine End the run.

255

Mastiff

-----
12 5

Subroutine Do 1 brain damage.

Subroutine Do 1 Net damage.

Subroutine For the remainder of the run, all ice is encountered at +1 strength.

Subroutine Trace5 If trace is successful, give Runner a Mastiff counter. Each Mastiff counter does 1 brain damage at the start of each run. Runner may remove a Mastiff counter by taking an action to spend [4].

Subroutine End the run.

256

Mazer

-
5 5

Subroutine End the run.

257

Nerve Labyrinth

-
6 4

Subroutine Do 2 Net damage.

Subroutine End the run.

258

Neural Blade

--
4 4

Subroutine Do 1 Net damage.

Subroutine Runner cannot break any subroutines of the next piece of encountered during the run.

259

π in the 'Face

--
5 3

Subroutine End the run.

260

Pocket Virtual Reality

-
7 4

Subroutine Trace6 If trace is succesful, give Runner a tag.

Subroutine Trace6 If trace is succesful, give Runner a tag.

Whenever Pocket Virtual Reality is encountered, gain [4]. Use these bits only to pay for the above traces. When the encounter ends, return to the bank any of the [4] you did not spend.

261

Quandary

-
2 2

Subroutine End the run.

262

Razor Wire

-
6 3

Subroutine Do 2 Net damage.

Subroutine End the run.

263

Reinforced Wall

-
8 4

Subroutine End the run.

Subroutine End the run.

264

Rex

--
4 3

Subroutine Trace3 If trace is succesful, end the run, and Runner cannopt run again until Runner takes an action to pay [2].

265

Rock Is Strong

-
6 5

Subroutine End the run

266

Scramble

-
3 3

Subroutine End the run.

267

Sentinels Prime

--
8 4

Subroutine Trash a program.

Subroutine End the run.

268

Shock.r

---
1 3

Subroutine Runner cannot break any subroutines of the next piece of ice encountered during the run, and cannot jack out until after that encounter.

The Runner may not choose to jack out, but effects which end the run still work.(–Sparky, Netrunner-L)
If the Runner does not encounter any more ice on the fort, the Runner may not jack out for the remainder of the run.(–Skipper Pickle, Netrunner-L)
269

Shotgun Wire

-
8 5

Subroutine Do 2 Net damage.

Subroutine End the run.

270

Sleeper

-
1 1

Subroutine End the run.

271

TKO 2.0

---
7 4

Subroutine End the run, and Runner forgoes his or her next action.

272

Too Many Doors

-
1 3

Subroutine Secretly spend [0], [1], or [2]; Runner does the same. Then you and Runner reveal how much each of you spent. End the run unless you spent as many bits as Runner spent.

273

Triggerman

--
7 3

Subroutine Trash a program.

Subroutine End the run.

274

Tutor

-
4 5

Subroutine For the remainder of the run, all ice encountered has an additional subroutine, "Subroutine End the run," after all other subroutines.

Tutor does not modify itself, unless the Runner encounters it again later in the run (cf. Vacuum Link). (–Netrunner FAQ v.1.0)
275

Vacuum Link

--
3 5

Subroutine Roll a die. If you roll a 1, 2, or 3, Runner resumes the run from that many pieces of rezzed ice back, or jacks out. If there are not that many pieces of ice, Runner returns to the first piece of ice.

If there aren't enough pieces of ice on the fort, the Runner simply returns to the outermost piece of ice. This might be Vacuum Link itself.(–Official Netrunner Rulings)
276

Viral 15

-
5 3

Subroutine For the remainder of the run, Runner must pay [1] to jack out, in addition to any other costs.

Subroutine For the remainder of the run, Runner trashes an installed after passing each piece of rezzed ice, including Viral 15, unless Runner jacks out.

The Runner chooses the program(s) to be trashed.(–Sparky, Netrunner-L)
277

Virizz

-
2 4

Subroutine For the remainder of the run, Runner must pay an additional [1] to break each ice subroutine.

278

Wall of Ice

-
13 6

Subroutine Do 2 Net damage.

Subroutine Do 2 Net damage.

Subroutine End the run.

Subroutine End the run.

