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v2.1 Proteus

v2.1 Proteus: 154 cards
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AI Board Member card scan: click to enlarge
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AI Board Member:

You may gain an action during each of your turns. At the start of each of your turns, roll a die to see what the action will be for that turn, and then decide whether to take it. On a 1, you may use the action only to install a card; on a 2 or 3, only to gain 1; on a 4, 5, or 6, only to draw a card.

  • Number: 1
  • Rarity: Rare
  • Type: Agenda
  • Player: Corporation
  • Keywords: Research-AI-Random
  • Agenda/Difficulty: 3/5
Airport Locker card scan: click to enlarge
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Airport Locker:

(5,T): Search your stack for a program, and install that program if you can. Shuffle your stack afterwards. You may use this ability during an encounter with a piece of ice. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 2
  • Rarity: Rare
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
All-Hands card scan: click to enlarge
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All-Hands:

Make a run on HQ. If run is successful, access three additional cards from HQ. You cannot use noisy icebreakers during the run.

  • Number: 3
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 3/None
Armageddon card scan: click to enlarge
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Armageddon:

After each successful run on R&D, you may choose to give the Corp a Doom counter instead of accessing cards from R&D. Each Doom counter forces the Corp to roll a die whenever it installs a card. On a 6, the card is trashed after it is installed, and the Corp removes a Doom counter.

  • Number: 4
  • Rarity: Rare
  • Type: Program
  • Player: Runner
  • Keywords: Virus-Random-1 MU
  • Install/MU: 1/1
Back Door to Netwatch card scan: click to enlarge
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Back Door to Netwatch:

(3,T): Cancel the effect of a successful trace. Give the Corp 1 Bad Publicity point if the trace would have had an effect other than or in addition to giving you any tags. Hidden resources are installed face down, but are put into the trash face up. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 5
  • Rarity: Rare
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden-Bad Publicity
  • Install/MU: 0/None
Back Door to Rivals card scan: click to enlarge
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Back Door to Rivals:

(0): Base link 2 (3): +1 link Gain (1) whenever you successfully use Back Door to Rivals to avoid a trace. Use only one base link card for each trace attempt made against you.

  • Number: 6
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Base Link
  • Install/MU: 2/None
Bargain with Viacox card scan: click to enlarge
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Bargain with Viacox:

After the turn in which you install Viacox, you gain an action during each of your turns, which you must take if possible. Roll a die at the start of each of your turns to find out what the action is. On a 1, draw a card. On a 2, gain (1). On a 3, make a run on R&D. On a 4, make a run on HQ. On a 5, make a run on a subsidiary data fort. On a 6, reveal a card to the Corp at random from your hand, and play or install that card.

  • Number: 7
  • Rarity: Rare
  • Type: Resource
  • Player: Runner
  • Keywords: Random
  • Install/MU: 3/None
Bel-Digmo Antibody card scan: click to enlarge
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Bel-Digmo Antibody:

Shuffle Bel-Digmo Antibody into R&D when it is rezzed. When Runner accesses Bel-Digmo Antibody from R&D, do 1 Net damage, and Runner must show it to you.

  • Number: 8
  • Rarity: Uncommon
  • Type: Node
  • Player: Corporation
  • Keywords: Ambush-Virus
  • Cost/Trash: None/0
  • Rez/Strength: 0/None
Big Frackin` Gun card scan: click to enlarge
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Big Frackin' Gun:

(6): Break up to five sentry subroutines on a single piece of ice. (1): +1 strength.

  • Number: 9
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Killer-1 MU
  • Install/MU: 2/1
  • Rez/Strength: None/7
Black Widow card scan: click to enlarge
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Black Widow:

(1): Break sentry subroutine (2): +1 strength Choose an installed piece of ice when you install Black Widow. Black Widow gets +5 strength during each encounter with that piece of ice.

  • Number: 10
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Killer-1 MU
  • Install/MU: 9/1
  • Rez/Strength: None/2
Blackmail card scan: click to enlarge
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Blackmail:

Make a run on HQ. If run is successful, do not access cards from HQ; instead, score 1 agenda point.

  • Number: 11
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 12/None
Bolt-Hole card scan: click to enlarge
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Bolt-Hole:

(T): Prevent up to 2 meat damage. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 12
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Boring Bit card scan: click to enlarge
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Boring Bit:

(2): Break wall subroutine (1): +1 strength

  • Number: 13
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Worm-1 MU
  • Install/MU: 6/1
  • Rez/Strength: None/5
Brain Wash card scan: click to enlarge
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Brain Wash:

(s) Do 1 brain damage.

  • Number: 14
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Black Ice-AP-Brainwipe
  • Rez/Strength: 3/2
Bug Zapper card scan: click to enlarge
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Bug Zapper:

(s) Do 2 Net damage for each rezzed piece of ice installed outside Bug Zapper. (s) End the run.

  • Number: 15
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-AP-Hellbolt
  • Rez/Strength: 6/2
Bulldozer card scan: click to enlarge
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Bulldozer:

(1): Break wall subroutine. (2): +1 strength. If Bulldozer breaks all the subroutines of a wall, and the next piece of ice encountered during this run is a sentry, break one of the subroutines of that sentry, at no cost. Whenever you break a wall subroutine with Bulldozer, lose a total of (2) from stealth cards.

  • Number: 16
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Noisy-1 MU
  • Install/MU: 7/1
  • Rez/Strength: None/4
Caryatid card scan: click to enlarge
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Caryatid:

(s) End the run. When you rez Caryatid, you may pay (1), above the rez cost, to make it a code gate instead of a wall.

  • Number: 17
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 7/5
Charity Takeover card scan: click to enlarge
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Charity Takeover:

Gain (9) and 1 Bad Publicity point. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 18
  • Rarity: Common
  • Type: Agenda
  • Player: Corporation
  • Keywords: Black Ops-Bad Publicity
  • Agenda/Difficulty: 1/4
Chiba Bank Account card scan: click to enlarge
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Chiba Bank Account:

(1,T): Gain (4). You may use this ability whenever you pay any cost or penalty. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 19
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Chihuahua card scan: click to enlarge
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Chihuahua:

(s) Trace1 - If trace is successful, do 1 net damage. Gain (2) when rezzed.

