{
  "data": [
    {
        "label": "Faction",
        "type": "Mechanic",
        "definition": "A grouping of cards represented by a colour and symbol, defining which cards can be freely included in your deck.\n\nRunner factions represent a shared objective or set of ideals across characters. Corp factions represent the face of a particular megacorporation. Including cards that do not match the faction of your [identity](#identity) in your deck will require you to spend [influence](#influence).\n\nThere are 7 main factions in the game:\n### Runner\n- [Anarch](#anarch)\n- [Criminal](#criminal)\n- [Shaper](#shaper)\n### Corp\n- [Haas-Bioroid](#haasbioroid)\n- [Jinteki](#jinteki)\n- [NBN](#nbn)\n- [Weyland](#weyland)\n\nThere are also 3 Runner [mini-factions](#minifaction):\n- [Adam](#adam)\n- [Apex](#apex)\n- [Sunny Lebeau](#sunnylebeau)"
    },
    {
        "label": "Anarch",
        "type": "Faction",
        "definition": "A Runner [faction](#faction). Their representative colour is orange.\n\nTheir themes include fixed-strength efficient [icebreakers](#icebreaker), [trashing](#trash) cards (whether or not they have [trash costs](#trashcost)), and a haphazard attitude to suffering [damage](#damage).\n\n*Fight for a better tomorrow, or just burn it all to the ground.*"
    },
    {
        "label": "Criminal",
        "type": "Faction",
        "definition": "A Runner [faction](#faction). Their representative colour is blue.\n\nTheir themes include sneaky tricks to get around [ice](#ice), bombastic run events, and taking money from the Corp.\n\n*All you need is one big score, then you can leave this life behind.*"
    },
    {
        "label": "Shaper",
        "type": "Faction",
        "definition": "A Runner [faction](#faction). Their representative colour is light green.\n\nTheir themes include a wide array of custom-tooled [programs](#program) and [hardware](#hardware), getting extra value from installations, and interlocking many different cards to build a bigger machine.\n\n*Do it because you can.*"
    },
    {
        "label": "Haas-Bioroid",
        "type": "Faction",
        "pseudonyms": "HB",
        "definition": "A Corp [faction](#faction). Their representative colour is purple.\n\nTheir themes include [bioroids](#bioroid), recurring cards from [Archives](#archives), and manipulating both players' [clicks](#click) ({click}). They manufacture bioroids, a subservient workforce of human braintapes fitted into robotic bodies, competing with [Jinteki's](#jinteki) clones.\n\n*Optimise out all inefficiencies and leave the Runner behind.*"
    },
    {
        "label": "Jinteki",
        "type": "Faction",
        "definition": "A Corp [faction](#faction). Their representative colour is red.\n\nTheir themes include face-down cards in [Archives](#archives), bluffing and traps, and inflicting [net damage](#netdamage). They manufacture clones, a subservient workforce competing with [Haas-bioroid's](#haasbioroid) [bioroids](#bioroid).\n\n*Runners dare intrude upon your perfect world? Educate them.*"
    },
    {
        "label": "NBN",
        "type": "Faction",
        "definition": "A Corp [faction](#faction). Their representative colour is yellow.\n\nTheir themes include [tags](#tag), manipulating the Runner's [credits](#credit), and specialised ways to place advancement counters. They control the new internet, and a vast majority of the media.\n\n*You own the world's news, idols, and dreams. You decide what the future is.*"
    },
    {
        "label": "Weyland",
        "type": "Faction",
        "pseudonyms": "Weyland Consortium",
        "definition": "A Corp [faction](#faction). Their representative colour is dark green.\n\nTheir themes include expensive cards, advanceable [ice](#ice), and inflicting [meat damage](#meatdamage). They are conglomerate of many *many* different megacorporations. Ostensibly they are in the business of construction, but really they're in the business of businesses.\n\n*Build a better tomorrow for your stakeholders.*"
    },
    {
        "label": "Neutral",
        "type": "Faction",
        "pseudonyms": "Neutral Runner, Neutral Corp",
        "definition": "The lack of a [faction](#faction), shown by a grey colour. Neutral cards can be included in any deck of the appropriate player side. If a neutral card has an [influence cost](#influence) it must always be paid to include it in your deck, regardless of the faction of your [identity](#identity) (including neutral ones).\n\n**Note:** neutral is not itself a faction. A neutral card is never considered to be the same faction as any other card, including other neutral cards."
    },
    {
        "label": "Corp",
        "type": "Faction",
        "pseudonyms": "Corporation",
        "definition": "One of the two sides you can play as in Netrunner.\n\nThe Corp [identity](#identity) represents one of the many faces of the colossal megacorporations that control all human interest. Their objective is to score [agendas](#agenda) to realise their goals, or [flatline](#flatline) any Runner that gets in their way.\n\nThere are 5 non-identity Corp [card types](#type):\n- [Agendas](#agenda)\n- [Assets](#asset)\n- [Ice](#ice)\n- [Operations](#operation)\n- [Upgrades](#upgrade)"
    },
    {
        "label": "Runner",
        "type": "Faction",
        "definition": "One of the two sides you can play as in Netrunner.\n\nThe Runner [identity](#identity) represents (usually) a single character attempting to break into the Corp's servers. Their objective is to steal [agendas](#agenda), be that to stop the Corp's plans, sell them for money, or just for bragging rights.\n\nThere are 4 non-identity Runner [card types](#type):\n- [Events](#event)\n- [Hardware](#hardware)\n- [Programs](#program)\n- [Resources](#resource)"
    },
    {
        "label": "Mini-faction",
        "type": "Mechanic",
        "definition": "A set of Runner [factions](#faction) representing 3 individual Runners outside of the scope of the 3 *main* Runner factions. They have a greater [influence](#influence) limit than other runners (25), but with vastly limited card pools.\n\nThe 3 mini-factions are:\n- [Apex](#apex)\n- [Adam](#adam)\n- [Sunny Lebeau](#sunnylebeau)"
    },
    {
        "label": "Apex",
        "type": "Faction",
        "definition": "A Runner [mini-faction](#minifaction). Its representative colour is dark red.\n\nIts main themes are face-down cards and trashing its own installed cards. As an escaped AI, it tore down the old internet through pure apathetic rage. Even now, it survives.\n\n*⠃⠑⠺⠁⠗⠑⠀⠊⠀⠇⠊⠧⠑*"
    },
    {
        "label": "Adam",
        "type": "Faction",
        "definition": "A Runner [mini-faction](#minifaction). His representative colours are olive green and tan yellow.\n\nHis main theme is his *directive* cards, which start installed and provide benefits and restrictions throughout the game. He is an escaped [HB](#haasbioroid) [bioroid](#bioroid), still fighting his core directives imposed on him by his creators.\n\n*Embrace your programming or find the truth; the choice was only ever yours.*"
    },
    {
        "label": "Sunny Lebeau",
        "type": "Faction",
        "definition": "A Runner [mini-faction](#minifaction). Her representative colours are purple and grey.\n\nHer main themes are forcing the Corp to perform [traces](#trace) and having a high [base link](#link). She is a *Globalsec* employee performing security testing on various corps, whether they like it or not. ACAB.\n\n*Time to clock in; another day, another paycheck.*"
    },
    {
        "label": "Type",
        "type": "Mechanic",
        "definition": "The highest-level classification of a card that defines its purpose and rules. Both Corp and Runner share the [identity](#identity) type, using it to represent the character(s) or corporation each deck is representing.\n\nThere are 4 non-identity Runner card types:\n- [Events](#event)\n- [Hardware](#hardware)\n- [Programs](#program)\n- [Resources](#resource)\n\nThere are 5 non-identity Corp types:\n- [Agendas](#agenda)\n- [Assets](#asset)\n- [Ice](#ice)\n- [Operations](#operation)\n- [Upgrades](#upgrade)"
    },
    {
        "label": "Identity",
        "type": "Card Type",
        "pseudonyms": "ID",
        "definition": "A [card type](#type) representing the person, entity, or group you are playing as within the game. Each deck has exactly 1 identity, and it starts face-up in the play area when the game begins. Identities provide deckbuilding restrictions, and usually a unique ability that defines their playstyle or deck construction. These abilities, unless otherwise stated, are always *active*.\n\nAll IDs (both Corp and Runner) define a minimum decksize (normally 40 or 45) and a maximum [influence](#influence) limit (normally 15). When deckbuilding, you must adhere to these restrictions. Runner identities also define a base [mu](#mu) limit and [link](#link), which take effect during the game.\n\n**Note:** Identities are not [installed](#install). This is relevant to many cards that refer to 'installed' cards in their text."
    },
    {
        "label": "Event",
        "type": "Card Type",
        "definition": "A [card type](#type) providing a one-time effect for the Runner. They have a [play cost](#playcost) that must be paid to play them, upon which they are put face-up in the *play area*. Their ability resolves, then they are [trashed](#trash) and placed face-up in the Runner's discard pile (the [heap](#heap)).\n\nThey have a direct Corp equivalent: [operations](#operation)."
    },
    {
        "label": "Hardware",
        "type": "Card Type",
        "definition": "An installable [card type](#type) representing a physical piece of Runner equipment. They are [installed](#install) by paying their [install cost](#installcost) and placing them face-up in the play area. They remain in play until another effect uninstalls them (most commonly by [trashing](#trash) them)."
