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This card is not trashed until another current is played or an agenda is scored.
Whenever the Corp draws 1 or more cards, he or she loses 1credit if it is not the first time he or she has drawn cards this turn.
All our cards are in near mint condition.
Once per turn, when you encounter a piece of ice, you may trash 1 card from your grip. If you do, that ice has -2 strength for the remainder of this run.
Whenever you approach a piece of ice, you may expose it. You may then trash GPI Net Tap to jack out.
If the Corp has at least 10credit, as an additional cost to rez each piece of ice, the Corp must spend credits equal to the number of subroutines on that ice.
Whenever you make a successful run on R&D, you may replace 1 spent recurring credit.
Limit 1 console per player.
2credit: Break all subroutines. Use this ability only by spending credits from stealth cards.
1credit: +1 strength.
Whenever you steal an agenda, force the Corp to "Trace0 If unsuccessful, the Runner gains credits equal to the number of agenda points in both players' score areas."
Resolve two of the following in any order:
Draw 2 cards.
Remove 1 tag.
Expose 1 piece of ice, then make a run.
Make a run and choose an icebreaker. That icebreaker has +2 strength for the remainder of this run.
The Runner can spend click to break any subroutine on Fairchild 1.0.
subroutineThe Runner must pay 1credit or trash 1 of his or her installed cards.
The Runner can spend clickclick to break up to 2 subroutines on Sherlock 2.0.
subroutineTrace4 If successful, add 1 installed program to the bottom of the Runner's stack.
subroutineGive the Runner 1 tag.
The first time each turn you reveal secretly spent credits, gain that many credits.
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