  • Number: 20
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-AP-Hellhound
  • Rez/Strength: 0/0
Colonel Failure card scan: click to enlarge
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Colonel Failure:

(s) Trash a program. (s) Trash a program. (s) Trash a program. (s) End the run. (s) End the run.

  • Number: 21
  • Rarity: Rare
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Killer
  • Rez/Strength: 17/6
Corporate Guard(R) Temps card scan: click to enlarge
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Corporate Guard(R) Temps:

Pay 2 times X when you play Corporate Guard Temps to gain an action during each of your next X turns. Forfeit the next (X) you gain.

  • Number: 22
  • Rarity: Uncommon
  • Type: Operation
  • Player: Corporation
  • Cost/Trash: 0/None
Corporate Headhunters card scan: click to enlarge
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Corporate Headhunters:

Whenever Corporate Headhunters succesfully does damage, Runner's hand size is reduced by 1. (A): Do 1 meat damage. Use this ability only if the Runner is tagged.

  • Number: 23
  • Rarity: Common
  • Type: Agenda
  • Player: Corporation
  • Keywords: Asset
  • Agenda/Difficulty: 3/5
Corrosion card scan: click to enlarge
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Corrosion:

(0): Break wall subroutine (1): +1 strength

  • Number: 24
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Worm-1 MU
  • Install/MU: 3/1
  • Rez/Strength: None/0
Cortical Cybermodem card scan: click to enlarge
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Cortical Cybermodem:

Provides +2 MU and +2 hand size. Put (2) from the bank on Cortical Cybermodem when it is installed. Use these bits only to pay for using icebreakers during runs. If you use any of these bits, replace them from the bank at the start of your next turn. Only one deck can be in play at a time. Trash any older decks.

  • Number: 25
  • Rarity: Common
  • Type: Hardware
  • Player: Runner
  • Keywords: Deck-Cybernetics
  • Install/MU: 11/None
Cortical Stimulators card scan: click to enlarge
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Cortical Stimulators:

Prevents 1 Net or brain damage each turn.

  • Number: 26
  • Rarity: Common
  • Type: Hardware
  • Player: Runner
  • Keywords: Cybernetics
  • Install/MU: 1/None
Coyote card scan: click to enlarge
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Coyote:

(s) For the remainder of the run, all further ice is encountered at +1 strength, unless Runner pays (2) while passing Coyote. Gain (3) when you rez Coyote.

  • Number: 27
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Watchdog
  • Rez/Strength: 0/3
Credit Blocks card scan: click to enlarge
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Credit Blocks:

(s) End the run. When you rez Credit Blocks, you may pay (1), above the rez cost, to make it a wall instead of a sentry.

  • Number: 28
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry
  • Rez/Strength: 6/3
Credit Consolidation card scan: click to enlarge
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Credit Consolidation:

Gain (15).

  • Number: 29
  • Rarity: Common
  • Type: Operation
  • Player: Corporation
  • Keywords: Transactions
  • Cost/Trash: 10/None
Credit Subversion card scan: click to enlarge
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Credit Subversion:

(T): The Corp loses (3). Use this ability immediately after a successful run on HQ. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 30
  • Rarity: Uncommon
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden-Sabotage
  • Install/MU: 0/None
Cruising for Netwatch card scan: click to enlarge
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Cruising for Netwatch:

Gain (1) and draw two cards.

  • Number: 31
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Crumble card scan: click to enlarge
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Crumble:

After each sucessful run on HQ, give the Corp a Crumble Counter. Two or more Crumble Counters allow you to trash, at no cost, any cards accessed from HQ, even if these cards cannot normally be trashed. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

  • Number: 32
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Virus-1 MU
  • Install/MU: 3/1
Cybertech Think Tank card scan: click to enlarge
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Cybertech Think Tank:

You may advance Cybertech Think Tank before and after you rez it. Cybertech Think Tank advancement counter: Increase by 1 the meat damage dealt by another source.

  • Number: 33
  • Rarity: Rare
  • Type: Node
  • Player: Corporation
  • Keywords: Asset
  • Cost/Trash: None/3
  • Rez/Strength: 1/None
Data Sifters card scan: click to enlarge
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Data Sifters:

Play only if Runner trashed any nodes during his or her last turn. Give runner a tag.

  • Number: 34
  • Rarity: Common
  • Type: Operation
  • Player: Corporation
  • Cost/Trash: 4/None
Datacomb card scan: click to enlarge
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Datacomb:

(s) End the run. If runner passes Datacomb, pay (1), or uninstall it and store it in HQ.

  • Number: 35
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 4/4
Death from Above card scan: click to enlarge
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Death from Above:

(T): Trash, at no cost, all cards installed in a subsidiary data fort, even if they cannot normally be trashed. Use this ability only when you have just successfully made a run on that fort, and before accessing cards from that fort. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 36
  • Rarity: Rare
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden-Sabotage
  • Install/MU: 0/None
Death Yo-Yo card scan: click to enlarge
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Death Yo-Yo:

(s) Do 1 brain damage. (s) End the run. If Runner passes Death Yo-Yo, you may choose to uninstall it, store it in HQ, and gain (1).

  • Number: 37
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Black Ice-AP-Brainwipe
  • Rez/Strength: 7/2
Decoy Signal card scan: click to enlarge
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Decoy Signal:

Make a run. Whenever you approach an unrezzed piece of ice during that run, expose it. You may jack out before the Corp decides whether to rez the ice.

  • Number: 38
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Demolition Run card scan: click to enlarge
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Demolition Run:

Make a run. If run is successful, do not access cards; instead trash all rezzed ice on the fort which you just made a run, and the Corp gives you three tags.

  • Number: 39
  • Rarity: Uncommon
  • Type: Prep
  • Player: Runner
  • Keywords: Sabotage
  • Cost/Trash: 4/None
Department of Misinformation card scan: click to enlarge
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Department of Misinformation:

You may rez Department of Misinformation when Runner attempts to expose a card. (1): Prevent a card from being exposed.

