Trace Amount Text Spoiler

By Toqtamish, in Android: Netrunner The Card Game

Found on BGG and Facebook, copying and pasting below, no pics sadly:

Anarch Cards:

Vamp
Cost 0
Inf 2
Event: Run - Sabotage
Make a run on HQ. If successful, instead of accessing cards you may pay X Credits to force the Corp to lose up to X Credits, then take 1 tag.

Liberated Account
Cost 6
Inf 2
Resource
Place 16 credits from the bank on Liberated Account when it is installed. When there are no credits left on Liberated Account, trash it. Click: Take 4 credits from Liberated Account.

Criminal Cards:

Satellite Uplink
Cost 2
Inf 3
Event
Expose up to 2 cards.

E3 Feedback Implants
Cost 2
Inf 2
Hardware: Mod
Whenever you break a subroutine on a piece of ice, you may pay 1 credit to break 1 additional subroutine on that ice.

Compromised Employee
Cost 2
Inf 1
Resource: Connection - Link
1 Recurring Credit. Use this credit during traces. Gain 1 credit whenever the Corp rezzes a piece of ice.

Shaper Cards:

Notoriety
Cost 1
Inf 1
Event
Play only if you made a successful run on R&D, HQ, and Archives this turn. Add Notoriety to your score area as an agenda worth 1 agenda point.

Snowball
Cost 4
Inf 2
MU 1
Strength 1
Program: Icebreaker - Fracter
1 Credit: Break barrier subroutine
1 Credit: +1 Strength
Whenever you use Snowball to break a subroutine, it has +1 strength for the remainder of the run.

Neutral Runner Cards:

Dyson Mem Chip
Cost 3
Hardware: Chip - Link
+1 MU, +1 Link

Haas-Bioroid Cards:

Encryption Protocol
Cost 0
Inf 1
Asset
The trash cost of all installed cards is increased by 1.
Trash Cost 2

Sherlock 1.0
Cost 6
Inf 2
Strength 5
Ice: Sentry - Bioroid - Tracer
The runner may spend a click to break any subroutine on Sherlock 1.0
-> Trace 4 - If successful, add 1 installed program to the top of the runner's stack.
-> Trace 4 - If successful, add 1 installed program to the top of the runner's stack.

Jinteki Cards:

3 shown in article http://www.fantasyflightgames.com/edge_news.asp?eidn=3833

Sensei
Cost 3
Inf 1
Strength 5
Ice: Code Gate
-> For the remainder of this run, each piece of ice encountered except Sensei gains "-> End the run" after all its other subroutines.

NBN Cards:

Big Brother
Cost 0
Inf 1
Operation: Gray Ops
Play only if the Runner is tagged. Give the Runner 2 tags.

ChiLo City Grid
Cost 3
Inf 2
Upgrade: Region
Whenever there is a successful trace during a run on this server, give the Runner 1 tag. Limit 1 region per server.

Weyland Cards:

Power Grid Overload
Cost 1
Inf 1
Operation
Play only if the Runner made a successful run during his or her last turn. Trace 2 - If successful, trash 1 piece of hardware with an install cost equal to or less than the amount by which your trace strength exceeded the Runner's link strength.

Amazon Industrial Zone
Cost 4
Inf 1
Upgrade: Region
Whenever you install a piece of ice protecting this server, you may immediately rez it, lowering its rez cost by 3. Limit 1 region per server. Trash cost 2.

Neutral Corp Cards:

Executive Retreat
Advancement cost 5
Agenda points 3
Agenda
When you score Executive Retreat, place 1 agenda counter on it and shuffle HQ into R&D. Click, hosted agenda counter: Draw 5 cards.

Freelancer
Cost 0
Operation: Gray Ops
Play only if the runner is tagged. Trash up to 2 resources.

Thanks Toqt, the BGG thread now has some scans.

Btw, what is your interpretation of E3 Feedback? There seems to be some discussion on BGG as to the wording, but for me it makes sense. It creates a feedback loop so you can keep breaking subroutines for 1 cred each time.

Very happy with the Criminal cards, especially Satellite Uplink.

I wonder if Leela is a future runner ID.

Vamp - Wow, that's some serious hurt for the Corp player. Just imagine running this in a Criminal deck, and playing it back to back with Account Siphon…. painful. atontado

Liberated Account - Net 5 credits for only 5 actions vs. Armitage netting 4 credits for 7 actions… looks like Anarchs are finally going to have some economy. burla

Satellite Uplink - Ugh. My Corpish side is hurting. I think Criminals have it way too good. How much influence is Zaibatsu Loyalty again?

E3 Feedback Implants - Well, I guess this means the Criminals don't have to go as much out of faction with their breakers now, which can be useful. I think I heard some bioroids crying.