    },
    {
        "label": "Program",
        "type": "Card Type",
        "definition": "An installable [card type](#type) representing a digital Runner program. They are [installed](#install) by paying their [install cost](#installcost) and placing them face-up in the play area. They remain in play until another effect uninstalls them (most commonly by [trashing](#trash) them).\n\nAll programs have an [MU](#mu) cost. The toal MU cost of your programs cannot excede your MU limit. Almost every Runner has a starting limit of 4 MU, but some cards (most notably [consoles](#console)) provide additional MU once they have been installed. Whenever you install a program, you may trash any other number of programs. If installing the program would put you above your MU limit, you *must* do this to bring your used MU back down.\n\nSome programs also have a base strength. Only [icebreaker](#icebreaker) programs have this stat."
    },
    {
        "label": "Resource",
        "type": "Card Type",
        "definition": "An installable [card type](#type) for the Runner. They are [installed](#install) by paying their [install cost](#installcost) and placing them face-up in the play area. They remain in play until another effect uninstalls them (most commonly by [trashing](#trash) them). Resources can represent nearly anything, including people, jobs, locations, concepts, and digital stuffed animals."
    },
    {
        "label": "Agenda",
        "type": "Card Type",
        "pseudonyms": "Points",
        "definition": "An installable [card type](#type) representing the Corp's objectives within the world of Netrunner. They are the source of points for both players in the game. Agendas can be advanced, and cannot be [rezzed](#rez). They can only be [installed](#install) in the [root](#root) of a [remote server](#remoteserver), and each remote can only contain a single agenda *or* [asset](#asset) (not both, and even if they're [unrezzed](#rez)). Whenever you install a card in the root of a remote, you may [trash](#trash) any cards already installed in it. If you are installing an asset or agenda, you *must* trash any existing asset or agenda in that root.\n\nAgendas have two values: an advancement requirement and a points value. While an installed agenda is [hosting](#hosting) [advancement counters](#advancementcounter) greater than or equal to their advancement requirement, the Corp may *score* it on their turn during a [paid ability window](#paidabilitywindow). When they do this, they remove all hosted objects and add it to their score area, gaining those points. Whenever the Runner [accesses](#access) an agenda from any location, they *steal* it, adding it to *their* score area. This can be prevented if the agenda changes locations before the end of the access, or if the agenda has an additional cost to steal, which the Runner is always able to decline to pay.\n\nSome agendas have the [public](#public) subtype, and are installed face-up. Despite this, they are still not considered rezzed."
    },
    {
        "label": "Asset",
        "type": "Card Type",
        "definition": "An installable [card type](#type) representing a tangible enterprise, employee, or project under a Corp's control. Assets can be [rezzed](#rez) while installed by paying their [rez cost](#rezcost) during a [paid ability window](#paidabilitywindow). Assets' abilities are only active while they are rezzed, unless otherwise specified. Abilities that resolve on [access](#access), or that allow the asset to be advanced are exempt from this rule.\n\nThey can only be installed in the [root](#root) of a [remote server](#remoteserver), and each remote can only contain a single asset *or* agenda (not both, and even if they're unrezzed). Whenever you install a card in the root of a remote, you may trash any cards already installed in it. If you are installing an asset or upgrade, you *must* trash any existing asset or agenda in that root."
    },
    {
        "label": "Ice",
        "type": "Card Type",
        "definition": "An installable [card type](#type) representing the Corp's electronic countermeasures to prevent intrusion. Ice is installed sideways [protecting](#protected) a single specified server. Once installed, ice can be [rezzed](#rez), but differs from [assets](#asset) and [upgrades](#upgrade) in that it can *only* be [rezzed](#rez) when the Runner is [approaching](#approach) it, unless a card [ability](#ability) specifies otherwise.\n\nAll ice has a [strength](#strength) value, representing how difficult it is for the Runner's [icebreakers](#icebreaker) to [interface](#interface) with it. Almost every ice has [subroutines](#subroutine): abilities that will resolve in order unless *broken* by the Runner during an [encounter](#encounter). Whenever the Runner [passes](#pass) a piece of ice, that ice remains in play. It is not [derezzed](#rez) or [trashed](#trash)."
    },
    {
        "label": "Operation",
        "type": "Card Type",
        "definition": "A [card type](#type) providing a one-time effect for the Corp. They have a [play cost](#playcost) that must be paid to play them, upon which they are put face-up in the play area. Their [ability](#ability) resolves, then they are [trashed](#trash) and placed in the Corp's discard pile ([Archives](#archives)).\n\nThey have a direct Runner equivalent: [events](#event)."
    },
    {
        "label": "Upgrade",
        "type": "Card Type",
        "definition": "An installable [card type](#type) representing a Corp's improvement to the defensive capabilities of a [server](#server). Upgrades, like [assets](#asset), can be [rezzed](#rez) while [installed](#install) by paying their [rez cost](#rezcost) during a [paid ability window](#paidabilitywindow). Upgrades' abilities are only active while they are rezzed, unless otherwise specified. Abilities that resolve on access, or that allow the upgrade to be advanced, are exempt from this rule.\n\nUpgrades are installed in the [root](#root) of a server. Unlike assets and [agendas](#agenda), they can be installed in the root of [central servers](#centralserver) as well as [remotes](#remoteserver), and there is no limit on how many upgrades a single server's root can contain. The exception to this are [region](#region) upgrades, which specify there can only be 1 region per server. This limit applies even while unrezzed. Whenever you install a card in the root of a remote, you may trash any cards already installed in it. If you are installing a region upgrade, you *must* trash any region already installed in that root."
    },
    {
        "label": "Influence",
        "type": "Mechanic",
        "pseudonyms": "Influence Cost",
        "definition": "A mechanic representing a Corp or Runner's ability to draw on contacts and services outside their usual social or professional space, and an associated cost with how much effort it takes to do so. [Identities](#identity) specify an influence limit (usually 15), indicating the upper limit on influence a deck using them can include. Non-identity cards have a bar in one of the bottom corners with a number of illuminated pips (from 0 to 5), indicating the influence cost of that card. During deckbuilding, any cards that do not match the [faction](#faction) of your identity count towards your ID's influence limit. Only [neutral](#neutral) cards can have a printed influence cost of 0. [Agenda](#agenda) cards do not have influence values and non-neutral agendas can never be included in a deck that does not match their faction unless an ability explicitly allows it.\n\nOn identities printed by [Null Signal Games](#nullsignalgames), the influence limit is the rightmost of the two deckbuilding values. On [Fantasy Flight Games'](#fantasyflightgames) identities, it is the bottommost value.\n\n**Pedantic note:** It is not relevant on any printed card, but if a neutral identity were printed with a non-infinite influence limit, neutral cards with a non-zero influence cost would count towards it - as neutral is not a faction, but the *absence* of a faction.",
        "rulesReference": "2.14"
    },
    {
        "label": "Ability",
        "type": "Mechanic",
        "definition": "A piece of game text that describes an effect. Outside of the rules inherent to card types (such as with [agendas](#agenda) or [assets](#asset)), all game effects from cards are abilities of one form or another. Abilities are composed of a list of [instructions](#instruction).",
        "rulesReference": "9"
    },
    {
        "label": "Instruction",
        "type": "Mechanic",
        "definition": "A single step in resolving an [ability](#ability). Instructions are broken up by full stops (periods) within a card's text. A [checkpoint](#checkpoint) occurs between each instruction.",
        "rulesReference": "9.1.2"
    },
    {
        "label": "Checkpoint",
        "type": "Mechanic",
        "definition": "An underlying component of the game's rules engine that gives an explicit window for certain effects relating to the game state to resolve. Notable examples include a player winning the game by having 7 [agenda points](#agenda), or trashing [unique](#unique) cards that currently have duplicates. For a full list, check section 10.3 in the Comprehensive Rules.",
        "rulesReference": "10.3"
    },
    {
        "label": "Unique",
        "type": "Mechanic",
        "definition": "A mechanic concerning cards, usually representing a specific person or location, indicated by a diamond symbol before the card's name (◆). If there ever becomes more than one active copy of a *unique* card (either [installed](#install) for the Runner or installed and [rezzed](#rez) for the Corp), any existing active copies of the same card are immediately [trashed](#trash) by the game. This trash cannot be [prevented](#prevent). The Corp can have multiple copies of a unique card installed as long as there is only one rezzed at any given time.\n\n**Note:** When a unique card is trashed by another copy of it becoming active, that is *the game* trashing that card, not its player. This is relevant for card abilities that care about a player trashing a card.",
        "rulesReference": "10.1.1"
    },
    {
        "label": "Action",
        "type": "Mechanic",
        "definition": "A [paid ability](#paidability) beginning with one or more [click](#click) ({click}) icons. In contrast to other paid abilities, actions can only be taken during a player's action phase (i.e. during their turn) rather than during a [paid ability window](#paidabilitywindow) and cannot be taken at any other time, even if that player somehow has clicks available to spend.\n\nSee also the [Corp](#corpturnstructure) and [Runner](#runnerturnstructure) turn structures.",
        "rulesReference": "9.5.2a"
    },
    {
        "label": "Basic Action",
        "type": "Mechanic",
        "pseudonyms": "Basic Action Card, Action Card",
        "definition": "The basic actions are [actions](#action) that are available to players at all times during the game, providing basic abilities such as gaining [credits](#credit) ({credits}) or drawing cards. Each player has their own, overlapping set of basic actions:\n\n### Corp\n- **{click}:** Gain 1{credit}.\n- **{click}:** Draw 1 card.\n- **{click}:** Play 1 [operation](#operation) from [HQ](#hq).\n- **{click}:** [Install](#install) 1 [agenda](#agenda)/[asset](#asset)/[upgrade](#upgrade)/[ice](#ice) from HQ.\n- **{click}, 1{credits}:** [Advance](#advance) 1 installed card.\n- **{click}, 2{credits}:** [Trash](#trash) 1 installed resource. Take this action only if the Runner is [tagged](#tag).\n- **{click}{click}{click}:** [Purge](#purging) [virus counters](#viruscounter).\n\n### Runner\n- **{click}:** Gain 1{credit}.\n- **{click}:** Draw 1 card.\n- **{click}:** Play 1 [event](#event) from your [grip](#grip).\n- **{click}:** Install 1 [program](#program)/[resource](#resource)/[hardware](#hardware) from your grip.\n- **{click}:** [Run](#run) any [server](#server).\n- **{click}, 2{credits}:** Remove 1 tag.",
        "rulesReference": "5.2.6, 5.2.7"
    },
    {
        "label": "Credit ({credit})",
        "type": "Mechanic",
        "definition": "The unit of currency within the game, thematically representing liquid cash, favours, and opportunities. Credits are used for paying [play costs](#playcost), [install costs](#installcost), [rez costs](#rezcost), and some [paid ability](#paidability) costs.\n\nCredits are not automatically gained or lost between turns."