  • Number: 40
  • Rarity: Rare
  • Type: Node
  • Player: Corporation
  • Keywords: Asset
  • Cost/Trash: None/4
  • Rez/Strength: 0/None
Digiconda card scan: click to enlarge
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Digiconda:

(s) Do 2 Net damage. (s) End the run. Pay (X) above the rez cost when you rez Digiconda. X is Digiconda's strength and X cannot be greater than 6.

  • Number: 41
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-AP-Sword
  • Rez/Strength: 6/X
Disgruntled Ice Technician card scan: click to enlarge
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Disgruntled Ice Technician:

Make a run. After passing a piece of ice during this run, you may derez that ice and end your run if you broke all the subroutines of that ice.

  • Number: 42
  • Rarity: Uncommon
  • Type: Prep
  • Player: Runner
  • Keywords: Sabotage
  • Cost/Trash: 2/None
Disintegrator card scan: click to enlarge
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Disintegrator:

(2): Derez a piece of ice and end your run. Use this ability only when you have just broken all the subroutines of that piece of ice and have successfully passed it.

  • Number: 43
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: 2 MU
  • Install/MU: 6/2
Dog Pile card scan: click to enlarge
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Dog Pile:

(s) Do 1 Net damage for each rezzed piece of ice installed outsite Dog Pile. (s) End the run. Dog Pile has +1 strength for each rezzed piece of ice installed outside it.

  • Number: 44
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-AP
  • Rez/Strength: 5/0
Doppelganger Antibody card scan: click to enlarge
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Doppelganger Antibody:

When Runner accesses Doppelganger Antibody, you may pay (2) to give Runner a Doppelganger counter, even if Doppelganger is not installed. Ignore this effect if Runner accesses Doppelganger from the Archives. Each Doppelganger counter causes Runner to lose (1) at the start of each of his or her turns. Runner may take an action to pay (4) to remove a Doppelganger counter. If Doppelganger is accessed from R&D, Runner must show it to you.

  • Number: 45
  • Rarity: Common
  • Type: Node
  • Player: Corporation
  • Keywords: Ambush-Virus
  • Cost/Trash: None/0
  • Rez/Strength: 0/None
Drone for a Day card scan: click to enlarge
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Drone for a Day:

Gain (9) and the Corp gives you a tag.

  • Number: 46
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 4/None
Emergency Rig card scan: click to enlarge
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Emergency Rig:

Rez a piece of ice, at no cost. Put X Kludge counters on that piece of ice; X cannot be 0. At the start of each of your turns, remove a Kludge counter. Trash that piece of ice when the last Kludge counter is removed from it.

  • Number: 47
  • Rarity: Uncommon
  • Type: Operation
  • Player: Corporation
  • Keywords: Transactions
  • Cost/Trash: X/None
Enterprise, Inc., Shields card scan: click to enlarge
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Enterprise, Inc., Shields:

(1): Prevent up to 2 net damage. (1): Prevent 1 brain damage.

  • Number: 48
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: 1 MU
  • Install/MU: 0/1
Eurocorpse (TM) Spin Chip card scan: click to enlarge
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Eurocorpse (TM) Spin Chip:

Put (2) from the bank on Eurocorpse Spin Chip when it is installed. Eurocorpse Spin Chip can have an icebreaker installed in it whose MU cost is no greater than 1. Use the bits on Spin Chip only to pay for using this icebreaker during runs. If you use any of these bits, replace them from the bank at the start of your next turn.

  • Number: 49
  • Rarity: Uncommon
  • Type: Hardware
  • Player: Runner
  • Keywords: Chip
  • Install/MU: 6/None
Executive Boot Camp card scan: click to enlarge
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Executive Boot Camp:

Discard a card at random: Gain (2). Use this ability only during a run. At the end of the run, return to the bank any of the (2) you did not spend.

  • Number: 50
  • Rarity: Rare
  • Type: Node
  • Player: Corporation
  • Cost/Trash: None/2
  • Rez/Strength: 0/None
Expendable Family Member card scan: click to enlarge
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Expendable Family Member:

(1,T): Avoid receiving a tag. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 51
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Faked Hit card scan: click to enlarge
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Faked Hit:

Give the Corp 1 Bad Publicity point. Take 2 brain damage. This damage cannot be prevented. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 52
  • Rarity: Uncommon
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 5/None
Fetal AI card scan: click to enlarge
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Fetal AI:

When Runner accesses Fetal AI, do 2 Net damage, even if it is not installed. Ignore this effect if Runner accesses Fetal AI from the Archives. If Fetal AI is accessed from R&D, Runner must show it to you. Runner must pay 2 to steal Fetal AI, in addition to any other costs.

  • Number: 53
  • Rarity: Rare
  • Type: Agenda
  • Player: Corporation
  • Keywords: Asset-AI-Ambush
  • Agenda/Difficulty: 3/5
Food Fight card scan: click to enlarge
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Food Fight:

Food Fight has one "End the run." subroutine for every (2) you pay above the rez cost when you rez it.

  • Number: 54
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-DecKrash
  • Rez/Strength: 4/3
Forward`s Legacy card scan: click to enlarge
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Forward's Legacy:

(0): Break sentry subroutine. At the start of each run, roll a die and add the result to Legacy's strength for that run.

  • Number: 55
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Killer-1 MU
  • Install/MU: 9/1
  • Rez/Strength: None/0
Frame-Up card scan: click to enlarge
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Frame-Up:

Play only if you made a successful run on both HQ and R&D this turn. Give the Corp 1 Bad Publicity point. Give the Corp 1 additional Bad Publicity point if you liberated or trashed any Black Ops cards during those runs. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 56
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 2/None
Fubar card scan: click to enlarge
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Fubar:

(1): Break a subroutine of the type chosen for Fubar. (2): +1 strength. (0): Choose whether Fubar breaks code gates, sentries, or walls. Use this ability only once. Whenever you break an ice subroutine with Fubar, lose (1) from a stealth card.

  • Number: 57
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Noisy-1 MU
  • Install/MU: 10/1
  • Rez/Strength: None/3
Galatea card scan: click to enlarge
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Galatea:

(s) End the run. When you rez Galatea, you may pay (1), above the rez cost, to make it a code gate instead of a wall.