279

Wall of Static

-
3 2

Subroutine End the run.

280

Zombie

---
9 4

Subroutine Do 1 brain damage.

Subroutine Do 1 brain damage.

Subroutine End the run.

281

Accounts Receivable

-
5

Gain [9]

282

Annual Reviews

0

Draw three cards.

283

Audit of Call Records

0

Play only if Runner attempted two or more runs during his or her last turn.

Trace5 If trace is successful, give Runner a tag.

284

Chance Observation

2

Play only if Runner attempted a run during his or her last turn.

Trace5 If trace is successful, give Runner a tag.

285

Closed Accounts

-
1

Play only if Runner is tagged. Runner loses all bits.

The Runner only loses bits in his or her bit pool; bits stored on installed cards are not affected.(–Sparky, Netrunner-L)
286

Corporate Detective Agency

1

Play only if Runner is tagged. Trash up to two resources, at no cost.

If either one of the two resources is Time to Collect, the Runner can successfully use Time to Collect to prevent the trashing of the other resource. (–Sparky, Netrunner-L)
287

Datapool® by Zetatech

-
1

Play only if Runner is tagged. Give Runner two tags.

288

Day Shift

0

Draw two cards and gain [1].

289

Edgerunner, Inc., Temps

1

Gain three consecutive actions, which you may use only to install cards. You are not required to take all three of these actions.

The actions gained from Edgerunner, Inc., Temps may be forgone to remove Virus counters. (–JD Wiker, Netrunner-L)
290

Efficiency Experts

-
0

Gain [3]

291

Falsified-Transactions Expert

1

Move up to three advancement counters from one card to another installed card that can be advanced.

292

Management Shake-Up

10

Add three advancement counters to any combination of installed cards that can be advanced.

Yes, you can add all of the advancement counters to the same card.(–Wendy Wallace, Netrunner-L)
The advancement counters do not come from your bit pool; bits and advancement counters are not the same. (–Sparky, Netrunner-L)
293

Netwatch Credit Voucher

-
0

Play only if Runner is tagged. Give Runner a tag, and gain [1].

294

New Blood

0

Conceal all revealed but unrezzed ice; then rearrange your installed ice by swapping pairs of ice while Runner looks away.

295

Night Shift

0

Gain [2] and draw one card.

296

Off-Site Backups

0

Bring any card from Archives into HQ.

297

Overtime Incentives

4

Gain two actions.

298

Planning Consultants

-
0

Look at the top five cards of R&D and arrange them in any order you choose.

299

Power Grid Overload

-
X

Play only if Runner is tagged. Trash X pieces of hardware, other than cybernetics.

The Corporation chooses the order in which the Runner's hardware cards hit the Runner's trash pile. Any effects caused by the trashing of those cards (for example, the Runner's having to trash programs due to reduced MU after memory chips have been trashed) are handled only after all those cards are trashed.(–Netrunner FAQ v.1.0)
300

Project Consultants

12

Add four advancement counters to any combination of installed cards that can be advanced.

Yes, you can add all of the advancement counters to the same card.(–Wendy Wallace, Netrunner-L)
The advancement counters do not come from your bit pool; bits and advancement counters are not the same.(–Sparky, Netrunner-L)
301

Punitive Counterstrike

-
0

Play only if Runner is tagged. Do 2 meat damage.

302

Scorched Earth

-
3

Play only if Runner is tagged. Do 4 meat damage.

303

Silver lining Recovery Protocol

0

If any agendas were stolen during Runner's last turn, gain bits equil to three times the number of advancement counters those agendas had.

304

Systematic Layoffs

5

Add two advancement counters to any combination of installed cards that can be advanced.

Yes, you can add both advancement counters to the same card.(–Wendy Wallace, Netrunner-L)
The advancement counters do not come from your bit pool; bits and advancement counters are not the same. (–Sparky, Netrunner-L)
305

Team Restructuring

1

Add one advancement counter to each of up to two installed cards that can be advanced.

When the Corporation plays Team Restructuring, we cannot put both advancement counters on one card.(–Netrunner FAQ v.1.0)
The advancement counters do not come from your bit pool; bits and advancement counters are not the same. (–Sparky, Netrunner-L)
306

Trojan Horse

2

Play only if Runner stole any agendas during his or her last turn.