    },
    {
        "label": "Click ({click})",
        "type": "Mechanic",
        "definition": "The action economy of the game. During each player's turn, they are allotted clicks. When they have no clicks remaining, their action phase ends, ending their turn. By default, the Runner gets 4 allotted clicks each turn, and the Corp gets 3 (though the Corp gets a [mandatory draw](#mandatorydraw) to make up for this)."
    },
    {
        "label": "MU",
        "type": "Mechanic",
        "pseudonyms": "Memory, Memory Unit",
        "definition": "A mechanic representing the Runner's capacity to install [programs](#program). All programs cost a certain amount of memory while [installed](#install). Whenever you install a program, you may trash any other number of programs. If installing the program would put you above your MU limit, you *must* do this to bring your used MU back down.\n\nA Runner's base memory limit is shown on their [identity](#identity) card, designated by a number in a computer chip icon in the top-left corner. Where not specified, the base limit is 4. Some hardware, notably [consoles](#console), increase the Runner's available MU once installed."
    },
    {
        "label": "Tag",
        "type": "Mechanic",
        "pseudonyms": "Tagged",
        "definition": "A mechanic representing the Corp's knowledge of the Runner's location, with more tags representing greater precision. Tags have no inherent effect and are solely given, removed, and referred to by card [abilities](#ability) and the [basic action cards](#basicaction). While the Runner has one or more tags, they are considered to be 'tagged'. While the Runner is tagged, the Corp can use their basic action: *'**{click}, 2{credit}:** Trash 1 installed resource. Take this action only if the Runner is tagged.'*. Tags can be removed by the Runner with the corresponding basic action: *'**{click}, 2{credit}:** Remove 1 tag.'*.\n\nSome cards cause the Runner to be 'tagged' without having any tags, or cause the Runner to 'be treated as though' they have more tags than they currently do. In these cases, the Runner does not actually *gain* any additional tags, and these implicit tags cannot be removed."
    },
    {
        "label": "Power Counter",
        "type": "Mechanic",
        "definition": "A type of counter that can be placed on Corp or Runner cards by card [abilities](#ability). In general, cards have an ability that causes one or more counters to be [hosted](#hosting) on them and another ability that requires them to be spent to achieve an effect. Power counters have no unifying mechanical or [flavour](#flavour) theme.\n\nSee also [charge](#charge)."
    },
    {
        "label": "Virus Counter",
        "type": "Mechanic",
        "pseudonyms": "Purge",
        "definition": "A type of counter that is almost exclusively used by Runner cards, and of those, mostly [virus](#virus) [programs](#program). Cards that place virus counters usually also specify an effect that uses or counts them.\n\nThe Corp has a [basic action](#basicaction) allowing them to [purge](#purging) virus counters, removing *all* virus counters in play from the game: *'**{click}{click}{click}:** Purge virus counters.'* Some virus programs don't use virus counters, but are instead [trashed](#trash) whenever the Corp purges virus counters, regardless of whether they [host](#hosting) any such counters."
    },
    {
        "label": "Advancement Counter",
        "type": "Mechanic",
        "pseudonyms": "Advancement Token, Advanced",
        "definition": "A Corp-exclusive counter representing their investment into scoring an [agenda](#agenda). The main way they are created is via the [basic action](#basicaction) to advance a card. Cards [hosting](#hosting) advancement counters are referred to as *advanced*. A card must either be an agenda or have the [ability](#ability) 'this [card] can be advanced' to be advanced in this way. Cards with this text can be advanced even while facedown.\n\nSome abilities allow the players to place advancement counters on cards. Unless otherwise specified, these can target any valid card, even if that card cannot normally be advanced.\n\n**Note:** *'Advancing'* a card is distinct from *placing an advancement counter* on it. Both result in an advancement counter being placed, but cards that refer to the Corp *'advancing a card'* will not be affected by cards that simply *place* them. The only way to *'advance'* a card is with the basic action. All cards instead refer to placing them (except for one [rotated](#rotated) card that doesn't matter)."
    },
    {
        "label": "Agenda Counter",
        "type": "Mechanic",
        "definition": "A Corp-exclusive counter placed on scored [agendas](#agenda), such as those with a [dividends](#dividends) ability. Agenda counters have no implicit effect, but cards may use them while in the [score area](#scorearea) to either denote an static effect on the game, or as a cost for a [paid ability](#paidability).\n\nAgenda counters are only ever placed on agendas in score areas. If an agenda ever changes [zones](#zone) (such as from a score area back to the play area) any hosted objects (including agenda counters) are removed."
    },
    {
        "label": "Core Damage Counter",
        "type": "Mechanic",
        "pseudonyms": "Brain Damage Counter",
        "definition": "A token used to track how much [core damage](#coredamage) the Runner has suffered, and their corresponding decrease in maximum [hand size](#handsize)."
    },
    {
        "label": "Hand Size",
        "type": "Mechanic",
        "definition": "The maximum number of cards a player can keep in their hand during their discard phase. If they have more than this amount, they must discard cards of their choice equal to the difference. These cards are *not* considered to be [trashed](#trash). By default, each player's maximum hand size is 5. The Corp discards cards face-down, and the Runner discards theirs face-up.\n\nIf the Runner has a negative maximum hand size during their discard phase, they are [flatlined](#flatline)."
    },
    {
        "label": "Rez",
        "type": "Mechanic",
        "pseudonyms": "Rezzed, Derez, Derezzed",
        "definition": "Rezzing is the act of turning a Corp card face-up, usually by paying its [rez cost](#rezcost). Face-down installed Corp cards are considered *unrezzed*; rezzing a card causes it to become *'rezzed'*. Rezzed cards' [abilities](#ability) become [active](#active) and able to affect the game.\n\n[Assets](#asset) and [upgrades](#upgrade) can be rezzed during any [paid ability window](#paidabilitywindow). [Ice](#ice) can usually only be rezzed during an [approach](#approach). [Agendas](#agenda) can never be rezzed, and if they are ever installed or turned face-up due to a card ability, they are not considered rezzed.\n\n*Derezzing* is the act of turning a rezzed card face-down, making it become unrezzed and its abilities inactive. Derezzing is only possible through card abilities. It is most commonly associated with [Haas-Bioroid](#haasbioroid) and the [Criminal](#criminal) [faction](#faction)."
    },
    {
        "label": "Rez Cost",
        "type": "Mechanic",
        "definition": "The cost that must be paid in order to [rez](#rez) an [asset](#asset), [upgrade](#upgrade) or [ice](#ice) card, including any modifiers. It is shown at the top-left of a card.The unmodified cost is referred to as the *printed rez cost*. Occasionally a card will specify an [additional cost](#additionalcost) to rez it; this, if any, will be described on the card.\n\nAssets and upgrades can be rezzed during almost any [paid ability window](#paidabilitywindow). Ice can usually only be rezzed during an [approach](#approach). [Agendas](#agenda) can never be rezzed, and if they are ever installed or turned face-up due to a card ability, they are not considered rezzed."
    },
    {
        "label": "Active",
        "type": "Mechanic",
        "definition": "A property of an [ability](#ability). Active abilities can affect the game and their written text applies. An ability for which this is not true is referred to as *inactive*. In general, an ability is only active if the card on which it appears is installed, and in the case of the Corp, [rezzed](#rezzed). There are four main exceptions to this:\n\n- [Identity](#identity) cards, whose abilities are always active unless otherwise specified.\n- [Region](#region) cards, whose 'limit 1 region per [server](#server)' restriction is always active.\n- Cards that have an effect when accessed, even if unrezzed or in [zones](#zone) they would usually be inactive, such as [R&D](#rd). These usually have the text 'While the Runner is accessing this [card] in R&D, they must reveal it.'.\n- Cards that specify 'this [card] can be [advanced](#advancementcounter)'. This ability is active even while unrezzed. If the card loses this ability, it can no longer be advanced."