  • Number: 58
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 6/4
Garbage In card scan: click to enlarge
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Garbage In:

After each successful run on R&D, give the Corp a Garbage counter. Two or more Garbage counters allow you to trash, at no cost, any cards accessed from R&D, even if the cards cannot normally be trashed. The Corp loses two Garbage counters after any run during which this ability is used. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

  • Number: 59
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Virus-1 MU
  • Install/MU: 3/1
Gatekeeper card scan: click to enlarge
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Gatekeeper:

Gatekeeper has one "End the run" subroutine for every (2) you pay, above the rez cost, when you rez it.

  • Number: 60
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate
  • Rez/Strength: 3/4
Get Ready to Rumble card scan: click to enlarge
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Get Ready to Rumble:

(T): The Corp discards two cards at random from HQ. Use this ability only when the Corp successfully does meat damage. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 61
  • Rarity: Uncommon
  • Type: Resource
  • Player: Runner
  • Keywords: Connection-Hidden
  • Install/MU: 0/None
Government Contract card scan: click to enlarge
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Government Contract:

You may advance Government Contract before and after you rez it. Government Contract advancement counter: Gain (3). Use these bits only to pay for installing or rezzing cards. When the turn ends, return to the bank any of the (3) you did not spend.

  • Number: 62
  • Rarity: Common
  • Type: Node
  • Player: Corporation
  • Keywords: Asset
  • Cost/Trash: None/2
  • Rez/Strength: 2/None
Herman Revista card scan: click to enlarge
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Herman Revista:

(0): Rearrange the ice installed on this fort. Use this ability only at the start of a run on this data fort.

  • Number: 63
  • Rarity: Uncommon
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/4
  • Rez/Strength: 1/None
Highlighter card scan: click to enlarge
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Highlighter:

After each successful run on R&D, give the Corp a Highlighter counter. Each Highlighter counter after the first allows you to access an additional card from R&D whenever you access cards from R&D. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

  • Number: 64
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Virus-1 MU
  • Install/MU: 3/1
Hijack card scan: click to enlarge
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Hijack:

Install a program or a piece of hardware. Gain (3), which you may use only to pay for its installation cost. Return to the bank any of the (3) you did not spend.

  • Number: 65
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 1/None
Homing Missile card scan: click to enlarge
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Homing Missile:

(s) Trace(X). If trace is successful, end the run, and the Runner cannot run again until they take an action to pay (2). Pay X, above the rez cost, when you rez Homing Missle. X is Homing Missle's strength and trace limit, and X cannot be greater than 8.

  • Number: 66
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry
  • Rez/Strength: 4/X
HQ Mole card scan: click to enlarge
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HQ Mole:

(4,T): Access two additional cards from HQ. Use this ability only when accessing cards from HQ. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 67
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Hunting Pack card scan: click to enlarge
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Hunting Pack:

For each rezzed piece of ice installed outside Hunting Pack has, Hunting Pack has one subroutine as follows: "Trace5 - If trace is successful give Runner a tag."

  • Number: 68
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Bloodhound
  • Rez/Strength: 1/4
Ice and Data Special Report card scan: click to enlarge
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Ice and Data Special Report:

Expose up to five cards installed in or on a single data fort.

  • Number: 69
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Iceberg card scan: click to enlarge
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Iceberg:

(s) Do 1 Net damage. (s,2) Iceberg has one "End the run" subroutine for the present encounter. Use this ability only when Runner encounters Iceberg.

  • Number: 70
  • Rarity: Rare
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 4/4
Identity Donor card scan: click to enlarge
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Identity Donor:

Do not play Identity Donor as an action; instead, play it during the Corp's turn when you would suffer meat damage. Prevent that damage and give the Corp 2 Bad Publicity points. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 71
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 0/None
LDL Traffic Analyzers card scan: click to enlarge
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LDL Traffic Analyzers:

You may advance LDL Traffic Analyzers before and after you rez it. You may rez LDL Traffic Analyzers during a trace attempt. LDL Traffic Analyzers advancement counter: Gain (5). Use this ability only during a trace attempt. When the trace attempt ends, return to the bank any of the (5) you did not spend.

  • Number: 72
  • Rarity: Rare
  • Type: Node
  • Player: Corporation
  • Keywords: Asset
  • Cost/Trash: None/4
  • Rez/Strength: 0/None
Lesley Major card scan: click to enlarge
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Lesley Major:

Install Lesley Major only in a subsidiary data fort. (5): Add two advancement counters, at no cost, to a card installed in this data fort. Use this ability only when Runner passes the last piece of ice on this fort, and only once per run.

  • Number: 73
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/0
  • Rez/Strength: 0/None
Lesser Arcana card scan: click to enlarge
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Lesser Arcana:

(s) End the run. When you rez Lesser Arcana, you may pay (1), above the rez cost, to make it a wall instead of a sentry.

  • Number: 74
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry
  • Rez/Strength: 7/4
Liberated Savings Account card scan: click to enlarge
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Liberated Savings Account:

(7,T): Gain (11). You may use this ability whenever you pay any cost or penalty. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 75
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Lisa Blight card scan: click to enlarge
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Lisa Blight:

(1, Discard a card at random): Repeat one subroutine on a piece of ice on this fort, until the end of the run. Treat the copy of the subroutine as if it appeared immediately after the original subroutine. Use this ability only during a run.

  • Number: 76
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/2
  • Rez/Strength: 0/None
Live News Feed card scan: click to enlarge
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Live News Feed:

Make a run. If run is successful, the Corp gives you two tags, and you give the Corp 1 Bad Publicity point for each black ice you encountered during the run, 1 for each Black Ops card the Corp rezzed during the run, and 1 for each Black Ops agenda you liberated during the run. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 77
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 0/None
Lockjaw card scan: click to enlarge
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Lockjaw:

(T): Give one of your icebreakers +2 strength for the remainder of this run. Use this ability only during an encounter with a piece of ice.