Give Runner a tag.

307

Urban Renewal

-
6

Play only if Runner is tagged. Do 5 meat damage.

308

ACME Savings and Loan

-
0 0

Rezzing ACME S&L costs 1 agenda point, in addition to the normal cost. When you rez ACME S&L, gain [12] and trash ACME S&L. For the remainder of the game, pay [1] at the end of each of your turns, or lose the game. You can remove this effect, and score 1 agenda point, by taking an action to pay [12].

309

BBS Whispering Campaign

-
0 4

Put [16] from the bank on BBS Whispering Campaign when you rez it. When all the bits have been removed, trash BBS Whispering Campaign.

Action: Take [2] from BBS Whispering Campaign.

310

Blood Cat

-
6 0

Action: Trace5 If trace is successful, give Runner a tag.

311

Braindance Campaign

--
6 7

Put [12] from the bank on Braindance Campaign when you rez it. Take [2] from Braindance Campaign at the start of each of your turns. When all the bits have been removed, trash Braindance Campaign.

312

Chicago Branch

-
2 1

Action, [3]: Add two advancement counters to an installed card that can be advanced.

313

City Surveillance

-
1 2

For each card Runner draws, give Runner a tag unless Runner pays [1], in addition to any other costs, to avoid receiving that tag. You may rez City Surveillance just before the card is drawn.

When Crash Everett, Inventive Fixer is in play, you must take a tag or pay [1] for the additional card you draw.(–Wendy Wallace, Netrunner-L)
When using Ronin Around, you don't have to pay because Ronin Around doesn't say draw.(–Wendy Wallace, Netrunner-L)
If the Runner draws a card without announcing that action, the Corp can still respond by rezzing City Surveillance; "the fact that the Runner isn't being talkative doesn't allow him to get away with drawing without CS being rezzed." (–Tom Wylie via JD Wiker, Netrunner-L)
Yes, we may interrupt the Runner's action to rez City Surveillance (e.g., if the Runner plays Jack 'n' Joe, we may rez City Surveillance to force the Runner to either take three tags or pay three bits or any combination thereof).(–Sparky, Netrunner-L)
The Runner cannot decide not to complete an action because City Surveillance is rezzed during that action.(–Netrunner FAQ v.1.0)
314

Corporate Negotiating Center

-
0 3

At the start of each of your turns, gain [1] for each agenda card stored in HQ that you show to Runner.

Multiple Corporate Negotiating Centers work independently of each other; process each one individually as a start-of-turn effect. (–Sparky, Netrunner-L)
315

Corprunner's Shattered Remains

-
2 0

You may advance Shattered Remains before and after you rez it. When Runner accesses Shattered Remains, it destroys one piece of hardware for each advancement counter on it.

ERRATA Should read, "When Runner accesses Shattered Remains, trash one piece...."(–Sparky, Netrunner-L)
316

Cowboy Sysop

0 3

Action: Choose one of your installed cards to be uninstalled. Store it in HQ.

Cowboy Sysop can uninstall itself.(–JD Wiker, Netrunner-L)
317

Data Masons

1 1

Cost to rez walls is reduced by [2]. All walls have +1 strength.

This ability applies to any means of rezzing a piece of ice, not just the standard way of doing so; apply the Data Masons modification before implementing the rezzing effect (e.g., with a Data Masons in play, Olivia Salazar would rez ice for (X-1)/2).(–Official Netrunner Rulings)
While the number of bits you pay to rez a piece of ice is reduced, its actual rez cost is considered unchanged. Thus, Startup Immolator must pay the normal rez cost, Dr. Dreff isn't helped out by this ability, and so on. (–Official Netrunner Rulings)
318

Department of Truth Enhancement

-
2 1

Action: Put [3] from the bank on Department of Truth Enhancement.

Action: Take all the bits from Department of Truth Enhancement.

319

Disinfectant, Inc.

0 4

You may pay [1] to avoid receiving a Virus counter. Use this ability only once each turn.

320

Encoder, Inc.

