JINTEKI Flashcards

1
Q

AIKITARO WATANABE

A

The rez cost of ice protecting this server is lowered by 2.

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2
Q

BRAINTRUST

A

When you score Braintrust, place 1 agenda counter on it for every 2 advancement tokens on it over 3.
The rez cost of all ice is lowered by 1 for each agenda counter on Braintrust.

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3
Q

BULLFROG

A

[Subroutine] You and the Runner secretly spend 0 [Credits], 1 [Credits], or 2 [Credits]. Reveal spent credits. If you and the Runner spent a different number of credits, move Bullfrog so that it is the outermost piece of ice protecting another server (the Runner continues the run from this new position and is now running on this new server).

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4
Q

CELL PORTAL

A

[Subroutine] The Runner approaches the outermost piece of ice protecting the attacked server. Derez Cell Portal.

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5
Q

CHUM

A

The next piece of ice the Runner encounters during this run has +2 strength. Do 3 net damage unless the Runner breaks all subroutines on that piece of ice.

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6
Q

DATA MINE

A

[Subroutine] Do 1 net damage. Trash Data Mine.

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7
Q

DEDICATED SERVER

A

2 [Recurring Credits]
Use these credits to rez ice.

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8
Q

EDGE OF WORLD

A

If Edge of World is installed and you pay 3 [Credits] when the Runner accesses it, do 1 brain damage for each piece of ice protecting this server.

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9
Q

FETAL AI

A

If Fetal AI is accessed from R&D, the Runner must reveal it.
When the Runner accesses Fetal AI, do 2 net damage. Ignore this ability if the Runner accesses Fetal AI from Archives.
As an additional cost to steal Fetal AI, the Runner must pay 2 [Credits]

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10
Q

JINTEKI - PERSONAL EVOLUTION

A

Whenever an agenda is scored or stolen, do 1 net damage.

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11
Q

JINTEKI - REPLICATING PERFECTION

A

The Runner cannot run on remote servers. Ignore this ability until the end of the turn whenever the Runner runs on a central server.

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12
Q

NEURAL EMP

A

Play only if the Runner made a run during his or her last turn.
Do 1 net damage.

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13
Q

NEURAL KATANA

A

[Subroutine] Do 3 net damage.

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14
Q

NISEI MK II

A

Place 1 agenda counter on Nisei MK II when you score it.
Hosted agenda counter: End the run.

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15
Q

PRECOGNITION

A

Look at the top 5 cards of R&D and arrange them in any order.

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16
Q

PROJECT JUNEBUG

A

Project Junebug can be advanced.
If you pay 1 [Credits] when the Runner accesses Project Junebug, do 2 net damage for each advancement token on Project Junebug.

17
Q

SENSEI

A

[Subroutine] For the remainder of this run, each piece of ice encountered except Sensei gains “[Subroutine] End the run” after all its other subroutines.

18
Q

SNARE!

A

If Snare! is accessed from R&D, the Runner must reveal it.

If you pay 4 [Credits] when the Runner accesses Snare!, do 3 net damage and give the Runner 1 tag. Ignore this effect if the Runner accesses Snare! from Archives.

19
Q

SNOWFLAKE

A

[Subroutine] You and the Runner secretly spend 0 [Credits], 1 [Credits], or 2 [Credits]. Reveal spent credits. End the run if you and the Runner spent a different number of credits.

20
Q

SUNSET

A

Choose a server. Arrange the ice protecting that server in any order.

21
Q

TRICK OF LIGHT

A

Move up to 2 advancement tokens from a card to another installed card that can be advanced.

22
Q

WALL OF THORNS

A

[Subroutine] Do 2 net damage.
[Subroutine] End the run.

23
Q

ZABATSU LOYALTY

A

If the Runner is about to expose a card, you may rez Zaibatsu Loyalty.
1 [Credits] or [Trash]: Prevent 1 card from being exposed.