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Make a run. If you have 2 or fewer cards in your grip, each installed icebreaker has +2 strength until the end of the run.
All our cards are in near mint condition.
The first time each turn you access a card not in Archives and do not steal or trash it, the Corp must trash 1 card from HQ at random.
Limit 1 console per player.
Whenever the Corp scores an initiative or security agenda, force the Corp to "Trace1 if unsuccessful, take 1 bad publicity."
Play only if you made a successful run on R&D, HQ, and Archives this turn.
Derez up to 3 pieces of ice.
Expose 1 non-ice card, then make a run.
trash: Prevent all but 1 net damage.
The install cost of each piece of ice that is not installed in the innermost position is increased by 1.
Make a run. When this run ends, add Mad Dash to your score area as an agenda worth 1 agenda point if you stole at least 1 agenda during the run; otherwise, suffer 1 meat damage.
If there is a rezzed piece of NEXT ice when you score NEXT Wave 2, you may do 1 brain damage.
The Runner can spend clickclick to break up to 2 subroutines on Zed 2.0.
subroutine Trash 1 hardware.
subroutine If the Runner has spent at least 1 click to break a subroutine during this run, do 2 brain damage.
Defense Construct can be advanced.
trash: Add 1 facedown card from Archives to HQ for each advancement token on Defense Construct. Use this ability only during a run on Archives.
The first time a subroutine on a piece of AP ice is broken each turn, do 1 net damage.
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