Compromised Employee - Yeesh! Talk about making money! This could work well in my Triple Femme deck. And it's not unique!?!?! My Corp side is really hurting now. avergonzado_triste

Notoriety - Yep, this is definitely the card that's gonna make Corp players wall up their Archives just as much as R&D and HQ. I had a sneaky suspicion we'd get something like this at some point. Too bad it still doesn't make Data Dealer all that good, as it'll probably cost you a pretty penny just to pull it off. Heck, maybe FFG will rule that it won't even count for Data Dealer anyway. burla

Snowball - A good alternative to Battering Ram, for sure. Now I'm not sure which one I'd prefer. I guess it'll depend on my MU-boosting tolerance.

Dyson Mem Chip - Neutral link, neutral MU. Sounds good to me. That'll save me some faction cost by letting me ditch those Akamatsu Chips.

Encryption Protocol - Could come in handy, but that'll mean another server to defend… hard to say if it will be useful.

Sherlock 1.0 - This one is an odd one. Deck clogging. It might work out pretty well, though it's another bioroid, and only 2 subroutines… and trace. With all the good link boosting cards that are coming now, it's hard to say if the trace cards will actually do a lot of good unless the Corp side starts getting something like Compromised Employee (the recurring credits part, that is).

Sensei - Yay! Jinteki gets even better! I also think it's crazy that this thing is only 1 influence. Very splashable card, especially in something like an HB or NBN deck.

Big Brother - Alright. They reprinted Datapool, and it's better now! This could work well in my Weyland Psychographics deck.

ChiLo City Grid - Or… maybe I'll try an NBN Psychographics deck.

Power Grid Overload - Finally! No hardware is safe! All your base are belong to us!

Amazon Industrial Zone - I think this is probably overkill for Weyland. Do they really need more economy builders? I guess because of its cost (revealing the card, so no surprises for the runner), it probably isn't going to come in handy all that much in the late game, but for getting up some big defense early on in the game, it could be rather nice.

Executive Retreat - Hmm… a midgame mulligan, eh? Not sure how useful this could be compared to Priority Requisition. It could definitely come in handy if you're getting overwhelmed with agendas, and not much of anything else, but if you're in that situation, you're probably not going to be able to protect it long enough to score it. However, it does mean that now any Corp player could build a 49-card deck with only 7 agendas in the deck, as opposed to just NBN.

Freelancer - Well, at least any Corp can bring some pain for a Runner who refuses to ditch their tags. HB would especially benefit here.

TheRealLeo said:

It could definitely come in handy if you're getting overwhelmed with agendas, and not much of anything else, but if you're in that situation, you're probably not going to be able to protect it long enough to score it.

It's not a "when scored" ability, you can score it early and use it whenever you need it.

TheRealLeo said:

Sherlock 1.0 - This one is an odd one. Deck clogging. It might work out pretty well, though it's another bioroid, and only 2 subroutines… and trace. With all the good link boosting cards that are coming now, it's hard to say if the trace cards will actually do a lot of good unless the Corp side starts getting something like Compromised Employee (the recurring credits part, that is).

This card I think is great. But it might actually be best in an NBN deck, along with Power Grid NBN could really attack all of the Runners rig. Additionally, it would be best hid behind a Janus 1.0 or that card from the next data pack with the three "End The Run" Subroutines.

Something interesting about Sherlock is that it isn't destroying the programs, so any sort of anti-destruction tech won't work on it.

Also could be fun to pop a Mimic with it, taking out everything it was hosting in the process.

TheRealLeo said:

Vamp - Wow, that's some serious hurt for the Corp player. Just imagine running this in a Criminal deck, and playing it back to back with Account Siphon…. painful. atontado

Messenger said:

TheRealLeo said:

Vamp - Wow, that's some serious hurt for the Corp player. Just imagine running this in a Criminal deck, and playing it back to back with Account Siphon…. painful. atontado

Not disagreeing with this (even despite racking up a total of 3 tags), but what about playing Vamp on its own? I mean, as soon as I saw this card, the comparison with Account Siphon popped into my mind. There's no problem with playing both together, but if you had to choose only one between them, which would you take? Account Siphon costs a hefty 4 Influence, but Vamp asks a lot of credits from its player. Yes, Anarchs are willing to burn themselves for the chance to set the world ablaze, but is the effect worth it?

If you're after a server that has un-rezzed ice, I think it definitely does.

Any scans availble for a look somewhere?

cipheragentnine said:

Any scans availble for a look somewhere?

there is some on BGG. Cardgamedb will have good quality soon as he gets some scans made.

Toqtamish said:

cipheragentnine said:

Any scans availble for a look somewhere?

there is some on BGG. Cardgamedb will have good quality soon as he gets some scans made.

Saw those earler, but there are only scans of the runner cards… I'm sure CGDB will have them all up soon, if nothing else.

Saturnine said:

It's not a "when scored" ability, you can score it early and use it whenever you need it.

