Android Netrunner Rules Summary v1 3
Android Netrunner Rules Summary v1 3
Draw the top card card from R&D. If there are If the Runner is tagged, the Corporation may initiation phaSe to their locations. Any viewed unrezzed cards For each damage (meat, net, or brain) inflicted
none, the Runner wins the game. trash one of his resources. Runner declares which server he is attacking. For remain facedown. on the Runner (by cards and subroutines), the
each Bad Publicity token the Coroporation has, Runner trashes one of his grip cards randomly
action phaSe purge virus counters ( ) R&D into his heap.
Basic Game Rules The Corporation must use all three clicks ( ) Remove all hosted virus counters to the bank. the Runner gains one to use for that run only. Look at the top R&D card (secretly, unless forced
during the action phase to do any of the following If there is no ice, go to the Access Phase. to reveal by card) and all upgrades in the root. For each brain damage, the Runner takes a brain
Setup (costs listed in parentheses). trigger card ability damage token and reduces his maximum grip size
1. Decide on a side and faction. Each player places Any card with the icon may be played by confRontation phaSe hQ by one.
his identity card face up. Draw one card ( ): paying its listed cost. Confrontations begin with the outermost ice. Look at one random card and all upgrades in the
Draw the top card from R&D. root. If he has no cards left to discard from damage or
2. Separate out each kind of token into banks. DiScaRD phaSe approaching ice has a hand size less than zero at the end of his
Gain one credit ( ) Discard cards from HQ facedown and Unless the Runner is approaching the first ice, archives turn, he flatlines, and the Corporation wins.
3. Each player takes 5 credits. Take one credit token( ) from the bank. horizontally into Archives down to limit. Look at all cards (flip them faceup) and all
he can choose to jack out instead to end the run
4. Each player shuffles his deck and draws a upgrades in the root. tRiGGeRinG aBilitieS
install agenda, asset, upgrade, or (which is then unsuccessful).
Players may trigger paid abilities or (for the
starting hand of 5 (this is the starting hand size RunneR tuRn SummaRy
ice ( ) The Corporation may choose to rez (by paying Remote server Corporation) rez non-ice cards at the beginning
limit). He may mulligan once. action phaSe
May install one card facedown (unrezzed and the cost in the upper left) only the approached Look at all the cards in the server. Ice is never of each players turn, after each action of the
Deck BuilDinG RuleS inactive) for each click spent. May pay the credit The Runner must use all four clicks ( ) during ice as well as any other non-ice cards. If the accessed. Action Phase, and at the end of the Discard Phase.
A deck must have at least as many cards as its cost (in the upper left corner) to flip up (rez and the action phase to do any of the following (costs approached ice is not rezzed, the Runner bypasses Paid abilities may be triggered as many times as
identitys minimum deck size (white box on make active) an asset or upgrade if able. listed in parentheses): it and continues on. winninG conDitionS desired if the cost and restrictions can continue
bottom). Draw one card ( ) A player whose points of agenda cards (along to be met.
Cards may be installed in existing servers or in an encountering ice
Only 3 copies of the same card allowed in a deck. empty area to create a new remote server. Cards Draw the top card from the stack An icebreaker can only interact with an ice if its the cards middle left side) in his score area reach If both players may use abilities, the active
already in that server may be trashed first. strength meets or exceeds the ices strength (in seven imediately wins. player uses his first, then the other player, then
The number of out-of-faction cards is limited: Gain one credit ( )
the lower left of each card). Any icebreaker card If the Corporation tries to draw from an empty alternating until one passes. Then neither player
the total influence (box with orbs in the bottom Agendas and assets may only be installed in Take one credit token ( ) from the bank.
abilities that add strength do so only for the R&D, the Runner wins. can trigger a paid ability, rez, or score agendas
corner) of out-of-faction cards cannot exceed the remote servers. A remote server may have up to
install program, resource, or current ice. until the next allowed opportunity (see above).