    },
    {
        "label": "Play",
        "type": "Mechanic",
        "definition": "[Events](#event) and [operations](#operation) are *played* by paying their [play cost](#playcost) and placing them face-up in the [play area](#zone). Their [abilities](#ability) are then resolved and they are subsequently [trashed](#trash).\n\nYou cannot play events or operations from your hand unless an ability allows you to. In the majority of cases, this will be the corresponding [basic action](#basicaction), but some card abilities allow you to play them through other means."
    },
    {
        "label": "Play Cost",
        "type": "Mechanic",
        "definition": "The cost that must be paid in [credits](#credit) ({credit}) in order to play an [event](#event) or [operation](#operation). It is indicated in the top-left corner of these cards, in a circle."
    },
    {
        "label": "Additional Cost",
        "type": "Mechanic",
        "definition": "A cost that must be paid alongside an ability's regular cost. A player can always *decline* to pay an additional cost if there is one. An [agenda](#agenda) having an additional cost for the Runner to steal it is the only means by which the Runner can decline to steal an agenda."
    },
    {
        "label": "Install",
        "type": "Mechanic",
        "pseudonyms": "Installing, Installed",
        "definition": "To *install* a card is to place it in the play area. Installed cards remain in play until they are uninstalled (e.g. by [trashing](#trash) them). [Abilities](#ability) allow a player to install cards, most notably the corresponding [basic action](#basicaction).\n\nThe Corp installs all cards [unrezzed](#rez) unless otherwise specified, and may [rez](#rez) them at a later time. Agendas, [assets](#asset), and [upgrades](#upgrade) are installed in the [roots](#root) of servers, and [ice](#ice) is installed sideways [protecting](#protected) a specified server. When installing ice, the Corp must install it in the outermost position protecting a server, and pay 1 [credit](#credit) ({credit}) for each piece of ice already installed protecting that server (the first ice installed protecting each server is free). Whenever the Corp installs a piece of ice, they may optionally trash any ice already installed protecting that server, reducing the install cost of the new ice.\n\nThe Runner in almost all cases installs cards face-up on the table and must pay that card's [install cost](#installcost) first."
    },
    {
        "label": "Install Cost",
        "type": "Mechanic",
        "definition": "The cost that must be paid in [credits](#credit) ({credit}) in order to install an installable card. On Runner cards, it is indicated in the top-left corner of [hardware](#hardware), [programs](#programs), and [resources](#resources). Corp cards have no printed install cost, and installing [agendas](#agenda), [assets](#asset), and [upgrades](#upgrade) is free; however, installing ice costs 1 [credit](#credit) for each piece of ice already installed protecting that server (the first ice installed protecting each server is free). Whenever the Corp installs a piece of ice, they may optionally trash any ice already installed protecting that server, reducing the install cost of the new ice."
    },
    {
        "label": "Subroutine",
        "type": "Mechanic",
        "pseudonyms": "Break",
        "definition": "An [ice](#ice)-specific ability denoted by an arrow symbol. During an [encounter](#encounter) with a piece of ice, the subroutines will 'resolve' and apply their effects, one at a time, from top to bottom. The Runner can use [icebreakers](#icebreaker) to prevent this by *breaking* those subroutines. A piece of ice that has had all of its subroutines broken (including if it had no subroutines in the first place) is referred to as *fully broken*. Any subroutines that remain are referred to as *unbroken*. A run is not ended by subroutines resolving unless one of those subroutines specifies as such. If the run ends somehow before all subroutines have resolved, any unresolved subroutines do not resolve at all.\n\nThe breaking of subroutines is limited to a particular encounter. If the Runner encounters that same piece of ice again at a later time, they will need to break the subroutines again to prevent them resolving."
    },
    {
        "label": "Score Area",
        "type": "Mechanic",
        "pseudonyms": "Score, Steal",
        "definition": "The score area is where each player places [agendas](#agenda) that they have *scored* (for the Corp) or *stolen* (for the Runner). Agendas in the score area grant their [agenda points](#agendapoint) to the corresponding player. Most agendas have an [ability](#ability). This ability is active in the Corp's score area and not active while in the Runner's, unless otherwise specified.\n\nSome cards have abilities that cause them to 'add [themselves] to the score area as an agenda'. In this case, the ability will specify how many agenda points the new agenda is worth. These cards are then treated as agendas in all respects, but do not have a printed advancement requirement or points value.",
        "rulesReference": "4.5"
    },
    {
        "label": "Agenda Point",
        "type": "Mechanic",
        "definition": "A value associated with [agendas](#agenda) and granted by agendas in a player's [score area](#scorearea) to that player. In a loose sense, represents how significant the agenda is in terms of the Corp's goals, or how much it's worth to the Runner if it's disrupted or has its details leaked. A player with 7 agenda points immediately wins the game, unless an [active](#active) [ability](#ability) specifies otherwise."
    },
    {
        "label": "Interface →",
        "type": "Keyword",
        "pseudonyms": "Interface ->, Interface Ability",
        "definition": "A keyword applying a restriction to [paid abilities](#paidability) on [icebreaker](#icebreaker) [programs](#program). An interface ability can only be used if the current [strength](#strength) of its icebreaker is greater than or equal to the strength of the piece of [ice](#ice) being encountered. Interface abilities interact with ice, usually by breaking their [subroutines](#subroutine).\n\n**Note:** If an icebreaker's strength was increased during an encounter with an ice, its strength returns to its base value when that encounter ends. Interface abilities cannot be used outside of encounters with ice."
    },
    {
        "label": "Persistent →",
        "type": "Keyword",
        "pseudonyms": "Persistent ->, Persistent Ability",
        "definition": "A keyword applying a modifier to [abilities](#ability) on [upgrades](#upgrade). A persistent ability remains active during a breach even if its source card was [trashed](#trash) while being [accessed](#access).\n\n**Note:** If the source card is uninstalled, [derezzed](#rez), trashed outside of a breach, or otherwise made inactive without trashing it *while being accessed*, the persistent modifier does not take effect.",
        "rulesReference": "9.12.5"
    },
    {
        "label": "Threat →",
        "type": "Keyword",
        "pseudonyms": "Threat ->, Threat X, Threat Ability, Threat Level",
        "definition": "The threat level during a game is equal to the highest number of [agenda points](#agenda) either player has scored.\n\nA threat [ability](#ability) has the flag *Threat X →* prepending it, and is only [active](#active) if the threat level is at least X.\n\nThe threat level can be reduced (and potentially some abilities made inactive again) if the player with the most points loses any (e.g. by [forfeiting](#forfeit) an agenda)."
    },
    {
        "label": "Once per turn →",
        "type": "Keyword",
        "pseudonyms": "Once per turn ->, OPT",
        "definition": "A keyword that modifies [abilities](#ability) with the *Once per turn → * flag. Such abilities cannot be resolved more than once per turn."
    },
    {
        "label": "Access → (flag)",
        "type": "Keyword",
        "pseudonyms": "Access ->, Access Ability, Mid-Access Ability",
        "definition": "A modifier of [paid abilities](#paidability) that may be used while [accessing](#access) a Corp card. Normally, paid abilities cannot be used at this time.\n\n**Note:** Only one access ability may be used during each access. This includes the implicit access ability to [trash](#trash) a card being accessed by paying its [trash cost](#trashcost)."
    },
    {
        "label": "{interrupt} → (interrupt)",
        "type": "Keyword",
        "pseudonyms": "Interrupt ->, Interrupt Ability",
        "definition": "A modifier for [abilities](#ability) that affect the resolution of another [instruction](#instruction), generally in the terms '[prevent](#prevent)' or 'would'. Normally, abilities cannot be used during the resolution of another ability."
    },
    {
        "label": "{trashability} (trash ability)",
        "type": "Keyword",
        "definition": "Shorthand for '[trash](#trash) this card', used in the [paid abilities](#paidability) of [installable](#install) cards."
    },
    {
        "label": "Run",
        "type": "Mechanic",
        "pseudonyms": "Running, Make A Run",
        "definition": "A core mechanic of the game representing the Runner *'jacking in'* to the Net and attempting to [access](#access) the contents of the Corp's [servers](#server). [Abilities](#ability) allow the Runner to make a run by choosing a server, including one of the Runner's [basic actions](#basicaction). They then [approach](#approach) and [encounter](#encounter) any [ice](#ice) [protecting](#protecting) that server in sequence until either the run ends or they reach the server and [breach](#breach) it.\n\nSee also [the Run Timing Structure](#runtimingstructure)."
    },
    {
        "label": "Jack Out",
        "type": "Mechanic",
        "definition": "The Runner voluntarily ending a [run](#run). The Runner has the opportunity to jack out after each [encounter](#encounter) with a piece of ice during a run.\n\nSee also [the Run Timing Structure](#runtimingstructure)."