0 1

Cost to rez code gates is reduced by [1]. All code gates have an additional subroutine, "*End the run," after all other subroutines.

See Data Masons for related rulings on effects that reduce rez costs.
321

ESA Contract

0 3

Action: Draw two cards.

322

Euromarket Consortium

2 4

Hand size +2

Action, [1]: Draw two cards.

If a node that increases the Corp's hand size is trashed, the Corp's hand size is reduced immediately, but no discards are made until the end of the Corp's turn.(–Sparky, Netrunner-L)
323

Experimental AI

--
2 0

You may advance Experimental AI before and after you rez it. When Runner accesses Experimental AI, it destroys one program for each advancement counter on it.

ERRATA Should read, "When Runner accesses Experimental AI, trash one program...."(–Sparky, Netrunner-L)
324

Fortress Architects

0 3

Cost to install ice is reduced by [1].

See notes on Chester Mix
325

Hacker Tracker Central

-
0 2

After each trace attempt, whether successful or not, put [1] from the bank on Hacker Tracker Central. During a trace attempt, each bit you spend from Hacker Tracker Central increases by 1 both your trace strength and your trace limit.

ERRATA Should say "trace value," instead of "trace strength."(–Sparky, Netrunner-L)
326

Holovid Campaign

-
4 7

Put [12] from the bank on Holovid Campaign when you rez it.Take [1] from Holovid Campaign at the start of each of your turns. When all the bits have been removed, trash Holovid Campaign.

327

I Got a Rock

-
3 2

Action, 3 Agenda points: Do 15 meat damage to Runner. Use this ability only if Runner has two or more tags.

328

Information Laundering

-
0 1

You may advance Information Laundering before and after you rez it.

Action, Trash: Gain [4] for each advancement counter on Information Laundering.

329

Investment Firm

-
1 2

Take [1] from Investment Firm, if it has any bits, at the start of each of your turns. Whenever [1] or more bits are added to your pool, you may put [2] from the bank on Investment Firm for each [1] you choose not to add to your pool. Effects that give you bits at the start of your turn cannot be used this way.

You can put 2 bits on each Investment Firm for each bit that you choose not to add to your pool.(–JD Wiker, Netrunner-L)
The bits may come from any source.(–JD Wiker, Netrunner-L)
"Note that you don't spend bits to put bits on Investment Firm, but modify whatever effect is putting bits into your pool. So restrictions on spending those bits don't apply. Therefore, you can convert normally-specialized bits into Investment bits." (–Tom Wylie via JD Wiker, Netrunner-L)
330

Krumz

-
0 2

Put [1] from the bank on Krumz when you rez it. Use this bit only to pay for traces. If you use this bit, replace it at the start of your next turn.

331

Nevinyrral

--
3 5

Gain an action during each of your turns. If Nevinyrral leaves play while rezzed, you lose the game.

332

Newsgroup Taunting

1 0

At the start of each run, Runner must pay [1], in addition to any other costs, or end the run.

The Corp cannot rez Newsgroup Taunting at the start of a run; to force the Runner to pay the extra bit, Newsgroup Taunting must already be rezzed when the Runner declares the run.(–Sparky, Netrunner-L)
333

Omniscience Foundation

-
0 1

Give Runner a tag at the end of each turn during which Runner received a tag.

The effect only occurs if Omniscience Foundation is in play at the end of the turn.(–Wendy Wallace, Netrunner-L)
334

Pacifica Regional AI

-
0 0

You may advance Pacifica Regional AI before and after you rez it.

Regional AI advancement counter: Gain an action.

ERRATA Add to the ability line "Use this ability only during your turn." (–Sparky, Netrunner-L)
Neither player can use effects to gain actions during the other player's turn.(–Netrunner FAQ v.1.0)
335

Remote Facility

-
5 1

Gain an action during each of your turns.