influence limit of the identity card (shaded box on one agenda or asset. If one already exists, it must If the Runner flatlines (takes damage with no
bottom). Cards without an influence box cannot be trashed first to install a new one. hardware ( ) The icebreakers abilities may allow it to break If effects trigger simultaneously, the active player
cards left or has a maximum hand size of less than
be used with another faction. May install one card faceup (active) for each click subroutines ( ). If there is a subtype listed resolves his effect(s) first, choosing the order
Upgrades may be installed in any server in any zero) at the end of his turn, the Corporation wins.
spent by spending the cards install cost. (sentry, barrier, code gate, or trap), it may only if there are multiple. Prevent/avoid effects
The Corporation decks must have agenda points number. One region upgrade allowed per server.
Programs have a memory cost ( ) that break a subroutine if the ice has that listed as one otheR RuleS disrupt the resolving event that triggers them.
based on deck size: 4044 cards = 1819 points; Ice is installed in the outermost spot (in front combined cannot exceed the Runners total of its subtypes. If no subtype is specified, it can
45-49 cards = 2021 points, 5054 cards = 2223 of all the other cards) on that server for a cost tRace
points, etc. (add 2 for each additional 5 cards). memory units (Runners have 4 MU to start). work on any ice. The Runner may use as many aDDitional teRmS
equal the number of ice cards already protecting If a card initiates a trace, proceed as follows:
Trash any installed programs if in excess until no installed cards as he wishes. Cost: The symbol before the colon (:) shows what
play aRea teRminoloGy the server. longer exceeding the MU. The base strength of the trace is the number must be paid to trigger the effect, e.g., clicks ( ),
Any remaining subroutines now trigger. If they
Terms are divided into Corporatation (blue) and Agendas, assets, and upgrades are placed listed next to the trace text on the card. The credits ( ), or trashing that card ( ).
Resources and hardware are unlimited but may end the run, the run stops and is unsuccessful.
Runner (red) terms. vertically. Ice is placed horizontally. Corporation may increase the trace strength at a
not be trashed. One console hardware is allowed. Repeat the Confrontation Phase until there are no Expose: Show the card to everyone, then return it
cost of 1 per strength.
HQ/Grip: players hand Unless stated by a card effect, cards may never be facedown (if it was facedown).
play an event card ( ) more rezzed ice left or until the run ends.
rearranged. The Runner then calculates his link strength
R&D/Stack: draw deck Play the card face up, resolve its effects, and Forfeit: Remove the agenda from the game. It
acceSS phaSe by counting the total of his links ( ) on all his
Archives/Heap: discard/trash pile play an operation card ( ) discard it. Once having passed all the ice, the Runner may played and identity cards. He may then increase does not score points.
Play the card face up, resolve its effects, and choose to jack out (run ends unsuccessfully). If his link strength at a cost of 1 per strength. Host: A card with other cards (hosted cards)
Central Servers: HQ, R&D, or Archives Remove one tag ( + )
discard it. not, the Corporation can rez any remaining cards. installed on it or counters and tokens placed
Remove one of the Runners tags. If the trace strength exceeds the link strength,
Corporation cards are played on the root of each on it. If a host card leaves play, all hosted cards,
central server (the space below each server) or in advance a card ( + ) make a run ( ) Then, the Runner accesses that servers cards resolve the if successful effects. Otherwise,
Agendas and other cards stating they may be based on the server type (see below). resolve the if unsuccessful effects. counters, and tokens do as well.
separate areas called remote servers. The identity Start a run against the Corporation (see below).
card serves as HQ for installation purposes. advanced may receive an advancement token even Recurring credit ( ): These credits may only be
If he finds an agenda, he must steal it and score it, taGS
while unrezzed. If the tokens equal or exceed an trigger card ability spent as shown and are replaced (back up to the
Runner cards are played on the rig (one row each resolving any when you steal abilities. If a card tags a Runner, he takes a Tag token and
agendas requirement (in the upper right corner), Any card with the icon may be played by number) on the start of that players turn.
for programs, hardware, and resources). it is fully advanced and may optionally be scored. paying its listed cost. Otherwise, he may trash a card if a card has a is considered tagged for all related effects.