  • Number: 78
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: 1 MU
  • Install/MU: 0/1
Lucidrine (TM) Drip Feed card scan: click to enlarge
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Lucidrine (TM) Drip Feed:

At the start of each of your turns, if there are two Drip counters on Drip Feed, remove all Drip counters from it and take 1 brain damage, which cannot be prevented; otherwise, put a Drip counter on Drip Feed and gain an action.

  • Number: 79
  • Rarity: Rare
  • Type: Hardware
  • Player: Runner
  • Install/MU: 8/None
Manhunt card scan: click to enlarge
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Manhunt:

Play only if Runner attempted a run during his or her last turn. Trace6 - If trace is successful, give Runner one tag for each point by which your trace exceeded his or her link.

  • Number: 80
  • Rarity: Common
  • Type: Operation
  • Player: Corporation
  • Keywords: Gray Ops
  • Cost/Trash: 4/None
Marcel DeSoleil card scan: click to enlarge
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Marcel DeSoleil:

(2,Trash the top two cards stored in R&D): Repeat one subroutine on a piece of ice on this fort, until the end of the run. Treat the copy of the subroutine as if it appeared immediately after the original subroutine. Use this ability only during a run.

  • Number: 81
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/2
  • Rez/Strength: 0/None
Marionette card scan: click to enlarge
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Marionette:

(s) Trash a program. (s) End the run. If Runner passes Marionette, pay (1), or uninstall it and store it in HQ.

  • Number: 82
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Killer
  • Rez/Strength: 3/0
Marked Accounts card scan: click to enlarge
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Marked Accounts:

When Runner accesses Marked Accounts, give Runner a tag, even if it is not installed. If Marked Accounts is accessed from R&D, Runner must show it to you.

  • Number: 83
  • Rarity: Common
  • Type: Agenda
  • Player: Corporation
  • Keywords: Gray Ops-Ambush
  • Agenda/Difficulty: 2/4
Mastermind card scan: click to enlarge
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Mastermind:

(s) Do 1 brain damage for each rezzed piece of ice in front of Mastermind. (s) End the run. Mastermind has +1 strength for each rezzed piece of ice installed outside it.

  • Number: 84
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Black Ice-AP-Zombie
  • Rez/Strength: 7/0
Mercenary Subcontract card scan: click to enlarge
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Mercenary Subcontract:

(4,T): Trash, at no cost, one or more cards that you are currently accessing, even if those cards cannot normally be trashed. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 85
  • Rarity: Uncommon
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden-Sabotage
  • Install/MU: 0/None
Minotaur card scan: click to enlarge
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Minotaur:

For each rezzed code gate or wall installed outside Minotaur, Minotaur has one "End the run" subroutine.

  • Number: 86
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry
  • Rez/Strength: 6/4
Misleading Access Menus card scan: click to enlarge
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Misleading Access Menus:

(s) End the run unless Runner pays (1). Gain (3) when you rez Misleading Access Menus.

  • Number: 87
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate
  • Rez/Strength: 0/1
Mobile Barricade card scan: click to enlarge
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Mobile Barricade:

(s) Do 1 Net damage. (s) End the run. (1): Move Mobile Barricade and insert it in a different position on this data fort. Use this ability only at the start of a run on this data fort. You may use this ability even if Mobile Barricade is unrezzed, in which case, you reveal it.

  • Number: 88
  • Rarity: Rare
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 6/3
Morphing Tool card scan: click to enlarge
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Morphing Tool:

(2): Break a subroutine of the type last chosen for Morphing Tool. (1): +1 strength (A,1): Choose whether Morphing Tool breaks code gates, sentries, or walls. When you install Morphing Tool, choose whether it breaks code gates, sentries, or walls.

  • Number: 89
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-1 MU
  • Install/MU: 10/1
  • Rez/Strength: None/4
Networked Center card scan: click to enlarge
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Networked Center:

The difficulty of Grey Ops Agendas installed in this fort is reduced by 1. Rez a region when you install it. Install a region only if you can pay to rez it. Only one region may be installed in each fort. Trash older ones.

  • Number: 90
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Region-Asset
  • Cost/Trash: None/3
  • Rez/Strength: 4/None
Obfuscated Fortress card scan: click to enlarge
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Obfuscated Fortress:

At the start of a run on this fort, Runner must announce the number of bits he or she will spend during the run. Runner cannot spend more than this during that run. If Runner does not spend that many bits during that run, the Runner loses the remainder once the run is complete. You may rez Obfuscated Fortress at the start of a run on this fort.

  • Number: 91
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Cost/Trash: None/0
  • Rez/Strength: 4/None
On the Fast Track card scan: click to enlarge
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On the Fast Track:

Gain (8) if you trashed an advertisement card this turn, or gain (6) if you trashed a transactions card this turn.

  • Number: 92
  • Rarity: Uncommon
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Panic Button card scan: click to enlarge
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Panic Button:

Install Panic Button only in HQ. (1): Draw a card. Use this ability only during a run on HQ.

  • Number: 93
  • Rarity: Uncommon
  • Type: Upgrade
  • Player: Corporation
  • Cost/Trash: None/4
  • Rez/Strength: 1/None
Pattel Antibody card scan: click to enlarge
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Pattel Antibody:

When Runner accesses Pattel Antibody, you may pay (3) to put a Pattel counter on all installed icebreakers, even if Pattel Antibody is not installed. Ignore this effect if Runner accesses Pattel Antibody from the archives. Each Pattel counter on an icebreaker reduces its strength by 1. If Pattel Antibody is accessed from R&D, Runner must show it to you.

  • Number: 94
  • Rarity: Uncommon
  • Type: Node
  • Player: Corporation
  • Keywords: Ambush-Virus
  • Cost/Trash: None/0
  • Rez/Strength: 0/None
Pavit Bharat card scan: click to enlarge
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Pavit Bharat:

Install Pavit only in a subsidiary data fort. When you rez Pavit, uninstall all cards installed in this fort and store them in HQ. Install an equal number of cards from HQ in this fort. Rez Pavit only when Runner has passed the last piece of ice on this fort.

  • Number: 95
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/0
  • Rez/Strength: 2/None
Pirate Broadcast card scan: click to enlarge
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Pirate Broadcast:

Make a run on each data fort. Score 1 agenda point if all the runs are successful. Forgo your next action if any of the runs are not successful.

