/anrg/ - Android Netrunner General

>Question of the day
Are you badass enough to save MIRANDA RHAPSODY from the hands of the evil rogue Tenma clone that kidnapped her?

>What is Android: Netrunner?
youtube.com/watch?v=VAslVfZ9p-Y

>Official FFG News & Spoilers site:
fantasyflightgames.com/en/products/android-netrunner-the-card-game/
boardgamegeek.com/blogpost/24049/netrunner-spoilers

>Official FAQ (post-MWL), Compendium on rulings, and common mistakes
images-cdn.fantasyflightgames.com/filer_public/95/7a/957a59a2-5fe6-4961-96fa-47560f337346/adn_faq_v31.pdf
ancur.wikia.com/wiki/Project_ANCUR_Wiki
reddit.com/r/postalelf/comments/2sm1d2/welcome_to_netrunner/

>NAPD Most Wanted List
images-cdn.fantasyflightgames.com/filer_public/c4/16/c41672be-a776-443a-8e35-49a3f581f603/adn_tournament_regulations_v113_text_version.pdf

>Card List and Data Pack Details:
netrunnerdb.com/
blackat.co.uk
acoo.net
github.com/shyndman/ono-sendai (requires build)

>Deckbuilding Resources:
netrunnerdb.com/
meteor.stimhack.com/
acoo.net
cardgamedb.com/index.php/netrunner/android-netrunner-deck-builder (not recommended)

>Articles and Blogs:
stimhack.com/
self-modifyingcode.com/
runawaynode.wordpress.com/
eriktwicereviews.com/tag/netrunner/
sneakdoor.wordpress.com/
netreadyeyes.wordpress.com

>Podcasts
runlastclick.blogspot.ca/
canlaugh.com/nerdrunners/
northerngamingnetwork.com/tagme/
thewinningagenda.com/

Try "Why I run", great for prospective Runners looking for a hands-on demo on how Running works (replace spaces with dots):
www nagnazul com/whyirun/whyirun.html

Play Netrunner online (replace spaces with dots):
Jinteki net

Check out the WIP 1d4chan
1d4chan.org/wiki/Android:_Netrunner

Terminal Directive booklet (German)
heidelbaer.de/documents/Netrunner_Toedliche_Direktive_Spielregel_Deutsch.pdf

Other urls found in this thread:

youtube.com/watch?v=gOhb2tHdWbQ&feature=em-uploademail
twitter.com/NSFWRedditVideo

Last thread

Honestly, how do clones actually manage to break their in-built conditioning? It's not as if meat can be hacked to begin with...

Meat is just different substrate for a computer.

It's not as if meat brains can just be outright reprogrammed just like bioroids can be right?

Anyho, what's happening in those novellas anyway?

>It's not as if meat can be hacked to begin with
Depends - you can certainly trick the brain, and Jinteki's conditioning has reverse-mapping (make the brain look like the map) and other techniques

And as for Ken, here are his own words on the subject

Very interesting. Any chance of other pages?

Also, any mention of what happened to the 6 runners involved in 23 seconds?

If Tenma is Clonic the Hedgehog, what does that make Miranda in that little upcoming drama?

I definitely posted with the idea that Lady and D4V1D were already part of the game plan. Seemed self-evident to me.

Maybe not so.

>Any chance of other pages?
Yeah, I'm planning to do the whole thing and save as a PDF or something.
It's long though, and that camera seems like my best bet.

No mention of the 23 Seconds, but that's "current events" rather than general lore.

Feel free to just post all the images first if you want. Thanks in advance.

With all these new fancy programs, is it professor time to shine?

I'm talking about Baba Yaga.

Read Snow Crash

Besides having some scathing yet spot on indictments of consumer entitlement, it also posits the idea that the original languages (Babylonian in this case) worked as firmware code for the human brain.

I don't see why that can't work on some level for clones. There's probably some mix of signals that can mess with the way they think.

Finally tested Capital Investors vs Melange, and man it was pretty good, "install, advance, click for 2 felt great. Hopefully going 49 in BoN is worth the extra cards.