If scored, it goes faceup (and active) into the trash icon ( ) by paying the cost in the icon. The Corporation may trash his resources, and Unique cards (): Only one may be active at a
coRpoRation tuRn SummaRy scoring area as a free action, resolving any when DiScaRD phaSe Trashed cards go into the Archive face up. the Runner may remove his tags, by taking the time. Other active copies must be trashed.
you score abilities. Discard cards from grip to heap down to limit. corresponding actions (see above).
The Corporation begins. Players then alternate.
coRpoRation tuRn SummaRy RunneR tuRn SummaRy coRpoRation tuRn SummaRy RunneR tuRn SummaRy
May trigger paid abilities and rez cards*. May trigger paid abilities and rez cards*.
DRaw phaSe DRaw phaSe
action phaSe action phaSe
May trigger paid abilities, rez cards*, and score agendas. Must use all four clicks ( ). May trigger paid abilities, rez cards*, and score agendas. Must use all four clicks ( ).
Draw the top card card from R&D. Draw the top card card from R&D.
Draw one card ( ) from the Stack Draw one card ( ) from the Stack
action phaSe Gain one credit ( ) from the Bank action phaSe Gain one credit ( ) from the Bank
May trigger paid abilities, rez cards*, and score agendas. install program, resource, hardware ( ) May trigger paid abilities, rez cards*, and score agendas. install program, resource, hardware ( )
Combined program memory cost ( ) cannot exceed the Combined program memory cost ( ) cannot exceed the
Must use all three clicks ( ). Runners total memory units (4 MU to start). Only one Must use all three clicks ( ). Runners total memory units (4 MU to start). Only one
installed console hardware is allowed. installed console hardware is allowed.
Draw one card ( ) from R&D Draw one card ( ) from R&D
play an event card ( ) play an event card ( )
Gain one credit ( ) from the Bank Remove one tag ( + ) Gain one credit ( ) from the Bank Remove one tag ( + )
install agenda, asset, upgrade, or ice ( ) make a run ( ) install agenda, asset, upgrade, or ice ( ) make a run ( )
trigger card abilities with cost trigger card abilities with cost
May install one card facedown (unrezzed) for each click May install one card facedown (unrezzed) for each click
spent. Agendas, assets, and upgrades are placed vertically. After each, may trigger paid abilities and rez cards*. spent. Agendas, assets, and upgrades are placed vertically. After each, may trigger paid abilities and rez cards*.
Ice is placed horizontally. Ice is placed horizontally.
DiScaRD phaSe DiScaRD phaSe
Only one agenda or asset allowed per server and may only Discard cards from grip faceup into heap to hand limit. Only one agenda or asset allowed per server and may only Discard cards from grip faceup into heap to hand limit.
be installed on remote servers. Upgrades may be installed May trigger paid abilities and rez cards*. be installed on remote servers. Upgrades may be installed May trigger paid abilities and rez cards*.
on any server. Only one region upgrade allowed per server. on any server. Only one region upgrade allowed per server.
Run Summary Run Summary
Ice must be installed in front of all the other cards Ice must be installed in front of all the other cards
(outermost spot) on that server for a cost equal to the initiation phaSe (outermost spot) on that server for a cost equal to the initiation phaSe
number of ice cards already on the server. Declare attacking server. Runner gets 1 for each Bad Publicity. number of ice cards already on the server. Declare attacking server. Runner gets 1 for each Bad Publicity.
play an operation card ( ) confRontation phaSe play an operation card ( ) confRontation phaSe
Confrontations begin with the (next) outermost ice. Confrontations begin with the (next) outermost ice.
advance a card ( + ) May trigger paid abilities. advance a card ( + ) May trigger paid abilities.
If advancement tokens meet the agendas requirement, it If advancement tokens meet the agendas requirement, it
approaching ice: Runner may jack out (unless first ice). approaching ice: Runner may jack out (unless first ice).
may be scored. may be scored.
