Himitsu-Bako and Chum

By Dreilide, in Android: Netrunner Rules Questions

During a run, the runner encounters a Chum. The subroutine resolves. The next piece of ice in the server is a Himitsu-Bako. After the runner encounters Himitsu-Bako, the Corp uses its ability to bounce it back to their hand. Does the Chum net damage resolve?

Edit: Just checked the timing structures. Guess there's no window for the Corp to do that before the runner breaks but after they encounter, so the question is moot. Can't see where to delete posts so I guess this will stay for posterity.

Edited by Dreilide

(you arrived at the right answer, but just to make it more explicit...)

All the Runner's "on encounter" effects will resolve, then the Corp's "on encounter" effects will. Then the Runner has the opportunity to use paid abilities. This includes breaking subroutines. Then the Corp may use paid abilities, which includes Himitsu Bako's bounce ability.

(you arrived at the right answer, but just to make it more explicit...)

All the Runner's "on encounter" effects will resolve, then the Corp's "on encounter" effects will. Then the Runner has the opportunity to use paid abilities. This includes breaking subroutines. Then the Corp may use paid abilities, which includes Himitsu Bako's bounce ability.

I don't think that's necessarily the case. My understanding was that when effects resolve at the same time ("on encounter") then the active player gets to decide in what order to resolve them. That's why Inside Job can get around Tollbooth, because the Runner would naturally decide to resolve the "bypass on encounter" effect before the Tollbooth's "pay money on encounter" effect.

For paid abilities, I'm not sure if there is a turn order. I believe the corp could use the Himitsu Bako paid ability before the runner encounters it. Can anyone quote a rule that refutes this?

Edited by bourgman

Can anyone quote a rule that refutes this?

Certainly, good sir. May I draw your attention to page 21 of the rulebook.

Timing Priority
Whenever there is an opportunity to trigger paid abilities, rez cards and/or score agendas (usually at the beginning of a turn and after each action), the player who is currently taking his turn gets the first opportunity to act. He can trigger as many abilities, rez as many cards, and/or score as many agendas as he wishes in the order of his choosing. When he is finished, the other player gets the opportunity to act. [...]

And then there's also page 22

Simultaneous Effects
When one or more abilities have the same timing trigger or can be triggered at the same time, each player chooses the order his own abilities trigger. A player can trigger an optional conditional ability before a required conditional ability if they both have the same trigger condition.
[...]
If players ever want to perform simultaneous effects at the same time, the player whose turn it is resolves all of his effects first.

Saturnine is correct (obviously). This is probably THE MOST misunderstood rule about timing in this game. It's not "active player chooses the order", it's "active player's stuff FIRST, and he/she can choose the order among those, THEN non-active player's stuff, and the non-active player chooses that order."

However, if the Runner is approaching a rezzed Himitsu Bako, the corp can bounce it to HQ before the Runner encounters it. This will not cause Chum to deal damage though, as the runner never encountered it.