    },
    {
        "label": "Trash",
        "type": "Mechanic",
        "definition": "To *trash* a card is to take it from its current location and move it to the appropriate player's discard pile (either the [Heap](#heap) or [Archives](#archives)). That card is, at that time, considered *trashed*. Cards can be trashed in the following ways:\n\n- When the Runner [accesses](#access) a Corp card with a [trash cost](#trashcost), indicated by a number in a trashcan icon in the bottom right corner, and chooses to pay that cost.\n- When the Corp is [installing](#install) a card in or protecting a remote server, they may choose to trash any or all of the corresponding cards that were previously there, or occasionally *must* do so (for example, if the installation would cause there to be more than one [agenda](#agenda) in the server).\n- When the Runner is installing a [program](#program), they may trash any number of already installed programs.\n- When a card [ability](#ability) instructs you to do so.\n\nCorp cards are trashed face-down unless the Runner was able to see the card at the time it was trashed (for example, if it was being accessed). Face-down Corp cards are turned face-up when the Runner [breaches](#breach) Archives."
    },
    {
        "label": "Trash Cost",
        "type": "Mechanic",
        "definition": "The cost in [credits](#credit) ({credit}) the Runner must pay to [trash](#trash) a Corp card while [accessing](#access) it."
    },
    {
        "label": "Discard",
        "type": "Mechanic",
        "definition": "To take a card from a player's hand and place it in their discard pile ([Archives](#archives) or the [heap](#heap), respectively). The Corp discards face-down and the Runner discards face-up. Discarded cards are *not* considered [trashed](#trash)."
    },
    {
        "label": "Access",
        "type": "Mechanic",
        "definition": "A mechanic representing the Runner gaining access to the Corporation in some way. When a card is *accessed*, the Runner looks at it. The Runner is then *accessing* that card. If the card is an [agenda](#agenda), they steal it. If the runner has an applicable mid-access [ability](#accessflag), they may use one of them or, if it has a [trash cost](#trashcost), they may pay that cost to [trash](#trash) the card. Otherwise, they simply note its presence and any insight that grants them, then return the card to its original location.\n\nSee also [the Access Timing Structure](#accesstimingstructure)."
    },
    {
        "label": "Breach",
        "type": "Mechanic",
        "pseudonyms": "Breach Replacement",
        "definition": "A mechanic representing the Runner successfully getting into one of the Corp's [servers](#server). When a server is breached, the Runner [accesses](#access) one or more cards from that server. If a card ability *replaced* the breach step of a run ('...instead of breaching...'), the breach does not occur and no cards are accessed this way.\n\nWhenever the Runner breaches [HQ](#hq), they access 1 card from the Corp's hand at random, as well as any [upgrades](#upgrade) installed in the [root](#root), one at a time in an order of their choice. If the Runner is allowed to access more than 1 card from HQ due to card abilities, they access additional random cards from the Corp's hand. These cards are accessed one at a time, setting them aside afterwards to ensure they are not accessed again. The Runner cannot go back and access a previous card once they have accessed a new one. The cards they access are revealed to the Corp.\n\nWhenever the Runner breaches [R&D](#rd), they access the top card of the deck, as well as any cards installed in its root, one at a time, in an order of their choice. If the Runner is allowed to access more than 1 card from R&D due to card abilities, they access additional cards from the Corp's deck starting from the top down. These cards are still accessed one at a time, in order. The Runner cannot go back and access a previous card once they have accessed a new one. The Corp does not get to look at any cards from R&D that the Runner accesses.\n\nWhenever the Runner breaches [Archives](#archives), the Corp turns all cards in Archives face-up; the Runner then accesses each card in it, as well as any upgrades installed in the root, one at a time, in an order of their choice.\n\nWhenever the Runner breaches a remote server, they access all cards installed in the root of that server, one at a time.\n\nSee also [the Breach Timing Structure](#breachtimingstructure)."
    },
    {
        "label": "Encounter",
        "type": "Mechanic",
        "definition": "A stage within a [run](#run) that occurs after a Runner has finished [approaching](#approach) a [rezzed](#rez) piece of [ice](#ice). The Runner is said to be *encountering* that piece of ice. During an encounter, the Runner has the opportunity to break [subroutines](#subroutine), generally using an [icebreaker](#icebreaker). Any subroutines not broken will then resolve and apply their effects. Afterwards, if the run has not ended, they will [pass](#pass) the ice and have the option to continue the run or [jack out](#jackout).\n\nSee also [the Run Timing Structure](#runtimingstructure)."
    },
    {
        "label": "Pass",
        "type": "Mechanic",
        "definition": "Whenever an [encounter](#encounter) with a piece of [ice](#ice) ends, if the run did not end, the Runner passes that ice.\n\nSee also [bypass](#bypass)."
    },
    {
        "label": "Bypass",
        "type": "Mechanic",
        "definition": "Bypassing is an effect that causes an [encounter](#encounter) with a piece of [ice](#ice) to immediately end, and the Runner to [pass](#pass) that ice and continue the [run](#run). It is an effect most commonly associated with the [Criminal](#criminal) [faction](#faction)."
    },
    {
        "label": "Strength",
        "type": "Mechanic",
        "pseudonyms": "Base Strength",
        "definition": "A property on all [ice](#ice) and [icebreaker](#icebreaker) [programs](#program), loosely representing its power within the Net. The higher the strength of a piece of ice, the more difficult it generally is to break its [subroutines](#subroutine) with an icebreaker.\n\nIn order to use an icebreaker's [interface](#interface) [abilities](#ability) to interact with a piece of ice, that icebreaker's strength must be equal to or greater than the strength on an ice being encountered. Most icebreakers provide abilities to increase their strength. At the end of each encounter with a piece of ice, all icebreakers revert to their base strength. Icebreakers' strength can be increased outside of encounters, but their strength will revert at the next [checkpoint](#checkpoint)."
    },
    {
        "label": "Paid Ability",
        "type": "Mechanic",
        "definition": "[Abilities](#ability) that take the format *'**<cost>:** <effect>*. When a player has priority during a [paid ability window](#paidabilitywindow), they may resolve any number of paid abilities, one at a time, by paying their costs.\n\nPaid abilities with a cost beginning with one or more clicks ({click}) are known as [actions](#action).",
        "rulesReference": "9.5"
    },
    {
        "label": "Paid Ability Window",
        "type": "Mechanic",
        "pseudonyms": "PAW",
        "definition": "An opportunity for a player to use [paid abilities](#paidability). When a player is given priority in a paid ability window, they may use any number of paid abilities before passing priority. When both players pass in a row, the paid ability window is complete and the game proceeds.",
        "rulesReference": "9.5.2f"
    },
    {
        "label": "Purging",
        "type": "Mechanic",
        "pseudonyms": "Purging Virus Counters, Purge Virus Counters",
        "definition": "Purging is a Corp [ability](#ability) that removes all [virus counters](#viruscounter) in play from the game. The Corp has a [basic action](#basicaction) allowing them to spend 3 [clicks](#click) ({click}{click}{click}) to purge during their turn. Some [virus](#virus) programs don't use virus counters, but are instead [trashed](#trash) whenever the Corp purges virus counters, regardless of whether they [host](#hosting) any such counters."
    },
    {
        "label": "Forfeit",
        "type": "Keyword",
        "definition": "Forfeiting is an act that can be performed exclusively on [agendas](#agenda) in a [score area](#scorearea). When an ability instructs a player to forfeit an agenda, they choose an agenda in their score area and [remove it from the game](#removefromgame). The points that agenda was worth are also removed from the player's score total.\n\nNon-agenda cards added to a score area 'as an agenda' may also be forfeited."
    },
    {
        "label": "Remove From Game",
        "type": "Keyword",
        "pseudonyms": "RFG",
        "definition": "If a card is 'removed from the game' it is placed in the *removed-from-game [zone](#zone)*, where it remains removed from the game until the game ends. Its [abilities](#abilities) are inactive, as they are also removed from the game, and the card cannot be interacted by other cards, as those cards are in the game and this card has been removed from the game."
    },
    {
        "label": "Sabotage",
        "type": "Keyword",
        "definition": "An [Anarch](#anarch)-exclusive keyword introduced in the *Borealis* [cycle](#cycle), always in the form *sabotage X*. When the Corp is instructed to sabotage X, they must choose up to X cards from [HQ](#hq). They then [trash](#trash) those cards, and additional cards from the top of [R&D](#rd) until a total of X cards have been trashed. These cards are trashed simultaneously. The Corp must decide which cards they are trashing from HQ, and how many, before they are allowed to look at the cards trashed from R&D."
    },
    {
        "label": "Mark",
        "type": "Keyword",
        "definition": "A [Criminal](#criminal)-exclusive keyword from the *Borealis* [cycle](#cycle), always appearing alongside the ability to 'identify your mark'. It has no inherent effect, but can be referred to by other cards. To identify your mark, randomly choose a [central server](#centralserver). That server becomes your mark until the end of your turn. If you already have a mark this turn, any additional instructions to 'identify your mark' are ignored."
    },
    {
        "label": "Charge",
        "type": "Keyword",
        "definition": "A [Shaper](#shaper)-exclusive keyword from the *Borealis* [cycle](#cycle). When the Runner *charges* a card, they choose an [installed](#install) card with at least 1 [hosted](#hosting) [power counter](#powercounter) and place 1 additional power counter on that card."
    },
    {
        "label": "Prevent",
        "type": "Keyword",
        "pseudonyms": "Avoid",
        "definition": "A type of [ability](#ability) that interrupts another ability, stopping it from resolving. This is commonly used in the context of suffering [damage](#damage) and taking [tags](#tag).\n\nSome older cards use the word 'avoid' instead of 'prevent'. There is no difference between the two terms.\n\nSee also [interruptions](#interrupt)."