May trigger paid abilities and rez cards including ice. May trigger paid abilities and rez cards including ice.
trash a Runner resource ( + ) if tagged Corporation may rez only the approached ice. trash a Runner resource ( + ) if tagged Corporation may rez only the approached ice.
purge all hosted virus counters ( ) May trigger paid abilities. purge all hosted virus counters ( ) May trigger paid abilities.
trigger card abilities with cost encountering rezzed ice: Runner can break trigger card abilities with cost encountering rezzed ice: Runner can break
subroutines ( ) if icebreaker strength is at least ice strength subroutines ( ) if icebreaker strength is at least ice strength
After each, may trigger paid abilities, rez cards*, score agendas. and the subtypes (if any) match. After each, may trigger paid abilities, rez cards*, score agendas. and the subtypes (if any) match.
DiScaRD phaSe May trigger paid abilities. DiScaRD phaSe May trigger paid abilities.
Discard cards from HQ facedown and horizontally into Any unbroken subroutines trigger. Repeat Confrontation until Discard cards from HQ facedown and horizontally into Any unbroken subroutines trigger. Repeat Confrontation until
Archives until down to hand limit. run is ended (unsuccessful) or no rezzed ice left (access phase). Archives until down to hand limit. run is ended (unsuccessful) or no rezzed ice left (access phase).
May trigger paid abilities and rez cards*. May trigger paid abilities and rez cards*.
acceSS phaSe acceSS phaSe
*Note: At these times, only assets or upgrades may be rezzed. Runner may jack out. *Note: At these times, only assets or upgrades may be rezzed. Runner may jack out.
Ice may only be rezzed during the Confrontation Phase of a May trigger paid abilities and rez cards*. Ice may only be rezzed during the Confrontation Phase of a May trigger paid abilities and rez cards*.
run when approached. run when approached.
Run is successful. Corporation may rez cards. Runner must Run is successful. Corporation may rez cards. Runner must
steal agendas if able; otherwise he may view and/or trash cards. steal agendas if able; otherwise he may view and/or trash cards.
DRaw phaSe trash a Runner resource ( + ) RunS All cards not trashed or stolen are returned DamaGe
Draw the top card card from R&D. If there are If the Runner is tagged, the Corporation may initiation phaSe to their locations. Any viewed unrezzed cards For each damage (meat, net, or brain) inflicted
none, the Runner wins the game. trash one of his resources. Runner declares which server he is attacking. For remain facedown. on the Runner (by cards and subroutines), the
each Bad Publicity token the Coroporation has, Runner trashes one of his grip cards randomly
action phaSe purge virus counters ( ) R&D into his heap.
Basic Game Rules The Corporation must use all three clicks ( ) Remove all hosted virus counters to the bank. the Runner gains one to use for that run only. Look at the top R&D card (secretly, unless forced
during the action phase to do any of the following If there is no ice, go to the Access Phase. to reveal by card) and all upgrades in the root. For each brain damage, the Runner takes a brain
Setup (costs listed in parentheses). trigger card ability damage token and reduces his maximum grip size
1. Decide on a side and faction. Each player places Any card with the icon may be played by confRontation phaSe hQ by one.
his identity card face up. Draw one card ( ): paying its listed cost. Confrontations begin with the outermost ice. Look at one random card and all upgrades in the
Draw the top card from R&D. root. If he has no cards left to discard from damage or
2. Separate out each kind of token into banks. DiScaRD phaSe approaching ice has a hand size less than zero at the end of his
Gain one credit ( ) Discard cards from HQ facedown and Unless the Runner is approaching the first ice, archives turn, he flatlines, and the Corporation wins.
3. Each player takes 5 credits. Take one credit token( ) from the bank. horizontally into Archives down to limit. Look at all cards (flip them faceup) and all
he can choose to jack out instead to end the run
4. Each player shuffles his deck and draws a upgrades in the root. tRiGGeRinG aBilitieS
install agenda, asset, upgrade, or (which is then unsuccessful).