Did they post corp side yet? And Baba Yaga is pretty good for Professor, trashing old programs on it to update it's paid abilities is the definition of "new technology destroys the old".

>Did they post corp side yet?
Not yet. Reviewing their lastest videos there is a 2-4 days difference in their uploads between both sides.

...

Interdasting, so there's at least 2 of us with it.

I've not actually read it cover-to-cover yet

Sorry, it's a picture from way back when the book was released. It would be ludicrously expensive to ship it outside of USA.

Initially I slotted PolOp to deal with Caprice and Ash, just like everybody else. But the reason I haven't take it out yet, despite the complete disappear of both, is because it can deal with Jackson so effectively if the Corp isn't preemptively trashing it.
Can Political Operative save the Criminal faction?

>It would be ludicrously expensive to ship it outside of USA.
Yeah, FFG have stupid shipping - I bought from Amazon.

Might take a couple more photos tonight (any requests from the Contents?), but I'll do properly in the next couple of days, probably

...

Now that we are going to Mars, I'd like to read more about [198 The Martian Civil War]

I'd like to request 90 Myths and Legends of the Net please.

So bloody hard not to catch your own shadow when using artificial lights

...

...

This guy's "current events" seem pretty important - his murder is one of the ones kicking off Terminal Directive (which might mean it's non-rotating)

Soon three I hope, one year late for me, but I've been at war with UPS and my first try at getting a copy never reached me.

So, here's the thing: PolOp is good. Being able to trash at paid ability window is nothing to scoff at. Making it so a run on HQ allows you to trash anywhere else for just one more credit? Pretty meaningful if you ask me.

As a Howard counter, it suffers from the way priority is set up: if the corp chooses to rez and use Jackson immediately, you have no window to prevent it.
That's good in that it stops two sub-fonctions of Jackson: bait-run, and draw accelerator. But let's be honest, the big deal for crims is the Archives recursion. And PolOp just downgrades JH into a better Preemptive action. Which doesn't solve much.

Councilman can prevent the rez on the corp's turn, but then you can't use PolOop, and the corp can do it again at 1.1 of the runner's turn, and again there's nothing the runner can do about it. So now we're looking at adding Interdiction... a two combo card just for Howard.. certainly not the only use of those two cards, but yeah, looking a bit wasteful slot-wise when you can just play Rumor Mill, that deals with so many of the cards that matter on *both* runner and corp's turn by itself, and combos with PolOp - but then, can one afford the influence?

All in all, I do think PolOp is a great addition to Crims. But by itself, it's not going to mean enough.

Wait, there are multiple murders in 42 to solve?

Who knows?

I can't see Weyland's weapons corp or HB's murder labs being exactly shy when it comes to racking up the body count

Good luck with your delivery man

How do I get better at this game?

I started playing this summer and I'm totally enamoured with it but I lose most games I play online or locally.

Sad to say, but the only way is to play more really. That and perhaps share your deck lists?

The best way is to play for sure. Optimally with someone willing to take the time to explain the details of moves to you.

Some things you'll catch on your own, some you might need a little nudge to notice.

The classic example is Scorched Earth and new players thinking they lost to chance (which can still happen) when really they had a way out - either by keeping cards or credits up generally.

Another thing that might be hard to catch is paid ability windows and all the interstitial play you can make between clicks. Keep your timing structure of turn and run on hands at all time at first. No shame in that.

There's articles online (look at OP for a start) that can help you get started, but I fear the hard stuff: learning the relative value of clicks, credits and agenda points and when and how to prioritize one over the others; learning to read the pace and tempo of the game in general, and of a game in particular; remembering correctly the existence and values of cards to evaluate the risks you're taking... that really will only come through experience I fear.

Don't be ashamed to look at deck lists online to see what people made that works; to play with and against them to learn from them (I can't emphasize doing the two enough... a good player will make a strategy look easy that really isn't when you're in the piloting seat; being able to see both sides helps tremendously). More importantly, don't be afraid to *not* copy and just play what's fun/comfortable for you. Losing a game isn't an issue if the game was good.