    },
    {
        "label": "Damage",
        "type": "Mechanic",
        "definition": "A mechanic representing the Runner being harmed, either through their own actions or the activities of the Corp. There are three types of damage:\n- [Meat damage](#meatdamage)\n- [Net damage](#netdamage)\n- [Core damage](#coredamage)\n\nAll damage causes that many cards to be [trashed](#trash) at random from the Runner's [grip](#grip). All cards are trashed simultaneously; they are *not* trashed one by one. If the Runner ever suffers strictly *more* damage than they have cards in hand to trash, they are [flatlined](#flatline) and lose the game. Net and meat damage only differ in the effects that cause and [prevent](#prevent) them. Core damage additionally inflicts a permanent reduction in the Runner's [hand size](#handsize)."
    },
    {
        "label": "Meat Damage",
        "type": "Mechanic",
        "definition": "A type of [damage](#damage) representing a physical injury to the Runner or their real-life surroundings. Meat damage is equivalent to [net damage](#netdamage), except in the cases where card abilities refer to one instead of the other. It is most commonly associated with the [Weyland Consortium](#weyland)."
    },
    {
        "label": "Net Damage",
        "type": "Mechanic",
        "definition": "A type of [damage](#damage) representing injury via the Runner's presence in the net. Net damage is equivalent to [meat damage](#meatdamage), except in the cases where card abilities refer to one instead of the other. It is most commonly associated with [Jinteki](#jinteki)."
    },
    {
        "label": "Core Damage",
        "type": "Mechanic",
        "pseudonyms": "Brain Damage",
        "definition": "A type of [damage](#damage) representing a long-term, fundamental change to the runner, be it a debilitating physical or mental injury, a shift in psychology or spirituality, or a suppression of their desire to oppose the Corp. This type of damage is unique in that it permanently reduces the Runner's [hand size](#handsize) by 1 for each core damage suffered. Core damage is most commonly associated with [Haas-Bioroid](#haasbioroid) and the [Anarch](#anarch) [faction](#faction).\n\nSome older cards may refer to 'brain damage'; this term is deprecated. All references to brain damage are treated as core damage instead."
    },
    {
        "label": "Flatline",
        "type": "Mechanic",
        "definition": "A victory condition for the Corp, caused by [damage](#damage) or negative [hand size](#handsize). The Runner is flatlined and loses the game if they suffer strictly more damage than they have cards in hand (i.e. they are forced to trash more cards to damage than they are physically able) *or* if they end their discard phase with a negative hand size (i.e. they are forced to discard more cards to hand size than they are physically able).\n\nWhether the Runner is actually dead, or merely sufficiently dissuaded from attempting to challenge the megacorporations again, they have ceased to be an obstacle to the Corp.\n\nSee also [core damage](#coredamage)."
    },
    {
        "label": "Successful Run",
        "type": "Mechanic",
        "pseudonyms": "Success Trigger, Unsuccessful Run",
        "definition": "After the Runner approaches a server, that run is declared 'successful'. Many [abilities](#ability) are triggered by runs becoming successful. If a run ends due to a card ability ending the run, or the Runner [jacking out](#jackout), then that run is declared 'unsuccessful'.\n\n**Note:** If a remote server ceases to exist (due to all cards in its [root](#root) or [protecting](#protected) it becoming uninstalled after the run began) then that run ends. If this happens during a [paid ability window](#paidabilitywindow), then the run does not end until that window closes. When a run ends this way, it is not declared successful *or* unsuccessful. This is relevant in many decks due to the prevalance of [Spin Doctor](https://netrunnerdb.com/en/card/30053).\n\nSee also [the Run Timing Structure](#runtimingstructure)."
    },
    {
        "label": "Bad Publicity",
        "type": "Mechanic",
        "definition": "A mechanic representing how the Corp's activities impact their public image, which in turn affects how easily the Runner can find support against them. It is represented by bad publicity tokens. Every time a [run](#run) begins, the Runner places a temporary [credit](#credit) in their bad publicity zone for each bad publicity the Corp has. These credits can be spent during that run, and any unspent bad publicity is removed when the run ends. \n\nBad publicity credits are not considered to be in the Runner's credit pool."
    },
    {
        "label": "Link",
        "type": "Mechanic",
        "pseudonyms": "Base Link",
        "definition": "A mechanic representing the Runner's contacts, connections, and community resources. Most Runner [identities](#identity) have a base link of 0, but others have more (usually 1). Link is relevant for [traces](#trace) and a small number of cards that count how much link the Runner has. The Runner's total link is their base link plus any additional link granted by [installed](#install) cards.\n\nA Runner's base link value is shown by a box in the top-left corner of their identity, indicated by an icon showing two squares in a chain-link arrangement."
    },
    {
        "label": "Trace",
        "type": "Keyword",
        "definition": "A mechanic representing the Corp attempting to use the Runner's connection to the Net to identify their location, generally appearing in the form *Trace[X]. If successful,* followed by an effect. To perform a trace, the Corp publicly spends any number of [credits](#credit), then adds the value of X to determine the *trace strength*. The Runner then spends any number of credits and adds that number to their [base link](#link) value. If the Runner's total equals or exceeds the trace strength, the trace is considered *unsuccessful*. Otherwise, the trace is considered *successful*."
    },
    {
        "label": "Load/Empty",
        "type": "Keyword",
        "definition": "A paired set of keywords used by some cards that place counters on themselves. Such a card will have an ability causing it to *load* an amount of a resource onto it when it, often when it is [installed](#install) or [rezzed](#rez), and another ability that causes that resource to be removed from the card. All cards that 'load' will also have an effect that resolves when they become 'empty', often one that trashes the card.\n\nA card becomes *empty* when all of the resources placed upon it by the ability that *loaded* it have been removed. A card cannot become empty before an ability that loaded counters onto it successfully resolved."
    },
    {
        "label": "Dividends",
        "type": "Keyword",
        "definition": "A keyword appearing on some [agendas](#agenda) in the form *Dividends X*. When an agenda with dividends is scored, X [agenda counters](#agendacounters) are placed on it once it enters the Corp's [score area](#scorearea) for each [advancement counter](#advancementcounter) it had in excess of its advancement requirement. These counters can then be used by other abilities on the agenda."
    },
    {
        "label": "Psi Game",
        "type": "Keyword",
        "definition": "A signature mechanic appearing almost exclusively appearing on [Jinteki](#jinteki) cards, alongside the Psi subtype. Thematically, it represents the megacorporation's cultivation of psychic abilities in its clones and staff. To play a Psi Game, players secretly bid up to 2 [credits](#credit), then simultaneously reveal and spend their bids (a player cannot bid more credits than they have available to spend). An effect then occurs depending on whether the bids matched or differed. \n\nIn general, the bids differing results in a beneficial effect for the Corp and/or a negative effect for the Runner.\n\nModern cards use the phrasing 'play a Psi Game' to refer to this concept while older cards directly lay out the mechanics of the game. They have no functional difference."
    },
    {
        "label": "Protected",
        "type": "Keyword",
        "definition": "A property of [servers](#server) that have at least one piece of [installed](#install) [ice](#ice) in front of them. That server is *protected by* those piece(s) of ice, and that piece of ice is *protecting* that server."
    },
    {
        "label": "Hosting",
        "type": "Keyword",
        "pseudonyms": "Hosted",
        "definition": "A mechanic defining a relationship between a card and another game object, such as a token or other card. For example, one or more [advancement counters](#advancementcounter) are hosted on advanced cards, and Trojan [programs](#program) can be hosted on [ice](#ice). Whenever a card changes [zones](#zone), any objects it was hosting are [trashed]{#trash).\n\nThe most common instances of hosting are when advancement, [power](#powercounter), or [virus](#viruscounter) counters are placed on a card."
    },
    {
        "label": "Reveal",
        "type": "Keyword",
        "definition": "To reveal a card is to show it to both players. Cards that are already face-up and public information may still be revealed. A common example of this is on [ambushes](#ambush)."
    },
    {
        "label": "Expose",
        "type": "Keyword",
        "definition": "Expose is a Runner-exclusive effect that [reveals](#reveal) an [unrezzed](#rez) Corp card. Cards that are not installed, or that are rezzed, may not be exposed."
    },
    {
        "label": "Quest",
        "type": "Keyword",
        "definition": "*Quest* is not an official keyword, but is the term attributed to Runner cards (mostly [events](#events)) that can only be played/used if the Runner has [successfully](#successfulrun) run each [central server](#centralserver) this turn.  Named after the first card to have this requirement, [Quest Completed](https://netrunnerdb.com/en/card/25004)."