Players may trigger paid abilities or (for the
starting hand of 5 (this is the starting hand size RunneR tuRn SummaRy
ice ( ) The Corporation may choose to rez (by paying Remote server Corporation) rez non-ice cards at the beginning
limit). He may mulligan once. action phaSe
May install one card facedown (unrezzed and the cost in the upper left) only the approached Look at all the cards in the server. Ice is never of each players turn, after each action of the
Deck BuilDinG RuleS inactive) for each click spent. May pay the credit The Runner must use all four clicks ( ) during ice as well as any other non-ice cards. If the accessed. Action Phase, and at the end of the Discard Phase.
A deck must have at least as many cards as its cost (in the upper left corner) to flip up (rez and the action phase to do any of the following (costs approached ice is not rezzed, the Runner bypasses Paid abilities may be triggered as many times as
identitys minimum deck size (white box on make active) an asset or upgrade if able. listed in parentheses): it and continues on. winninG conDitionS desired if the cost and restrictions can continue
bottom). Draw one card ( ) A player whose points of agenda cards (along to be met.
Cards may be installed in existing servers or in an encountering ice
Only 3 copies of the same card allowed in a deck. empty area to create a new remote server. Cards Draw the top card from the stack An icebreaker can only interact with an ice if its the cards middle left side) in his score area reach If both players may use abilities, the active
already in that server may be trashed first. strength meets or exceeds the ices strength (in seven imediately wins. player uses his first, then the other player, then
The number of out-of-faction cards is limited: Gain one credit ( )
the lower left of each card). Any icebreaker card If the Corporation tries to draw from an empty alternating until one passes. Then neither player
the total influence (box with orbs in the bottom Agendas and assets may only be installed in Take one credit token ( ) from the bank.
abilities that add strength do so only for the R&D, the Runner wins. can trigger a paid ability, rez, or score agendas
corner) of out-of-faction cards cannot exceed the remote servers. A remote server may have up to
install program, resource, or current ice. until the next allowed opportunity (see above).
influence limit of the identity card (shaded box on one agenda or asset. If one already exists, it must If the Runner flatlines (takes damage with no
bottom). Cards without an influence box cannot be trashed first to install a new one. hardware ( ) The icebreakers abilities may allow it to break If effects trigger simultaneously, the active player
cards left or has a maximum hand size of less than
be used with another faction. May install one card faceup (active) for each click subroutines ( ). If there is a subtype listed resolves his effect(s) first, choosing the order
Upgrades may be installed in any server in any zero) at the end of his turn, the Corporation wins.
spent by spending the cards install cost. (sentry, barrier, code gate, or trap), it may only if there are multiple. Prevent/avoid effects
The Corporation decks must have agenda points number. One region upgrade allowed per server.
Programs have a memory cost ( ) that break a subroutine if the ice has that listed as one otheR RuleS disrupt the resolving event that triggers them.
based on deck size: 4044 cards = 1819 points; Ice is installed in the outermost spot (in front combined cannot exceed the Runners total of its subtypes. If no subtype is specified, it can
45-49 cards = 2021 points, 5054 cards = 2223 of all the other cards) on that server for a cost tRace
points, etc. (add 2 for each additional 5 cards). memory units (Runners have 4 MU to start). work on any ice. The Runner may use as many aDDitional teRmS
equal the number of ice cards already protecting If a card initiates a trace, proceed as follows:
Trash any installed programs if in excess until no installed cards as he wishes. Cost: The symbol before the colon (:) shows what
play aRea teRminoloGy the server. longer exceeding the MU. The base strength of the trace is the number must be paid to trigger the effect, e.g., clicks ( ),
Any remaining subroutines now trigger. If they
Terms are divided into Corporatation (blue) and Agendas, assets, and upgrades are placed listed next to the trace text on the card. The credits ( ), or trashing that card ( ).
Resources and hardware are unlimited but may end the run, the run stops and is unsuccessful.
Runner (red) terms. vertically. Ice is placed horizontally. Corporation may increase the trace strength at a
not be trashed. One console hardware is allowed. Repeat the Confrontation Phase until there are no Expose: Show the card to everyone, then return it
cost of 1 per strength.