The action is gained immediately (e.g., if the Corp rezzes Remote Facility after its third action, it can take a fourth action).(–Sparky, Netrunner-L)
If, during the Corp's turn, the Corp trashes Remote Facility prior to using the extra action it provides, the extra action is lost.(–Sparky, Netrunner-L)
When a card states that you will get an extra action per turn, you must declare when you use it. If something trashes a Remote Facility during the Corp's turn and the Corp has not declared that it had used the Remote Facility's extra action, the action is lost. In 'formal' play, it's not assumed that the first action taken is the bonus action.(–Sparky, Netrunner-L)
336

Rescheduler

-
0 3

Action: Note the number of cards stored in HQ. Shuffle those cards into R&D, and then draw that many cards.

337

Rockerboy Promotion

-
4 3

Put [15] from the bank on Rockerboy Promotion when you rez it. When all the bits have been removed, trash Rockerboy Promotion.

Action: Take [3] from Rockerboy Promotion.

338

Rustbelt HQ Branch

-
0 2

Hand size +2

If a node that increases the Corp's hand size is trashed, the Corp's hand size is reduced immediately, but no discards are made until the end of the Corp's turn. (–Sparky, Netrunner-L)
339

Schlaghund

--
2 4

Action: Roll a die. If you roll less than or equal to the number of tags Runner has, Schlaghund does 10 meat damage and you trash Schlaghund.

340

Setup!

-
0 0

When Runner accesses Setup!, it does 2 Net damage, even if it is not installed. Ignore this effect if Runner accesses it from the Archives. If Setup! is accessed from R&D, Runner must show it to you.

If Setup! has been installed and is accessed from a subsidiary data fort, the Corp must rez it for it to take effect (as a result, the Runner may activate Speed Trap in response and escape its effects).(–Tom Wylie, Pacificon)
341

Skälderviken SA Beta Test Site

0 2

Cost to rez black ice is reduced by [2].

See notes on Data Masons.
342

Solo Squad

0 3

Action: Do 1 meat damage. Use this ability only if Runner is tagged.

343

South African Mining Corp

-
0

Action, Action, Action: Gain [6].

In order to get the benefit of South African Mining Corp, you must have three actions immediately available to you; actions must be consecutive and they must all be spent on the same turn.(–Sparky, Netrunner-L)
344

Spinn® Public Relations

-
1 4

Take [1] from Spinn® Public Relations, if it has any bits, at the start of each of your turns.

Action: put [3] from the bank on Spinn® Public Relations.

345

TRAP!

-
0 0

If you pay [4] when Runner accesses TRAP!, it does 3 Net damage and gives Runner a tag, even if TRAP! is not installed. Ignore this effect if Runner accesses it from the Archives. If TRAP! is accessed from R&D, Runner must show it to you.

If TRAP! has been installed and is accessed from a subsidiary data fort, the Corp must rez it for it to take effect (as a result, the Runner may activate Speed Trap in response and escape its effects). (–Tom Wylie, Pacificon)
You can pay the 4 bits only once each time the Runner accesses TRAP! (–Sparky on Pattel Antibody, Netrunner-L)
346

Vacant Soulkiller

-
2 0

You may advance Vacant Soulkiller before and after you rez it.When Runner accesses Vacant Soulkiller, it does 1 brain damage for each advancement counter on it.

347

Vapor Ops

0 1

You may advance Vapor Ops before and after you rez it.

Vapor Ops advancement counter: Gain [1].

Action: Move any number of advancement counters from Vapor Ops to another installed card that can be advanced.

The Corporation can use this special function at the same time it can rez a card.(–Netrunner FAQ v.1.0)
348

Virus Test Site

-
0 0

You may advance Virus Test Site before and after you rez it. When Runner accesses Test Site, it does 2 Net damage per advancement counter on it, or 1 Net damage if it has no counters, even if it is not installed or rezzed. Ignore this effect if Runner accesses it from the Archives. If Test Site is accessed from R&D, Runner must show it to you.

If it is installed and rezzed, Virus Test Site does 2 Net damage per advancement counter on it; if it has no advancement counters on it, it does 1 Net damage.(–Sparky, Netrunner-L)
It must be rezzed to do 2 Net damage per advancement counter; if it has advancement counters, but the Corp chooses not to rez it, it still does 1 Net damage.(–Official Netrunner Rulings)
349

Aardvark

0 4

Runner cannot use worms during runs on this fort. If Runner uses a worm during a run on this fort before Aardvark is rezzed, you may rez Aardvark to trash that worm, and any bits spent using that worm on the current piece of ice are lost to no effect. Runner may then use further icebreakers to break the ice.