Oh, and thanks for the good luck.

I don't want to make any promise, because, well one year late already, but I might be able to scan it in the end.

Giving this a second thought, we're seeing again that somewhat weird influence dissymmetry between factions - probably more visible between Crim and Anarchs really - with Rumor Mills at two and PolOp at one (not saying the two are equivalent in power level, but in role they're certainly walking a similar line).

Looking it in a bit more detail... At this time on cardgamedb, going roughly:

Anarch 129 cards with 9 IDs 120 remains
24 with 1 influence 20%
51 with 2 - 42.5%
36 with 3 - 30%
8 with 4 - 6.7%
1 with 5 - 0.8%

Crims 122 cards with 10 IDs 112 remains
35 with 1 influence 31.25%
55 with 2 - 49.1%
18 with 3 - 16.7%
4 with 4 - 3.6%
None with 5 - 0%

Shaper 124 cards with 9 IDs 115 remains
29 with 1 influence 25.2%
48 with 2 - 41.7
30 with 3 - 26.1%
7 with 4 - 6.1%
1 with 5 0.9 %

And I just noticed the numbers are wrong... Apocalypse at least is filed in Anarch instead of being in Apex... Damn it cardgamedb you're getting worse and worse with those mistakes that never get cleaned.

Anyway I think we can still consider the general observation valid. I would have expected the anger-filled, outward-going, politically motivated faction to be the one whose tools are easier to plunder than the one composed of professionals... probably true in core, with all the issues it caused, I gather the designer decided to stray on the cautious side with orange cards... probably wise given the high power effects.. but what of blue then?

I want to say Geist contributes in explaining the high number of low influence value cards, a lot about him has been about the cheap, low tech, easily refurbished and trafficked gear... but then looking up only 12 of the 35 1 inf cards came frim SanSan onward. That's par for the course.

And then there's what I was talking about in previous thread, that vacuum in the power card/power play options.

Certainly, the cards that end up being power cards are not tied to high influence - just look at Faust - but the high influence cards at least hints a desire of the designer to make them...

Wonder where will the cycle after Mars would be?

Maybe that second space elevator somewhere in Africa?

It does make you wonder how the designers are perceiving influence as; are high influence cards such because they are thematically appropriate in faction and unlikely in others? Or is it to enforce the color pie, ensuring certain mechanics or plays stay in faction?

The answer seems to be neither. PolOp is both thematically strong in Crim, and the mechanic of ignoring defenses to hit a rezzed card directly is undoubtedly Criminal... but it only costs 1 influence.

Hopefully someone will address this during a Q&A session, because the system seems incredibly haphazard. Perhaps just an effect from the ghosts of Lukas past.

The color pie is severely dysfunctional as it is. Red pretty much gets *everything* at this stage, while poor blues are laughably/horrendously deficient in too many places, with their strengths easily duplicated by Red (HQ, 'bypass', etc al). At least Green are still chugging along I guess.

So what corp are you all going to try out first when New Angeles appears later this week?

Depends on the IDs, probably Weyland. Gotta Scorch the serial killer.

Not getting the game, so I can't say. Hopefully someone I know will buy it.

New Angeles, the negotiation game.

That said, the runner probably isn't the killer though, which makes me wonder how kill decks will fit into the narrative for TD though. Scorched you could say covers up any evidence by exploding everything, but what about dying to a Snare? Maybe it wipe whatever data the runner has?

I have a feeling the corp will be encouraged to score out though, seeing as atleast one of the campaign agendas advances the plot.

Meant that other board game, but yes that does sound like fun, especially when playing pure 43/Core42 mode and there aren't any plascrete to worry about.

Then again, being able to spam FA as HB without worrying about clot is also mighty tempting.

>New Angeles, the negotiation game.
Derp.

I probably won't be playing that.

It's like the original board game, where your assigned 'suspect' may not be the actual guilty party, but you are compelled to make him/her/it plausibly so anyway.