  • Number: 96
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 1/None
Please Don`t Choke Anyone card scan: click to enlarge
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Please Don't Choke Anyone:

For each 1 damage you successfully do, you may choose instead to prevent that damage and put a PDCA counter on Please Don't Choke Anyone. (PDCA counter): Gain an action. Use this ability only once per turn and only during your turn.

  • Number: 97
  • Rarity: Rare
  • Type: Agenda
  • Player: Corporation
  • Keywords: Gray Ops
  • Agenda/Difficulty: 2/4
Poisoned Water Supply card scan: click to enlarge
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Poisoned Water Supply:

Play only if you have at least two connections in play. Trash two connections. Give the Corp 1 Bad Publicity point. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 98
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 4/None
Prearranged Drop card scan: click to enlarge
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Prearranged Drop:

The next time you access an agenda this turn, gain (6).

  • Number: 99
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Precision Bribery card scan: click to enlarge
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Precision Bribery:

The Corp cannot create any new data forts. The Corp may trash Precision Bribery by taking an action to pay (4). Only one unique card of a particular name can be in play at a time. If for some reason more than one is in play, trash all but one.

  • Number: 100
  • Rarity: Uncommon
  • Type: Resource
  • Player: Runner
  • Keywords: Unique
  • Install/MU: 0/None
Project Venice card scan: click to enlarge
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Project Venice:

For every three advancement counters over Project Venice's difficulty that are on Project Venice when you score it, gain an action during each of your turns.

  • Number: 101
  • Rarity: Common
  • Type: Agenda
  • Player: Corporation
  • Keywords: Asset
  • Agenda/Difficulty: 2/4
Project Zurich card scan: click to enlarge
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Project Zurich:

For every two advancement counters over Project Zurich's difficulty that are on Project Zurich when you score it, gain (1) at the start of each of your turns.

  • Number: 102
  • Rarity: Common
  • Type: Agenda
  • Player: Corporation
  • Keywords: Asset
  • Agenda/Difficulty: 2/3
Promises, Promises card scan: click to enlarge
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Promises, Promises:

The next time you access an agenda this turn, score 1 additional agenda point.

  • Number: 103
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 2/None
R&D Mole card scan: click to enlarge
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R&D Mole:

(4,T): Access two additional cards from R&D. Use this ability only when accessing cards from R&D. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 104
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Rasmin Bridger card scan: click to enlarge
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Rasmin Bridger:

After Runner passes each piece of ice on this fort, runner must pay (1) or end the run.

  • Number: 105
  • Rarity: Uncommon
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/2
  • Rez/Strength: 4/None
Raymond Ellison card scan: click to enlarge
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Raymond Ellison:

Install Raymond Ellison only in a subsidary data fort. (T): Remove any amount of advancement counters from cards installed in this data fort. Gain (3) for each advancement counter removed. Use these bits only during a run. At the end of the run, return to the bank any of the bits gained that you did not spend.

  • Number: 106
  • Rarity: Uncommon
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/2
  • Rez/Strength: 0/None
Reconnaissance card scan: click to enlarge
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Reconnaissance:

Make a run. Whenever the corp rezzes a card during that run, gain (1).

  • Number: 107
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Redecorator card scan: click to enlarge
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Redecorator:

(1): Break up to two sentry subroutines on a single piece of ice. (3): +1 strength

  • Number: 108
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Killer-1 MU
  • Install/MU: 9/1
  • Rez/Strength: None/3
Remote Detonator card scan: click to enlarge
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Remote Detonator:

Play only if you made a successful run on a data fort this turn. Trash all rezzed ice on that fort, and the Corp gives you three tags.

  • Number: 109
  • Rarity: Uncommon
  • Type: Prep
  • Player: Runner
  • Keywords: Sabotage
  • Cost/Trash: 7/None
Rent-to-Own Contract card scan: click to enlarge
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Rent-to-Own Contract:

Rez a piece of ice, at no cost. Put on that ice a number of Term counters equal to its rez cost. At the start of each of your turns, if you have at least (2), lose (2) and remove one of these Term counters; otherwise, put a Term counter on that piece of ice.

  • Number: 110
  • Rarity: Uncommon
  • Type: Operation
  • Player: Corporation
  • Keywords: Transactions
  • Cost/Trash: 0/None
Research Bunker card scan: click to enlarge
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Research Bunker:

The difficulty of research agendas installed in this fort is reduced by 1. Rez a region when you install it. Install a region only if you can pay to rez it. Only one region may be installed in each fort. Trash older ones.

  • Number: 111
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Region-Asset
  • Cost/Trash: None/3
  • Rez/Strength: 4/None
Riddler card scan: click to enlarge
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Riddler:

(2): Riddler has one "End the run" subroutine for the present encounter. Use this ability only when Runner encounters Riddler.

  • Number: 112
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate
  • Rez/Strength: 2/4
Roadblock card scan: click to enlarge
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Roadblock:

(s) End the run. When Runner encounters Roadblock, roll a die. On a 6, derez Roadblock, and Runner automatically passes it; otherwise, add the result to Roadblock 's strength for that encounter.

  • Number: 113
  • Rarity: Rare
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate-Random
  • Rez/Strength: 2/0
Runner Sensei card scan: click to enlarge
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Runner Sensei:

(2): Base link 4 (2): +1 link Gain (1) whenever you successfully use Runner Sensei to avoid a trace. Use only one base link card for each trace attempt made against you.

  • Number: 114
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Base Link-Position
  • Install/MU: 4/None
Rush Hour card scan: click to enlarge
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Rush Hour:

Make a run on R&D. If run is successful, access three additional cards from R&D. You cannot use noisy icebreakers during the run.

  • Number: 115
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 3/None
Sandstorm card scan: click to enlarge
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Sandstorm:

Sandstorm has one "End the run" subroutine for every (2) you pay, above the rez cost, when you rez it.

  • Number: 116
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 4/4
Scaffolding card scan: click to enlarge
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Scaffolding:

(s) End the run. If Runner passes Scaffolding, you may choose to uninstall it, store it in HQ, and gain (1).