Note that the card text explicitly breaks the rules by allowing you to rez this card in response to an action of the Runner's, namely using a worm.(–Official Netrunner Rulings)
As with other "you cannot do this" effects, the Runner is flatly prohibited from using worms during runs on that fort, even if the worm would normally require the Runner to use it during that run.(–Official Netrunner Rulings)
350

Antiquated Interface Routines

2 1

All ice on this fort has +1 strength.

351

Bizarre Encryption Scheme

0 1

Runner does not score any agenda (or agendas) on a run during which Bizarre Encryption Scheme is accessed; return that agenda to the fort instead. Runner scores the agenda at the start of his or her next turn if neither you nor Runner has scored it by then. This does not affect any further runs.

ERRATA Reword as follows "Bizarre Encryption Scheme may only be installed in a subsidiary data fort. Runner does not score any agenda (or agendas) that he or she accesses from this fort; return the agenda to the fort instead. Runner scores the agenda at the start of his or her next turn if it is still in the fort."(–Sparky, Netrunner-L)
If you re-access Bizarre Encryption Scheme on a second run, the whole card text takes effect again and you can't score the agenda, but if you trash it, then run again, you can score the agenda.(–Sparky, Netrunner-L)
Under the errata, if the agenda leaves a Bizarrely-Encrypted fort, Bizarre Encryption Scheme loses track of the agenda, and the Runner does not score it.(–Sparky, Netrunner-L)
An agenda scored at the beginning of the Runner's turn in this way is considered neither stolen nor accessed. Thus, if the agenda is a Fetal AI, then, at the beginning of the Runner's next turn, the Runner will score the Fetal AI without any obligations--no Net damage, no 2 bits to pay. (–Skipper Pickle, Netrunner-L,)
352

Chester Mix

-
0 3

Cost to install ice on this fort is reduced by [2].

This ability reduces additional costs imposed on installing the ice, such as by Jenny Jett or Restrictive Net Zoning.(–Official Netrunner Rulings)
353

Chimera

-
2 3

When Runner accesses Chimera, trash a daemon.

354

Crybaby

-
1 2

When Runner accesses Crybaby, give Runner a Crying counter. Each Crying counter reduces Runner's link by 2 during each trace attempt. Runner can remove a Crying counter by taking an action to pay [2].

355

Crystal Palace Station Grid

-
5 5

Runner must pay [1], in addition to the normal cost, to break each subroutine of each piece of ice encountered during runs on this fort.

Since a Runner can use Pile Driver to break "up to four" subroutines on a piece of ice, the Runner may choose to pay the extra bit only for those subroutines he or she wishes to break.(–Netrunner FAQ v.1.0)
Under Dropp's corrected wording (0 Break all subroutines...) the Runner cannot choose to break only some of the subroutines on a piece of ice. The additional one-bit payment must be made for all or none of the subroutines. (–Netrunner FAQ v.1.0)
356

Dedicated Response Team

-
1 2

When Runner accesses Dedicated Response Team, it does 3 meat damage. Ignore this effect unless Runner is tagged.

357

Dieter Esslin

--
0 3

When Runner accesses Dieter Esslin, Dieter does 1 Net damage.

358

Dr. Dreff

-
0 3

Whenever Runner makes a successful run on this fort, you may choose an ice card stored in HQ. Pay half of that card's rez cost, rounded down, to force Runner to encounter it; the run is not considered successful unless Runner passes that piece of ice. Trash that ice after the encounter ends. Use this ability only once during each run on this fort.