HQ/Grip: players hand Unless stated by a card effect, cards may never be facedown (if it was facedown).
play an event card ( ) more rezzed ice left or until the run ends.
rearranged. The Runner then calculates his link strength
R&D/Stack: draw deck Play the card face up, resolve its effects, and Forfeit: Remove the agenda from the game. It
acceSS phaSe by counting the total of his links ( ) on all his
Archives/Heap: discard/trash pile play an operation card ( ) discard it. Once having passed all the ice, the Runner may played and identity cards. He may then increase does not score points.
Play the card face up, resolve its effects, and choose to jack out (run ends unsuccessfully). If his link strength at a cost of 1 per strength. Host: A card with other cards (hosted cards)
Central Servers: HQ, R&D, or Archives Remove one tag ( + )
discard it. not, the Corporation can rez any remaining cards. installed on it or counters and tokens placed
Remove one of the Runners tags. If the trace strength exceeds the link strength,
Corporation cards are played on the root of each on it. If a host card leaves play, all hosted cards,
central server (the space below each server) or in advance a card ( + ) make a run ( ) Then, the Runner accesses that servers cards resolve the if successful effects. Otherwise,
Agendas and other cards stating they may be based on the server type (see below). resolve the if unsuccessful effects. counters, and tokens do as well.
separate areas called remote servers. The identity Start a run against the Corporation (see below).
card serves as HQ for installation purposes. advanced may receive an advancement token even Recurring credit ( ): These credits may only be
If he finds an agenda, he must steal it and score it, taGS
while unrezzed. If the tokens equal or exceed an trigger card ability spent as shown and are replaced (back up to the
Runner cards are played on the rig (one row each resolving any when you steal abilities. If a card tags a Runner, he takes a Tag token and
agendas requirement (in the upper right corner), Any card with the icon may be played by number) on the start of that players turn.
for programs, hardware, and resources). it is fully advanced and may optionally be scored. paying its listed cost. Otherwise, he may trash a card if a card has a is considered tagged for all related effects.
If scored, it goes faceup (and active) into the trash icon ( ) by paying the cost in the icon. The Corporation may trash his resources, and Unique cards (): Only one may be active at a
coRpoRation tuRn SummaRy scoring area as a free action, resolving any when DiScaRD phaSe Trashed cards go into the Archive face up. the Runner may remove his tags, by taking the time. Other active copies must be trashed.
you score abilities. Discard cards from grip to heap down to limit. corresponding actions (see above).
The Corporation begins. Players then alternate.
coRpoRation tuRn SummaRy RunneR tuRn SummaRy coRpoRation tuRn SummaRy RunneR tuRn SummaRy
May trigger paid abilities and rez cards*. May trigger paid abilities and rez cards*.
DRaw phaSe DRaw phaSe
action phaSe action phaSe
May trigger paid abilities, rez cards*, and score agendas. Must use all four clicks ( ). May trigger paid abilities, rez cards*, and score agendas. Must use all four clicks ( ).
Draw the top card card from R&D. Draw the top card card from R&D.
Draw one card ( ) from the Stack Draw one card ( ) from the Stack
action phaSe Gain one credit ( ) from the Bank action phaSe Gain one credit ( ) from the Bank
May trigger paid abilities, rez cards*, and score agendas. install program, resource, hardware ( ) May trigger paid abilities, rez cards*, and score agendas. install program, resource, hardware ( )
Combined program memory cost ( ) cannot exceed the Combined program memory cost ( ) cannot exceed the
Must use all three clicks ( ). Runners total memory units (4 MU to start). Only one Must use all three clicks ( ). Runners total memory units (4 MU to start). Only one
installed console hardware is allowed. installed console hardware is allowed.