  • Number: 117
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 2/0
Scaldan card scan: click to enlarge
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Scaldan:

After each successful run on HQ, give the Corp a Scaldan counter. Each Scaldan counter forces the Corp to roll a die at the start of each of its turns. On a 5 or a 6, the Corp gains 1 Bad Publicity point. The Corp may remove all Virus counters at any time, but must then forgo its next three actions. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 118
  • Rarity: Rare
  • Type: Program
  • Player: Runner
  • Keywords: Virus-Bad Publicity-Random-1 MU
  • Install/MU: 3/1
Schlaghund Pointers card scan: click to enlarge
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Schlaghund Pointers:

Play only if Runner has attempted a run this game. Trace3 - If trace is successful, give Runner a tag. Pay (1), in addition to the normal cost, for each point of trace above 0.

  • Number: 119
  • Rarity: Uncommon
  • Type: Operation
  • Player: Corporation
  • Cost/Trash: 6/None
Senatorial Field Trip card scan: click to enlarge
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Senatorial Field Trip:

Play only if the Corp rezzed a piece of black ice this turn. The Corp either derezzes that piece of ice or receives 2 Bad Publicity points. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 120
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 1/None
Simon Francisco card scan: click to enlarge
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Simon Francisco:

Install Simon Francisco only in R&D or HQ. During a run in which Simon Francisco is accessed, Runner accesses one less card stored in this fort.

  • Number: 121
  • Rarity: Uncommon
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Sysop
  • Cost/Trash: None/3
  • Rez/Strength: 3/None
Simulacrum card scan: click to enlarge
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Simulacrum:

(T): Pass a piece of AP ice. You may use this ability during an encounter with a piece of ice. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 122
  • Rarity: Rare
  • Type: Resource
  • Player: Runner
  • Keywords: Connection-Hidden
  • Install/MU: 0/None
Siren card scan: click to enlarge
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Siren:

Rez Siren when you install it. Install Siren only if you can pay to rez it. (1): Runner must make a run on the fort Siren is installed in, if possible, instead of on the fort he or she was originally going to make a run on. Use this ability only at the start of a run.

  • Number: 123
  • Rarity: Uncommon
  • Type: Node
  • Player: Corporation
  • Cost/Trash: None/0
  • Rez/Strength: 3/None
Skeleton Passkeys card scan: click to enlarge
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Skeleton Passkeys:

(0): Break code gate subroutine. (3): +4 strength

  • Number: 124
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-1 MU
  • Install/MU: 3/1
  • Rez/Strength: None/1
Skullcap card scan: click to enlarge
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Skullcap:

(T): Prevent any amount of Net or brain damage.

  • Number: 125
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: 1 MU
  • Install/MU: 0/1
Snowbank card scan: click to enlarge
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Snowbank:

(s) End the run unless Runner pays (1). Gain (3) when you rez Snowbank.

  • Number: 126
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 0/0
Sphinx 2006 card scan: click to enlarge
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Sphinx 2006:

(s) End the run. When you rez Sphinx 2006, you may pay (4), above the rez cost, to make it a sentry instead of a code gate.

  • Number: 127
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate
  • Rez/Strength: 6/5
Stakeout card scan: click to enlarge
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Stakeout:

Gain (2) and draw one card.

  • Number: 128
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Stereogram Antibody card scan: click to enlarge
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Stereogram Antibody:

When Runner accesses Stereogram Antibody from the Archives, do 1 Net damage and shuffle Stereogram Antibody into R&D.

  • Number: 129
  • Rarity: Rare
  • Type: Node
  • Player: Corporation
  • Keywords: Ambush-Virus
  • Cost/Trash: None/0
  • Rez/Strength: 0/None
Streetware Distributor card scan: click to enlarge
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Streetware Distributor:

Take (1) from Streetware Distributor, if it has any bits, at the start of each of your turns. (A): Put (3) from the bank on Streetware Distributor.

  • Number: 130
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: BBS-Position
  • Install/MU: 1/None
Subliminal Corruption card scan: click to enlarge
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Subliminal Corruption:

Make a run. Give the Corp 1 Bad Publicity point for each advertisement you trash during the run. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

  • Number: 131
  • Rarity: Uncommon
  • Type: Prep
  • Player: Runner
  • Keywords: Bad Publicity
  • Cost/Trash: 2/None
Sumo 2008 card scan: click to enlarge
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Sumo 2008:

(s) End the run. When you rez Sumo 2008, you may pay (1) above the rez cost to make it a wall instead of a sentry.

  • Number: 132
  • Rarity: Uncommon
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry
  • Rez/Strength: 8/5
Sunburst Cranial Interface card scan: click to enlarge
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Sunburst Cranial Interface:

Provides +1 MU and +1 hand size. Put (1) from the bank on Cranial Interface 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 from the bank at the start of your next turn. Only one deck can be in play at a time. Trash any older decks.

  • Number: 133
  • Rarity: Common
  • Type: Hardware
  • Player: Runner
  • Keywords: Deck-Cybernetics-Stealth
  • Install/MU: 5/None
Swiss Bank Account card scan: click to enlarge
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Swiss Bank Account:

You may use the following ability whenever you pay any cost or penalty. (T): Gain (2). (3,T): Gain (6). Hidden resources are installed face down, but are put into the trash face up.

  • Number: 134
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Syd Meyer Superstores card scan: click to enlarge
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Syd Meyer Superstores:

(A): Trash a rezzed piece of ice. Gain (4).

  • Number: 135
  • Rarity: Common
  • Type: Node
  • Player: Corporation
  • Keywords: Asset
  • Cost/Trash: None/2
  • Rez/Strength: 0/None
Taxman card scan: click to enlarge
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Taxman:

After each successful run on HQ, give the Corp a Tax counter. Every two Tax counters cause the Corp to lose (1) at the start of each of its turns. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

  • Number: 136
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Virus-1 MU
  • Install/MU: 3/1
Test Spin card scan: click to enlarge
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Test Spin:

Search your stack for a program, and install it, at no cost. Shuffle your stack. If you install a program in this way, make a run. After the run, shuffle the program into your stack, unless it is no longer in play, in which case, lose (4) plus its installation cost. If this is more than the number of bits in your pool, suffer the difference in meat damage.