ERRATA Dr. Dreff should say "Whenever the Runner passes the last piece of ice on this fort or declares a run on it when it has no ice,...." rather than referring to "successful runs." (–Sparky, Netrunner-L)
If the run is being made on a fort other than the one from which cards are to be accessed, Dreff may be used if he is installed in the fort on which the run is being made. If Dreff were installed in the fort from which cards are to be accessed, he could not be used. So if you want Dreff to defend you from Shredder Uplink Protocol, you need to install in him in the Archives; Dreff in HQ can't help you against Shredder.(–Sparky, Netrunner-L)
If an effect can remove the ice from play before Dreff trashes the ice (e.g., Marionette), Dreff loses track of the ice and does not trash it.(–Sparky, Netrunner-L)
When Dr. Dreff forces the Runner to encounter ice, that ice is not considered "rezzed" (e.g., the Corp could not gain 3 bits by having Dreff force the Runner to encounter Misleading Access Menus).(–JD Wiker, Netrunner-L)
Ice played via Dr. Dreff is not actually installed anywhere, so there's no such thing as other ice being "outside" it; for instance, if Dreff forces the Runner to encounter a Mastermind, the Mastermind will do zero brain damage and have a strength of zero (unless it is some other ice-strength modifier is in play), regardless of how many layers of ice are installed on this fort. (–Tom Wylie via JD Wiker, Netrunner-L)
The Runner never approaches the ice but goes straight to encountering it, so she doesn't have the chance to play abilities before the encounter.(–Official Netrunner Rulings)
If a card refers to the ice "on" the fort, it is referring to ice installed on the fort. Effects that modify or target ice "on" a fort cannot modify or target ice that Dr. Dreff forces the Runner to encounter.(–Skipper Pickle, Netrunner-L)
The Sleepy Ice says '...the cost to rez is reduced by 5..'. Dr Dreff says '...pay half of that card rez cost...'. Since the rez cost is the number shown on top right of a card (as explained on pages 11-12 of the rulebook), and only that, rez cost differs from 'cost to rez' which means 'if you want to rez, do that'. With Dr Dreff, the ice is not rezzed (it is just encountered), so you don't trigger the reduction of rez cost. The Sleepy text just affects efforts to rez the Ice, not 'pay bits equal to card's rez cost' in general.(–Tom Wylie)
You can dreff Dumpster on the archives because Dumpster's restriction is on 'installation' only, and Dr Dreff does not install the Ice.(–Tom Wylie)
359

Jenny Jett

-
1 1

Whenever Runner makes a successful run on this fort, you may choose an ice card stored in HQ. Install that piece of ice on this fort in the innermost position, paying an installation cost of [1] for each piece of ice already on the fort. Runner is now considered to be approaching that piece of ice. Use this ability only once during each run on this fort.

ERRATA Jenny Jett should say "Whenever the Runner passes the last piece of ice on this fort or declares a run on it when it has no ice,..." rather than referring to "successful runs." (–Sparky, Netrunner-L)
If the run is being made on a fort other than the one from which cards are to be accessed, Jenny Jett may be used if she is installed in the fort on which the run is being made. If Jenny were installed in the fort from which cards are to be accessed, she could not be used. So if you want Jenny to defend you from Shredder Uplink Protocol, you need to install in her in the Archives; Jenny in HQ can't help you against Shredder.(–Sparky, Netrunner-L)
Since Jenny Jett "installs" ice, that ice is affected by effects which modify the normal cost(s) to install ice.(–JD Wiker, Netrunner-L)
360

Jerusalem City Grid

-
2 5

Cost to rez walls on this fort is reduced by [2]. All walls on this fort have +1 strength.

See notes on Data Masons.
361

Namatoki Plaza

3 1

Rez Namatoki Plaza when you install it. Install Namatoki Plaza only if you can pay to rez it. Install only inside a subsidiary data fort. That fort may have an additional agenda or node installed inside it. If Namatoki Plaza leaves play while installed, and this results in the fort having too many agendas and nodes installed inside it, trash one of those agendas or nodes.

If Namatoki Plaza leaves play, deal with the effects immediately.(–Tom Wylie via JD Wiker, Netrunner-L)
If this card is trashed, leaving the fort with too many nodes and/or agendas, the Corp chooses which of those cards are trashed.(–Official Netrunner Rulings)
362

New Galveston City Grid

-
1 4

All nodes and other upgrades installed inside this fort cost [2] to trash, in addition to the normal cost.