Draw one card ( ) from R&D Draw one card ( ) from R&D
play an event card ( ) play an event card ( )
Gain one credit ( ) from the Bank Remove one tag ( + ) Gain one credit ( ) from the Bank Remove one tag ( + )
install agenda, asset, upgrade, or ice ( ) make a run ( ) install agenda, asset, upgrade, or ice ( ) make a run ( )
trigger card abilities with cost trigger card abilities with cost
May install one card facedown (unrezzed) for each click May install one card facedown (unrezzed) for each click
spent. Agendas, assets, and upgrades are placed vertically. After each, may trigger paid abilities and rez cards*. spent. Agendas, assets, and upgrades are placed vertically. After each, may trigger paid abilities and rez cards*.
Ice is placed horizontally. Ice is placed horizontally.
DiScaRD phaSe DiScaRD phaSe
Only one agenda or asset allowed per server and may only Discard cards from grip faceup into heap to hand limit. Only one agenda or asset allowed per server and may only Discard cards from grip faceup into heap to hand limit.
be installed on remote servers. Upgrades may be installed May trigger paid abilities and rez cards*. be installed on remote servers. Upgrades may be installed May trigger paid abilities and rez cards*.
on any server. Only one region upgrade allowed per server. on any server. Only one region upgrade allowed per server.
Run Summary Run Summary
Ice must be installed in front of all the other cards Ice must be installed in front of all the other cards
(outermost spot) on that server for a cost equal to the initiation phaSe (outermost spot) on that server for a cost equal to the initiation phaSe
number of ice cards already on the server. Declare attacking server. Runner gets 1 for each Bad Publicity. number of ice cards already on the server. Declare attacking server. Runner gets 1 for each Bad Publicity.
play an operation card ( ) confRontation phaSe play an operation card ( ) confRontation phaSe
Confrontations begin with the (next) outermost ice. Confrontations begin with the (next) outermost ice.
advance a card ( + ) May trigger paid abilities. advance a card ( + ) May trigger paid abilities.
If advancement tokens meet the agendas requirement, it If advancement tokens meet the agendas requirement, it
approaching ice: Runner may jack out (unless first ice). approaching ice: Runner may jack out (unless first ice).
may be scored. may be scored.
May trigger paid abilities and rez cards including ice. May trigger paid abilities and rez cards including ice.
trash a Runner resource ( + ) if tagged Corporation may rez only the approached ice. trash a Runner resource ( + ) if tagged Corporation may rez only the approached ice.
purge all hosted virus counters ( ) May trigger paid abilities. purge all hosted virus counters ( ) May trigger paid abilities.
trigger card abilities with cost encountering rezzed ice: Runner can break trigger card abilities with cost encountering rezzed ice: Runner can break
subroutines ( ) if icebreaker strength is at least ice strength subroutines ( ) if icebreaker strength is at least ice strength
After each, may trigger paid abilities, rez cards*, score agendas. and the subtypes (if any) match. After each, may trigger paid abilities, rez cards*, score agendas. and the subtypes (if any) match.
DiScaRD phaSe May trigger paid abilities. DiScaRD phaSe May trigger paid abilities.
Discard cards from HQ facedown and horizontally into Any unbroken subroutines trigger. Repeat Confrontation until Discard cards from HQ facedown and horizontally into Any unbroken subroutines trigger. Repeat Confrontation until
Archives until down to hand limit. run is ended (unsuccessful) or no rezzed ice left (access phase). Archives until down to hand limit. run is ended (unsuccessful) or no rezzed ice left (access phase).
May trigger paid abilities and rez cards*. May trigger paid abilities and rez cards*.
acceSS phaSe acceSS phaSe
*Note: At these times, only assets or upgrades may be rezzed. Runner may jack out. *Note: At these times, only assets or upgrades may be rezzed. Runner may jack out.
Ice may only be rezzed during the Confrontation Phase of a May trigger paid abilities and rez cards*. Ice may only be rezzed during the Confrontation Phase of a May trigger paid abilities and rez cards*.
run when approached. run when approached.
Run is successful. Corporation may rez cards. Runner must Run is successful. Corporation may rez cards. Runner must
steal agendas if able; otherwise he may view and/or trash cards. steal agendas if able; otherwise he may view and/or trash cards.