    },
    {
        "label": "Corp Turn Structure",
        "type": "Rules",
        "definition": "### 1. Draw Phase\na. The Corp gains allotted [clicks](#click).  \nb. [Paid ability window](#paidabilitywindow). The Corp may score [agendas](#agenda) during this PAW.  \nc. The Corp's recurring credits refill.  \nd. The Corp's turn begins.  \ne. The Corp draws 1 card (their [mandatory draw](#mandatorydraw)).\n\n### 2. Action Phase\na. Paid ability window. The Corp may score agendas during this PAW.  \nb. Does the Corp have unspent clicks?\n- If no, go to (d).\n- If yes, the Corp takes an action.\nc. Return to (a).  \nd. The Corp's action phase ends.\n\n### 3. Discard Phase\na.The Corp discards cards.  \nb. Paid ability window. The Corp may *not* score agendas during this PAW.  \nc. The Corp loses unspent clicks.  \nd. The Corp's turn ends.  \ne. The Corp's turn is complete, and the game moves to the Runner's turn.",
        "rulesReference": "11.2"
    },
    {
        "label": "Runner Turn Structure",
        "type": "Rules",
        "definition": "### 1. Action Phase\na. The Runner gains allotted [clicks](#click).  \nb. [Paid ability window](#paidabilitywindow).  \nc. The Runner's recurring credits refill.  \nd. The Runner's turn begins.  \ne. Paid ability window.  \nf. Does the Runner have unspent clicks?\n  - If no, go to (h).\n  - If yes, the Runner takes an action.\ng. Return to (e).  \nh. The Runner's action phase ends.\n\n### 2. Discard Phase\na. The Runner discards cards.  \nb. Paid ability window.  \nc. The Runner loses unspent clicks.  \nd. The Runner's turn ends.  \ne. The Runner's turn is complete, and the game moves to the Corp's turn.",
        "rulesReference": "11.3"
    },
    {
        "label": "Run Timing Structure",
        "type": "Rules",
        "definition": "### 1. Initiation Phase\na. The Runner announces the attacked server.  \nb. The Runner fills their bad publicity fund.  \nc. The [run](#run) begins.  \nd. The Runner's position is set to the outermost [ice](#ice), if any.  \ne. [Paid ability window](#paidabilitywindow).  \nf. Does the Runner have a position corresponding to a piece of ice?\n- If yes, go to (2).\n- If no, go to (4).\n\n### 2. Approach Ice Phase\na. The Runner approaches ice.  \nb. Paid ability window. This is the only PAW during which ice may normally be rezzed.  \nc. Is the approached ice rezzed?\n- If yes, go to (3).\n- If no, go to (4).\n\n### 3. Encounter Ice Phase\na. The Runner encounters ice.  \nb. Paid ability window.  \nc. Are there unbroken subroutines to resolve?\n- If yes, the Corp resolves the next one.\n- If no, go to (e).\nd. Return to (c).  \ne. Go to (4).\n\n### 4. Movement Phase\na. If the run got here from (2) or (3), the Runner passes ice.  \nb. Paid ability window.  \nc. The Runner may [jack out](#jackout).  \nd. The Runner moves 1 position inward, if possible.  \ne. Paid ability window.  \nf. Did the Runner move to a new position?\n- If yes, go to (2).\n- If no, go to (g).\ng. The Runner approaches the server.  \nh. Go to (5).\n\n### 5. Success Phase\na. The run is declared successful.  \nb. The Runner breaches the attacked server.  \nc. Go to (6).\n\n### 6. Run Ends Phase\na. Close or resolve priority windows from before 'end the run'.  \nb. The Runner empties their bad publicity fund.  \nc. If applicable, the run is declared unsuccessful.  \nd. The run is complete.",
        "rulesReference": "11.4"
    },
    {
        "label": "Breach Timing Structure",
        "type": "Rules",
        "definition": "1. The breach begins.\n2. If breaching Archives, facedown cards in Archives are turned faceup.\n3. If breaching HQ or R&D, determine how many accesses from Corp's hand or deck.\n4. Are there candidate cards remaining to access?\n- If yes, the Runner chooses a candidate.\n- If no, go to (7).\n5. The Runner accesses the chosen card.\n6. Return to (4).\n7. Breaching the server is complete.",
        "rulesReference": "11.5"
    },
    {
        "label": "Access Timing Structure",
        "type": "Rules",
        "definition": "1. The card is accessed.\n2. The Runner may trash the card or use another mid-access ability.\n3. If the card is an agenda, the Runner steals it.\n4. Access is complete.",
        "rulesReference": "11.6"
    },
    {
        "label": "Simultaneous Effects",
        "type": "Rules",
        "pseudonyms": "APNAP",
        "definition": "Whenever one or more [abilities](#ability) would resolve at the same time (most commonly with a 'whenever' trigger), the player whose turn it is resolves all of their abilities in an order of their choice. Afterwards, the other player resolves all of theirs in an order of their choice.",
        "rulesReference": "9.12.1"
    },
    {
        "label": "Subtype",
        "type": "Mechanic",
        "definition": "Additional categories assigned to a card alongside its main [type](#type). They have no inherent game effect, but can either signal the presence of mechanics common to a group of cards, or provide additional [flavour](#flavour)."
    },
    {
        "label": "Icebreaker",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [programs](#program). If and only if a program is an icebreaker, it has a [strength](#strength) value, and at least one ability that allows them to interact with [ice](#ice) [subroutines](#subroutine). Not all programs that can break subroutines are icebreakers, but icebreaker programs are the only kind of card with [interface](#interface) abilities.\n\nMost icebreakers have one of four subtypes:\n- [Fracters](#fracter) interact with barrier ice\n- [Decoders](#decoder) interact with code gate ice\n- [Killers](#killer) interact with sentry ice\n- [AIs](#ai) interact with any ice, but have a downside to compensate that flexibility"
    },
    {
        "label": "Fracter",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [icebreaker](#icebreaker) [programs](#program). Fracters have abilities that interact with [barrier](#barrier) [ice](#ice)."
    },
    {
        "label": "Decoder",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [icebreaker](#icebreaker) [programs](#program). Decoders have abilities that interact with [code gate](#codegate) [ice](#ice)."
    },
    {
        "label": "Killer",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [icebreaker](#icebreaker) [programs](#program). Killers have abilities that interact with [sentry](#sentry) [ice](#ice)."
    },
    {
        "label": "AI",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [icebreaker](#icebreaker) [programs](#program). AIs have abilities that interact with *any* type of [ice](#ice), but generally come with restrictions on their use to offset that power."
    },
    {
        "label": "Barrier",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice). Barriers, in general, scale in [strength](#strength) in proportion to their [rez cost](#rez) and can be expected to end the run."
    },
    {
        "label": "Code Gate",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice). Code gates have a wide variety of abilities, often overlapping with [barriers](#barrier) and [sentries](#sentry), including ending the run and doing [damage](#damage)."
    },
    {
        "label": "Sentry",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice). Sentries generally inflict some negative effect on the Runner, such as [damage](#damage) or [trashing](#trash) Runner cards. Sentries frequently have a high [rez cost](#rezcost) in proportion to their [strength](#strength)."
    },
    {
        "label": "Mythic",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice) that does not share one of the main 3 ice subtypes ([barrier](#barrier), [code gate](#codegate), and [sentry](#sentry)). It has no direct gameplay effect beyond indicating that the ice cannot be interacted with without an [AI](#ai) [icebreaker](#icebreaker) or another non-icebreaker solution."
    },
    {
        "label": "Trap",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice) that does not share one of the main 3 ice subtypes ([barrier](#barrier), [code gate](#codegate), and [sentry](#sentry)), representing a temporary ability that can surprise the Runner. All trap ice have a [subroutine](#subroutine) that forces the Corp to [trash](#trash) them."
    },
    {
        "label": "Bioroid",
        "type": "Subtype",
        "pseudonyms": "1.0, 2.0, 3.0",
        "definition": "A [subtype](#subtype) appearing on [assets](#asset), [upgrades](#upgrade) and [ice](#ice), indicating that the represented entity is a *bioroid* manufactured by [Haas-Bioroid](#haasbioroid).\n\nAsset and upgrade bioroids have no direct mechanical implication, except for being referenced by other cards. Ice with the bioroid subtype indicates that the ice has a built-in means for the Runner to [break](#break) its [subroutines](#subroutine) by spending [clicks](#click) during an [encounter](#encounter). Most bioroids have a name ending with '1.0', '2.0', and '3.0, which respectively let the Runner spent 1 click to break 1 subroutine, 2 clicks to break 2 subroutines, and 3 clicks to break 3 subroutines."
    },
    {
        "label": "AP",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice) containing abilities that do [damage](#damage). Short for 'Anti-Personnel'."
    },
    {
        "label": "Destroyer",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice) containing abilities that [trash](#trash) [installed](#install) Runner cards."
    },
    {
        "label": "Observer",
        "type": "Subtype",
        "definition": "Don't even get me started."
    },
    {
        "label": "Tracer",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [ice](#ice) containing abilities that start a [trace](#trace)."
    },
    {
        "label": "Region",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [upgrades](#upgrade) (and 1 rotated [asset](https://netrunnerdb.com/en/card/22058)). Regions provide powerful buffs to their server, with the restriction that there cannot be more than 1 region ([rezzed](#rez) or unrezzed) in any single server.\n\nWhenever the Corp installs a card in the [root](#root) of a server, they may trash any number of cards already installed in it. If the card being installed is a region, and the root of the server already contains a region, they *must* trash that region (even if it is unrezzed) to maintain the server limit. The Corp does not need to reveal if a card was trashed because the rules demanded it, or because they chose to do so."
    },
    {
        "label": "Console",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) of [hardware](#hardware). Hardware provide powerful abilities, and usually some amount of additional [MU](#mu), with the restriction that there cannot be more than 1 console installed at any time. If the Runner ever installs a console while another is already in play, the existing console will automatically be trashed by the game."