From the inserts it felt more like the runners stumbled into the data about the killings though, the corps are probably not even aware about them yet (at the start of the campaign anyway).

It was implied that for HB at least, they have some awareness 'something' went wrong, seeing how the Director Herself is having some words the division in question.

For Big W, they did imply an awareness of said probable rogue Bioroid as well, and are keen to acquire it for their own drone programs.

Surprised NBN/SYNC aren't acting upon the data, but it's not as if NBN needs new stuff atm.

I mean that the corps don't know that the runners are involved yet, so there wouldn't be a suspect to prove guilty/pin the blame on.

Fair enough point there.

Wonder if, for that shaper, the professor mentioned in her intro is actually The Professor, since the topic of rogue/hacked bioroids is what made him a runner to begin with.

The colour pie has more than a few issues, but it's a mix between the two

5 Inf, for example, is almost exclusively the domain of theme rather than power (which is somewhat questionable when the scale is 1-5, but oh well) - very few of the 5 inf cards are used much (Hivemind is probably No.1, then maybe Hiro?

4 is the domain of faction-defining power, there's a few that are strongly thematic, but almost all are just plain strong.

3 seems to be "strong card, but you can and should splash, but you still get a few other splashes" - things like Desperado are good splashes that'll eat influence, but you don't devote ALL your inf like you do with 4-inf power cards.
They're not always great at this though, as things like BOOM made the cut, which would be fine if NBN was weak in other areas and didn't have far, far more 2-tags than Big W, and Temujin definitely feels like a 3 inf that got dropped by 1

2 inf are just good tools with a bit of theme to them - things like Aesop and Ash. Also a lot of ice and breakers

1 seems reserved for really good tools that deal with something that happens most game (PolOp, Jackson) or things that are totally inconsequential

>there wouldn't be a suspect to prove guilty/pin the blame on.

There's always Brian Stinton...

Immediately assumed it was him myself. But we don't know for sure.

Certainly the 5 inf are theme-linked, but I would definitely say they are on the powerful side. The executives are all pretty powerful (discounting The Board I guess) only they're balanced by the agenda points close that makes them competitive repellent.
Hivemind and Escher are both very specialized, but fairly powerful inside their respective faction (which is the weirdest to me about them; they're high influence cards you'd have to spend more influence around to give them value, basically ensuring they stay in faction. Probably the point).

>Orange pretty much gets *everything* at this stage

Been looking at my notes from two-three years ago, and it's been interesting.
If Crims were the HQ-focused and Shapers the R&D focused, Anarchs needed from the start to be the opportunistic faction that threaten all servers... because being the Archive faction only ever means something if there are cards in Archives. You have to be able to make them go there.

So the designers gave them plenty of option to force cards reaching archives - DLR, Hemorrhage, Wanton Destruction, Keyhole, Bhagat, Fear the Masses, Gravedigger, Hacktivist Meeting, Itinerant Protesters, Spoilers...) and for mechanical reasons, those that are server-targeted kinda have to target other server than archives. Just imagine Fear the Masses or Keyhole targeting Archives instead.

But then as another tool to provoke discard, they gave the faction anti-econ solutions, bitting off a chew of the crim faction. And while I LOVE the plays it generated, I wonder if in the long run it hasn't been a mistake.

See the thing is that, interestingly, the bite goes both ways, with Crims having a vested interest in Archives too via remote lock/agenda snipping and anti econ HQ pressure.

But kinda like with the NBN tags vs Weyland meat damage issue, there's an imbalance in the needs each have of the other's tech.

With all their discard/trash tools and their native anti-econ, Anarchs are not reliant on Crim tools that much for that specific play, what they might borrow they will mostly for the sake of optimization or comfort.

Crims on the other hand only have the econ play, with good cards they'd want for it sitting in Orange, and their native support coming mainly in the limited form of corp card draw that *feeds* their opponent and helps them dig out of the econ-lock.