  • Number: 137
  • Rarity: Rare
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 1/None
The Deck card scan: click to enlarge
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The Deck:

(0): Base link 5 (1): +1 link Provides +1 MU. Use only one base link card for each trace attempt made against you. Only one deck can be in play at a time. Trash any older decks.

  • Number: 138
  • Rarity: Rare
  • Type: Hardware
  • Player: Runner
  • Keywords: Deck-Base Link
  • Install/MU: 11/None
The Personal Touch card scan: click to enlarge
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The Personal Touch:

Put a +1 strength counter on an icebreaker.

  • Number: 139
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 4/None
Time to Collect card scan: click to enlarge
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Time to Collect:

(T): Prevent one or more of your other installed resources from being trashed. Use this ability only during the Corp's turn. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 140
  • Rarity: Rare
  • Type: Resource
  • Player: Runner
  • Keywords: Hidden
  • Install/MU: 0/None
Toughonium(TM) Wall card scan: click to enlarge
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Toughonium(TM) Wall:

(s) End the run. (s) End the run. (s) End the run. (s) End the run.

  • Number: 141
  • Rarity: Rare
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 13/7
Tumblers card scan: click to enlarge
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Tumblers:

(s) End the run. If Runner passes Tumblers, you may choose to uninstall it, store it in HQ, and gain (1).

  • Number: 142
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate
  • Rez/Strength: 5/4
Twisty Passages card scan: click to enlarge
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Twisty Passages:

(s) End the run. If runner passes Twisty Passages, pay (1), or uninstall it and store it in HQ.

  • Number: 143
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Code Gate
  • Rez/Strength: 3/4
Underworld Mole card scan: click to enlarge
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Underworld Mole:

Play only if Runner installed any resources during his or her last turn. Trace4 - If trace is successful, trash a resource Runner installed during his or her last turn and give Runner a tag.

  • Number: 144
  • Rarity: Common
  • Type: Operation
  • Player: Corporation
  • Keywords: Gray Ops
  • Cost/Trash: 6/None
Vienna 22 card scan: click to enlarge
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Vienna 22:

After each successful run on HQ, give the Corp a Vienna counter. Each Vienna counter allows you to access an additional card from HQ whenever you access cards from HQ. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

  • Number: 145
  • Rarity: Uncommon
  • Type: Program
  • Player: Runner
  • Keywords: Virus-1 MU
  • Install/MU: 3/1
Viral Breeding Ground card scan: click to enlarge
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Viral Breeding Ground:

When you score Breeding Ground, trash all cards installed in or on the fort Breeding Ground was installed in. When Runner accesses Breeding Ground, choose up to two programs for each advancement counter on breeding ground, Runner brings those program into his or her hand.

  • Number: 146
  • Rarity: Common
  • Type: Agenda
  • Player: Corporation
  • Keywords: Research-Ambush-Virus
  • Agenda/Difficulty: 2/4
Viral Pipeline card scan: click to enlarge
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Viral Pipeline:

After each successful run on Archives, HQ, or R&D, put a Socket counter in that data fort. Socket counter from Archives, Socket counter from HQ, and Socket counter from R&D: Give the Corp a Pipe counter. Each Pipe counter causes the Corp to forgo an action at the start of each of its turns. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

  • Number: 147
  • Rarity: Rare
  • Type: Program
  • Player: Runner
  • Keywords: Virus-1 MU
  • Install/MU: 3/1
Walking Wall card scan: click to enlarge
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Walking Wall:

(s) End the Run. (1): Move Walking Wall and insert it in a different position on this data fort. Use this ability only at the start of a run on this fort. You may use this ability even if Walking Wall is unrezzed, in which case, you must reveal it.

  • Number: 148
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Wall
  • Rez/Strength: 5/3
Washed-Up Solo Construct card scan: click to enlarge
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Washed-Up Solo Construct:

(s) Trash a program unless Runner pays (1). Gain (3) when you rez Washed-Up Solo Construct.

  • Number: 149
  • Rarity: Common
  • Type: Ice
  • Player: Corporation
  • Keywords: Sentry-Killer
  • Rez/Strength: 0/0
Weapons Depot card scan: click to enlarge
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Weapons Depot:

The difficulty of Black Ops agendas installed in this fort is reduced by 1. Rez a region when you install it. Install a region only if you can pay to rez it. Only one region may be installed in each fort. Trash older ones.

  • Number: 150
  • Rarity: Rare
  • Type: Upgrade
  • Player: Corporation
  • Keywords: Region-Asset
  • Cost/Trash: None/3
  • Rez/Strength: 4/None
Weefle Initiation card scan: click to enlarge
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Weefle Initiation:

Make a run. Prevent up to 7 damage during that run.

  • Number: 151
  • Rarity: Common
  • Type: Prep
  • Player: Runner
  • Cost/Trash: 0/None
Wired Switchboard card scan: click to enlarge
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Wired Switchboard:

T: +3 link. Use this ability only after you and the Corp have revealed how much each of you spent on the trace attempt. Hidden resources are installed face down, but are put into the trash face up.

  • Number: 152
  • Rarity: Common
  • Type: Resource
  • Player: Runner
  • Keywords: Resource-Hidden
  • Cost/Trash: 0/None
World Domination card scan: click to enlarge
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World Domination:

Score an additional 4 agenda points when you score World Domination.

  • Number: 153
  • Rarity: Rare
  • Type: Agenda
  • Player: Corporation
  • Keywords: Black Ops
  • Agenda/Difficulty: 3/12
Wrecking Ball card scan: click to enlarge
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Wrecking Ball:

(0): Break wall subroutine. (2): +1 strength Whenever you break a wall subroutine with Wrecking Ball, lose (1) from a stealth card. "'Form of a Dwarf!' 'Shape of a Pile Driver!' I'm sick of all this Proteus crap. Gimme a good, old-fashioned hammer program any day."

  • Number: 154
  • Rarity: Common
  • Type: Program
  • Player: Runner
  • Keywords: Icebreaker-Noisy-1 MU
  • Install/MU: 4/1
  • Rez/Strength: None/2


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