When the Runner trashes multiple cards in a fort, all of them are trashed at the same time; thus, New Galveston City Grid still increases the cost of everything else being trashed. The only benefit of sequential trashing is that the Runner can determine the order in which the cards hit the Archives.(–Sparky, Netrunner-L)
363

Olivia Salazar

-
0 1

For half cost, rounded down, rez a piece of ice installed on this fort. Derez that ice at the end of the run. Use this ability only once during each run on this fort.

Olivia cannot rez ice that Dr. Dreff causes the Runner to encounter, since Olivia only affects "installed" ice.(–JD Wiker, Netrunner-L)
Multiple Olivia Salazars would enable the Corp to rez more than one piece of ice in a fort for half cost, but could not be used in multiples on the same piece of ice in the same run; the first Olivia would rez the ice, and the others would get there too late.(–JD Wiker, Netrunner-L)
364

Omni Kismet, Ph.D.

-
0 3

Swap a piece of unrezzed ice on this fort with an ice card stored in HQ. The new ice card comes into play concealed. Use this ability only once during each run on this fort.

The Corp can use Omni Kismet, Ph.D.'s special effect after the Runner has activated Smarteye to expose a piece of ice, switching the exposed ice for a piece of concealed ice, which the Runner cannot expose.(–Sparky, Netrunner-L)
365

Paris City Grid

-
2 6

Put [3] from the bank on Paris City Grid when you rez it. Use these bits only to pay for traces made during runs on this fort. If you use any of these bits, replace them at the start of your next turn.

366

Red Herrings

1 1

Runner must pay [5], in addition to any other costs, to steal agendas accessed from this fort, even on the run during which Runner trashes Red Herrings.

If the Runner is using an effect that allows the trashing of any card (e.g., Kilroy Was Here), Red Herrings does not prohibit a Runner from trashing an agenda.(–Sparky, Netrunner-L)
367

Rio de Janeiro City Grid

--
1 6

Roll a die whenever Runner passes a piece of rezzed ice during a run on this fort. On a 1, end the run.

The Corp still rolls for Rio even if effects allow the Runner to pass a piece of ice "automatically" (e.g., Inside Job).(–Sparky, Netrunner-L)
368

Roving Submarine

-
3 0

Install only inside a subsidiary data fort. This fort may be run only if you installed or advanced a card inside or on this fort during your last turn.

ERRATA "This fort may be run only if you installed a card or added an advancement counter to a card inside or on this fort during your last turn."(–Sparky, Netrunner-L)
Cards installed during the Runner's last turn (e.g., with Pavit Bharat) do not allow the fort to be run.(–JD Wiker, Netrunner-L)
369

Singapore City Grid

-
0 5

Swap a piece of unrezzed ice on this fort with an ice card stored in HQ. The new ice card comes into play concealed. Use this ability only once during each run on this fort.

370

Tesseract Fort Construction

2 3

All ice on this fort has an additional subroutine, "Subroutine End the run unless Runner pays [1]" after all other subroutines.

371

Tokyo-Chiba Infighting

-
0 6

Gain [2] after each unsuccessful run on this fort.

372

Turbeau Delacroix

--
1 2

Trace10 If trace is successful, give Runner a tag. Use this ability only when Runner accesses Turbeau Delacroix, and only once during each run on this fort.

373

Twenty-Four-Hour Surveillance

1 2

During runs on this fort, Runner cannot use bits from stealth sources.

374

Washington, D.C., City Grid

-
7 6

The difficulty of agendas installed inside this fort is reduced by 1.

See notes on Artificial Security Directors.

© 2008–2015 Netrunner Online. Support | Contribute

This site is an unofficial resource for the Netrunner CCG by Wizards of the Coast and was not produced, commissioned or endorsed by Wizards of the Coast.

Netrunner is © 1996 Wizards of the Coast, Inc. Cyberpunk 2020, Cyberpunk, and Netrunner therein are trademarks of R.Talsorian Games, Inc. Copyrights in certain text, graphic designs, characters, and places derived from Cyberpunk 2020® are the property of R. Talsorian Games, Inc., and are produced under license to Wizards of the Coast, Inc.

Deckmaster and Wizards of the Coast are registered trademarks of Wizards of the Coast Inc.