>basically ensuring they stay in faction. Probably the point
Yeah, they seem very specialised for the factions, and that's okay - they're ultimate parts of a Virus or keep-strength deck

The Board is fine if it's alive - it makes every card into GFI, but keeping it alive is the bugger - helps you not lose, rather than helps you win though

>Anarchs needed from the start to be the opportunistic faction that threaten all servers
Perhaps it would've been better if card trashing wasn't as 'brute force' as it has been. Threatening all servers is a fine plan, but if it weren't as easy as 'make a run, trash a card' then they wouldn't have had basically dominated across all servers, especially when they're already the ice destruction faction.

>I wonder if in the long run it hasn't been a mistake
Anti-econ is pretty disruptive, and disrupting the corp has always been the Anarch game plan. Perhaps it's more that Criminals never got any more viable 'tricks' that could've improved or shaped game plans, the power play thing then.

Speaking of which I really hope we get a Kati replacement. She will be missed.

Maybe there's a connection there; both "money" factions - Criminal and Weyland - enjoyed good starts, but declined once options (especially economical ones, and Criminals less so) for the other factions improved.

Yeah, there's a strong crim-weyland connection: the money, the semi-supported/pretty shit mechanics, the wow card that means they didn't get shit for ages...

Engineered Inefficiency
Virus Criminal Cost 2 Influence 5

Whenever you make a successful run on HQ, place 1 virus counter on Engineered Inefficiency.

Virus counter: use only when the corp puts at least one advancement token on a card, and only once per advancement token. The corp loses one credit, if able.

Could be another event cycle instead of a location one.

I'd say it's probable given the kickstart of rotation.Probably better to go at it with a bang.

So, apparently, Mills might be on The Board uh? (per Monster Slayer) I didn't expect that one, more picturing her more a down-in-the-trenches type.

I find it works in a compelling way though.

>per Monster Slayer
Do you have the Dead Tree or digital version?

Yeah, she's a VP at the very least, with a lot of responsibility in NA - she's actually quite important, despite the penchant for blowing shit up

Because we definitely need to make advanceable traps and ice even worse.

Well, fuck me with a chainsaw and call me a whore. My books are here almost 3 weeks earlier than announced.

I have the paper tree version now. Nothing at the time of posting, just some noise I picked from chatting with friends.

Well, limit to advanced cards installed inside a server. As for advance-able traps... they're not bad. Well timed they're still a game changer.
One thing to hope is that Merger becomes the gold standard for future 3/2s in terms of risk/reward. That way if you want the versatility of FA/NA + non-advance-able cards (ambushes or otherwise) you have to pay a price all its own that balances things out with other options.

Granted the complaint is certainly fair, you're right, but I would say the issue isn't that some of those cards are bad per see, but that other options have been mis-balanced.

You certainly don't *want* the explosion in raw power that would makes the advance-able cards on par with the non-advance-able ones (I'm thinking the Ambushes there, but not only)- that basically entails making cards that make you lose the game just by themselves because of one wrong move.

>that basically entails making cards that make you lose the game just by themselves because of one wrong move.
Oh, you like mean half the competitive NBN cardpool?

I'm salty.

Note for future OP; that eriktwicereviews link seems dead to me. If anynoe can confirm

>Oh, you like mean half the competitive NBN cardpool?

While I agree with the sentiment, being the one that brought misbalance, I'm thinking you're over-inflating things on that particular point. But that's still mainly an intuition.

Do bring out specifics and data to crunch if you feel like having that conversation. I'll go brew some coffee.

I was exaggerating, of course.

>24/7 News Cycle
>Exchange of Information
>Sensie Actors Union
>Astroscript way back when, not so much now
>All-Seeing I

None of those cads fit my bill though. None of those cards provoke an endgame in one move in and off themselves. They need other support cards and effects.

Now picture a BOOM-Ronin. You don't run and trash that shit or draw some grip boost with cards or some damage prevention early enough, you lose the game. That's the kind of thing I'm talking about. And then you an hyper Junbug that costs more to trigger on access, but deals 3 net-damage per advancement counters...
Suddenly, the game goes from relatively granular to way too binary.