I know the draw part isn't. I'm referring to the reshuffle part… you know, what you'd probably want when your hand is full of agendas? burla

Messenger said:

TheRealLeo said:

Vamp - Wow, that's some serious hurt for the Corp player. Just imagine running this in a Criminal deck, and playing it back to back with Account Siphon…. painful. atontado

Not disagreeing with this (even despite racking up a total of 3 tags), but what about playing Vamp on its own? I mean, as soon as I saw this card, the comparison with Account Siphon popped into my mind. There's no problem with playing both together, but if you had to choose only one between them, which would you take? Account Siphon costs a hefty 4 Influence, but Vamp asks a lot of credits from its player. Yes, Anarchs are willing to burn themselves for the chance to set the world ablaze, but is the effect worth it?

Of course! It's very good on its own, especially with no upper limit. It does probably mean you'll need your economy in order, cuz there's no point in draining the corp of some of their resources while you're left with nothing.

Choosing between the two will be highly situational. Anarchs might find this one rather useful though, to prevent the Corp from being able to rez their ice on a critical server, say maybe R&D. Also, it means now Anarchs have a reason to go after both R&D and HQ, so a little less predictability.

The one downside to this card that I can see (besides being low on cash when you're done) is that it's going to be situational. You're gonna want to time it right to make good use of it, just like Stimhack, so it might end up sitting in your hand for some time clogging it up. That's just a rough perception though.

Syphus said:

This card I think is great. But it might actually be best in an NBN deck, along with Power Grid NBN could really attack all of the Runners rig. Additionally, it would be best hid behind a Janus 1.0 or that card from the next data pack with the three "End The Run" Subroutines.

The three "end the run" subroutines? pensativo

Which one was that? I don't remember seeing it.

And those poor bioroids are going to be hurting from the Feedback Implants. I think that Power Grid Overload is going to be an absolute necessity in any HB deck, at least until there's something else good for screwing with the Runner's hardware.

TheRealLeo said:

The three "end the run" subroutines? pensativo

Which one was that? I don't remember seeing it.

And those poor bioroids are going to be hurting from the Feedback Implants. I think that Power Grid Overload is going to be an absolute necessity in any HB deck, at least until there's something else good for screwing with the Runner's hardware.

Oh that was me typing wrong, I'm 90% certain I saw this for Cyber Exodus or A Study in Static or somewhere and its three "The Runner Loses [click] if able." subroutines.

But yes, you're right about Power Grid Overload, I also think it is almost a given in NBN decks. But it'll stay there in my HB deck until there's something else, or at least something for Bioroids to upgrade them to v1.1 or 2.0 or something.

TheRealLeo said:

I know the draw part isn't. I'm referring to the reshuffle part… you know, what you'd probably want when your hand is full of agendas? burla

You are absolutely right. I misremembered and thoughr both effects were part of the same paid ability.

Mejis said:

Thanks Toqt, the BGG thread now has some scans.

Btw, what is your interpretation of E3 Feedback? There seems to be some discussion on BGG as to the wording, but for me it makes sense. It creates a feedback loop so you can keep breaking subroutines for 1 cred each time.

I disagree. The way it's worded is quite clear.

Whenever you break a subroutine on a piece of ice, you may pay 1 credit to break 1 additional subroutine on that ice.

You may pay an additonal credit to break ONE additional subroutine on that ice.

photogasm said:

You may pay an additonal credit to break ONE additional subroutine on that ice.

You re-worded what the effect does … for each time you trigger the ability. And I don't see why its triggering condition wouldn't be met by the use of its own ability. It's called a feedback implant, after all.

It says right there that you may break 1 additional subroutine .

I think if you could keep breaking subroutines for 1 credit that would make the card rather broken, don't you? It's already pretty powerful for its cost as it is.

I believe over on BGG someone already asked FFG for an answer on this, and the reply was "Yes, the card can trigger off itself. So as long as the runner wants to keep spending 1 cred / sub, he can keep breaking them."

It's not THAT powerful.

photogasm said:

I think if you could keep breaking subroutines for 1 credit that would make the card rather broken, don't you?

This amuses me greatly, as I was having a lengthy discussion with another forum member who argued that at 1 credit per subroutine it's useless garbage, as most icebreakers allow you to break subs for 1 credit anyway, and I was arguing that 1 credit per sub is fine (for/against certain decks).

No, I don't think it's broken. It helps offset the steep cost of the 2 credit per sub icebreakers, but you need to draw and install the card first, and it will become increasingly vulnerable as more hardware destruction effects become available. Granted, it is a silver bullet against bioroid ice. But ultimately, it's just one card amongst others that spell trouble for this corp or that corp, and the metagame will adjust. If you stack enough bioroid ice, the runner will be out of clicks eventually. And not every criminal will use it (and even fewer runners from the other factions splash it).

If that is the case, I won't be surprised to see this in every runner deck.