Not that the cards you mention don't have their issues (though I'm kinda surprised by Sensie Actors Union in that list - interesting).

Leaving up Sensie Actors basically means that the corp automatically has a victory condition and the means to land it in hand.

>I have the paper tree version now.
Can we get the lore bits of that at some point?

Related is nice, but Monster Slayer looks a lot cooler

It's more that, to me at least adding it to those other cards raises it to a power level I wouldn't picture the card at myself.

Is that because of CtM?

Where would you put, say, The Daily Business Show and Special Report comparatively?

Well, I don't use/own cell phones or cameras myself, so will need to ask to a friend.

Will do when I can though.

>Special Report
Special Report is eh. Sensies needs to be dealt with by the runner, or it is repeatable.

DBS is more of a long term solution to drawing agendas. Sensies is a oneshot card filter to find combo pieces.

And now I'm contemplating Special Report in that super-sized-HQ NBN deck no on seems to want to make...

Cheers!

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...

Ah, thanks man

Even if not, she could certainly end up there once she 'mysteriously' disappears once rotation hits.

Neat, thanks.

Wonder what corp side thinks of those god ice, especially when considering how they're actually used in games. If they are actually not made by the corps though, it'd be interesting if they visited whatever plots the theurgists have.

Could APEX be technically one of those GOD Ice?

Not an impossible thought, it's also a big enough anomaly for both sides to detect and track. I'm surprised Apex isn't mentioned in this section actually.

Does it mention the 23 seconds event? That, the Mumbad pro-clone elections, and the release of APEX seem to be very recent events that might not have been reflected in the snapshot of current events?

Wouldn't be surprised if the Mars cycle ended up with another full blown uprising.

Another decent crim card that gets stolen wholescale by other factions.

I'm brand new to netrunner, but I'm very interested in the game, and I have a couple questions, sorry to slow down the more in depth discussions, but at the very least this will bump the thread.
1. Does this game have a proper 'scene'? Is it particularly difficult to find people to play with irl? I used to play mtg, and I found that most game stores supported it really extensively and if people cared about netrunner one tenth as much(both players and organizers) it would increase my chances of playing the game.
2. Due to the asymmetrical nature of the game, how do you decide which player plays Corp and which plays Runner in a formal event? Do you register one of each deck then flip for it at the start of individual matches?
3. Is there a banned or restricted list? Has talk of one been brought up by developers?
4. When purchasing product, what is the most cost efficient way of approaching it? Is the core set the only set that doesn't come with full playsets?
5. And lastly, what would you tell yourself about the game when you first started?
Thanks for all the help, it's really appreciated

Depends on local area. Maybe try stimhack or other player finders? There is always 'online' if all else fails.

Essentially yes. It's slightly different after the top cut though.

There is the Most Wanted List (see OP link) which makes certain important cards more expensive of sorts to include in a deck. Casuals are not affected, although most players generally play tourney legal decks if able.

Generally a second core is the best thing to get first. Then the big boxes, then whatever datapack you need depending on faction. For corps (especially HB), the world champ 2015 corp deck is easily one of the packs to get first before anything else.

Welcome.
1. Depends on where you are, there are a few places in the Western countries where the scene is of a reasonable size. Then you have ones like my local scene of

All things considered, new players should consider just starting from Flashpoint (plus all the big boxes), unless they can get the earlier sets for cheap.

While some fairly important bits will be missed, the incoming rotation in about 6-7 months time will make the first 2 cycles non-tourney legal, so specifically looking for them is up to taste.

Apex is mentioned on page 91 - it's a 2 page spread on Gods and Apex (doesn't tell you much though)

The French have put up corpside spoilers:
youtube.com/watch?v=gOhb2tHdWbQ&feature=em-uploademail

Fairchild ◆
HB ••••• - ICE – Code Gate – Bioroid – AP – Rez Cost 9 Strength 8
↳End the run unless the runner pays 4
↳End the run unless the runner pays 4
↳End the run unless the runner trashes an installed card
↳End the run unless the runner takes one brain

Wotan-Style big girl bioroid

Relation in High Places
HB •• - Operation – Terminal – Cost 2
Install two cards from archives paying all install costs.

◆Manta Grid
HB • - 1 rez - 5 trash cost – Upgrade - Region
When there is a successful run on this server, you have an extra click to spend on your next turn if the runner has less than 6 credits.

A unique region - Jinteki also get one

Mind Games
Jinteki ••• - ICE – Code Gate – Psi – Deflecr - 0 rez, 4 strength
The runner and you secretly choose 0, 1, or 2 credits. If you and the runner have chosen a different number of credits, choose another server. The runner is now running on that server instead of passing Mind Game. For the rest of this run, the runner must add one installed card under their stack as an additional cost to jack out.

◆Nihongai City Grid
Jinteki •• - Upgrade, Region - 1 rez cost - 5 trash cost
Whenever a successful run is made on this server, if the runner has less than 6 credits or two cards in hand, you can look at the top five cards of RnD and exchange one of these cards with a card from HQ.

◆ Thot
NBN ••• – ICE - Sentry – Tracer – 7 rez cost - 6 str
When the runner encounters thot, give the runner one tag
trace 4 – if the runner is tagged, inflict 1 net damage on the runner for each tag the runner has
trace 4 – If successful, the runner loses one credit for each tag

Looks like a possible NBN god ice - Thoth would 100% make sense for NBN's god, and the art suggests it strongly.

Cont

Dropped "Thot" pic - I'm a good 80% sure it's Thoth

Demonstration of Force
Neutral – 4/2 Agenda
When you score Demonstration of Force, deal two meat damage.

Weyland should be pissed off, but really we've all come to accept it at this point.
And Vulkan was crap anyway.
No I'm not bitter

Application of Curfew
Neutral - Operation – Current – Cost 0
The maximum handsize of the runner is reduced by one.

Other cards already known are: Anson Rose, Mausolus and Sapper

I like how Fairchild is a mini Wotan, a child of Wotan.

Also IP Block.

So Veritas wasn't using the Intervention art then, got confused by how similar they were. Anyone else suspecting the TD culprit to be Fairchild now? Relation is kind of eh, but atleast it helps against ice destruction a little.

Facechecking Mind Games will hurt pretty bad. I'm dubious at how often both Manta Grid and Nihongai will fire, but atleast 1 rez 5 trash is pretty good.

Thoth is actually... eh? You want it behind Ravens or other tag on encounter ice, but it's a non-ETR. And if you put it in front, outside of tag me decks the subs read '1 damage and 1 credit'. Atleast stacking the tag-on-encounter ice will be pretty click taxing though.

You can't NA Demonstration of Force atleast, and you wouldn't want to be under 5 cards against Weyland anyway. Decent neutral two-pointer next to Corporate Sales Team I guess. I definitely like Curfew, SEA Source > Neural EMP > Scorched will be cool, and you don't even need the EMP in Cybernetics Division.

Relation in High Places seems really good in asset based strategies, in particular IG.

High Places looks cool AF, and with cool (albeit somewhat odd for the effect) flavour:
>The relations give their friends a notice before sending an aeronaval group to enforce an air exclusion zone

Yeah, just send a carrier group, help the kids out.

Though WoA mentions that the big full-size carriers are a thing of the past

>Though WoA mentions that the big full-size carriers are a thing of the past
I imagine hopper tech makes planes have insane range.

Well

Thot's flavour:
>The truth as the light of the sun shines over all

Show of Force is:
> Walk heavily and carry a bigger stick

Curfew's is:
>"Evacuate these civilians from the streets. More collateral damage" - Commissioner Dawn

What's interesting about Curfew, thanks to the origin of the word - it originates from telling people to cover fires at night after a certain bell, to reduce the chance of burning the city down, and the french word is still "cover-fire" - so "application of covering fire" could actually be a valid translation

Could be a drone carrier, which probably doesn't need as much tonnage as a traditional carrier.

Strange choice of agendas.

Yeah.
Android military lore dump incoming

It's an old-ass image

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