    },
    {
        "label": "Terminal",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) on [operations](#operation). Terminal operations end the current action phase when resolved, ending the player's turn even if they had unspent [clicks](#click)."
    },
    {
        "label": "Priority",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) on [events](#event). Priority events may only be played by spending the *first* [click](#click) of the turn."
    },
    {
        "label": "Political",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) on [assets](#asset). Political assets gain additional [abilities](#ability) (sometimes their only abilities) when the [server](#server) whose [root](#root) they are [installed](#installed) in is not [protected](#protect) by [ice](#ice)."
    },
    {
        "label": "Ambush",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) on Corp cards. Ambushes resolve effects, usually ones directly harmful to the Runner, whenever they are accessed by the Runner. Some ambushes have additional conditions and costs affecting when they can be resolved."
    },
    {
        "label": "Liability",
        "type": "Subtype",
        "pseudonyms": "Illicit",
        "definition": "A [subtype](#subtype) of Corp cards. Liabilities have an [ability](#ability) that may cause the Corp to take [bad publicity](#badpublicity).\n\n**Note:** Older liability cards were printed with the now-replaced *illicit* subtype. Any card with *illicit* as a subtype has been errata'd to use *liability* instead."
    },
    {
        "label": "Harmonic",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) on some [Haas-Bioroid](#haasbioroid) [ice](#ice). Harmonic ice generally synergise with each other and/or reward [derezzing](#rez) ice."
    },
    {
        "label": "Run (subtype)",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [events](#events). Run events have [abilities](#ability) that involve making a [run](#run)."
    },
    {
        "label": "Double",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [events](#events) and [operations](#operation). Double events and operations cost an additional [click](click) ({click}) to play."
    },
    {
        "label": "Triple",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [operations](#operation). Triple operations cost an additional 2 [clicks](click) ({click}{click}) to play."
    },
    {
        "label": "Transaction",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [operations](#operation). Transaction operations always have [abilities](#ability) that allow the Corp to gain [credits](#credit) ({credit}).\n\n**Pedantic note:** There are three [rotated](#rotation) [assets](#asset) from very early in the game that used the transaction subtype."
    },
    {
        "label": "Expendable",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [Weyland](#weyland) cards. All expendable cards contain an ability in the form '**{click}, 1{credit}, reveal and trash this card from HQ:** <effect>', allowing the Corp to spend a [click](#click) and a [credit](#credit) to trash the card from HQ and resolve a powerful effect."
    },
    {
        "label": "Cybernetic",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to Runner cards. When installed, cybernetic cards cause the Runner to suffer [damage](#damage)."
    },
    {
        "label": "Stealth",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to Runner cards. All stealth cards provide [hosted](#hosting) [credits](#credit) for the Runner. There are other cards with [abilities](#ability) that can *only* be paid for with credits from stealth cards."
    },
    {
        "label": "Trojan",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [programs](#program). All trojans are programs that can (and in the majorirt of cases can *only*) be installed [hosted](#hosting) on [ice](#ice). Whenever an ice is [trashed](#trash), any trojans hosted on it are trashed to.\n\nThe trojan subtype was added by [Null Signal Games](#nullsignalgames) during the *Liberation* [cycle](#cycle). All programs that can be hosted on ice were errata'd to have the trojan subtype.\n\n**Note:** Any trojans trashed when an ice is trashed are trashed by the game, not either of the players, regardless of what caused the ice to be trashed."
    },
    {
        "label": "Psi",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [Jinteki](#jinteki) cards. All psi cards have at least 1 [ability](#ability) that results in a [psi game](#psigame)."
    },
    {
        "label": "Public",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [Weyland](#weyland) [agendas](#agenda). Public agendas are installed face-up and have an [ability](#ability) that is active while installed.\n\n**Note:** Installed face-up agendas are *not* considered [rezzed](#rez)."
    },
    {
        "label": "Lockdown",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to Corp [operations](#operation). Once played, lockdown operations are not [trashed](#trash) until the start of the Corp's next turn. This differs from most operations, which are trashed immediately after their effects have finished resolving. Lockdowns cannot be played while another lockdown is active, and they provide a short-term defensive buff to the Corp's [servers](#server)."
    },
    {
        "label": "Current",
        "type": "Subtype",
        "definition": "A fully-[rotated](#rotation) [subtype](#subtype) exclusive to [events](#event) and [operations](#operation). Once played, currents are not [trashed](#trash) until another current is played or the opposing player [scores/steals](#scorearea) an [agenda](#agenda). This differs from most events and operations, which are trashed immediately after their effects have finished resolving.\n\nCurrents were phased out of the game by [Null Signal Games](#nullsignalgames) and replaced by [lockdowns](#lockdown) due to their polarising effect on gameplay. Many decks were forced to play at least 1 current, even if they did not have a need for it, just to provide counterplay to powerful currents they expected their opponent to be playing.\n"
    },
    {
        "label": "Daemon",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [programs](#program). Daemon programs have an [ability](#ability) that allows other programs to be [installed](#install) [hosted](#hosting) on them. These programs' abilities are active even while hosted, and if the daemon is [trashed](#trash), so are any hosted programs.\n\n**Note:** Any programs trashed when a hosting daemon is trashed are trashed by the game, not either of the players, regardless of what caused the daemon to be trashed."
    },
    {
        "label": "Virus",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [programs](#program). Virus programs have [abilities](#ability) that either allow them to [host](#hosting) [virus counters](#viruscounters) on themselves, or have an ability that forces the Runner to [trash](#trash) them whenever the Corp [purges virus counters](#purging)."
    },
    {
        "label": "Genetics",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to [resources](#resource). All genetics resources have an [ability](#ability) that resolve the first time a certain trigger is met each turn."
    },
    {
        "label": "Cloud",
        "type": "Subtype",
        "definition": "A fully-[rotated](#rotation) [subtype](#subtype) exclusive to [icebreaker](#icebreaker) [programs](#program). All cloud breakers are considered to have 0[MU](#mu) while the Runner has 2 or more [link](#link).\n\nAll of [Sunny Lebeau](#sunnylebeau)'s icebreakers were cloud breakers."
    },
    {
        "label": "Caïssa",
        "type": "Subtype",
        "definition": "A fully-[rotated](#rotation) [subtype](#subtype) exclusive to four [Anarch](#anarch) [programs](#program) in the *Spin* [cycle](#cycle). Each caïssa program was themed around a different [chess](https://www.youtube.com/watch?v=YgeYScYe8wI) piece and had an [action](#action) [ability](#ability) that allowed them to be [hosted](#hosting) on [ice](#ice) in different ways. All caïssa are [trojans](#trojan)."
    },
    {
        "label": "Deva",
        "type": "Subtype",
        "definition": "A fully-[rotated](#rotation) [subtype](#subtype) exclusive to three [programs](#program) in the *Mumbad* [cycle](#cycle). Each deva belonged to a different [faction](#faction) and had a [paid ability](#paidability) allowing them to be swapped with another deva in the Runner's [grip](#grip).\n\nDespite being very low-power cards, the devas are banned in [Eternal](#format) due to a [nonsense combo](https://nullsignal.games/blog/eternal-balance-update-11-23/)."
    },
    {
        "label": "Directive",
        "type": "Subtype",
        "definition": "A fully-[rotated](#rotation) [subtype](#subtype) exclusive to four [Adam](#adam) [resources](#resource) (3 from the *Data and Destiny* [set](#set), and another from a later set). Each directive provides a benefit and a downside for the Runner. These resources were targeted by the Adam [identity](#identity), which allowed the Runner to begin with 3 directives already [installed](#install)."
    },
    {
        "label": "Grail",
        "type": "Subtype",
        "definition": "A fully-[rotated](#rotation) [subtype](#subtype) exclusive to four [neutral](#neutral) [ice](#ice) from the *Lunar* [cycle](#cycle). All but [one](https://netrunnerdb.com/en/card/06111) of the grail ice had an [ability](#ability) that allowed the Corp to [reveal](#reveal) additional grail ice from [HQ](#hq) when the Runner [encounters](#encounter) them, adding their [subroutines](#subroutine) to the encountered ice."
    },
    {
        "label": "Department",
        "type": "Subtype",
        "definition": "A [subtype](#subtype) exclusive to two double-sided [Jinteki](#jinteki) [identities](#identity): [Méliès U](https://netrunnerdb.com/en/card/36036) and [Biotech](https://netrunnerdb.com/en/card/08012). Both IDs have three different versions of their reverse side that the Corp may pick between at different stages of the game. These reverse sides all have the department subtype."
    },
    {
        "label": "Flavour Subtype",
        "type": "Subtype",
        "pseudonyms": "Flavor Subtype, Gray Ops, Black Ops, Grey Ops, Connection, Clone, Virtual, Companion, Mandate, Natural, G-mod, Cyborg, Digital, Sabotage, Clone, Job, Weapon, Consumer-Grade, Unsubstantiated, Corporation, Megacorp, Division",
        "definition": "Many [subtypes](#subtype) have no direct mechanical implication, even if they are regularly referenced by other card [abilities](#ability). These subtypes often provide additional [flavour](#flavour) and lore to the game, even when they have no impact on play itself.\n\nSome notable flavour subtypes:\n\n### Connection\nA subtype exclusive to [resources](#resource), representing characters in the world of Netrunner that the Runner can interact with.\n\n### Virtual\nA subtype exclusive to resources, representing digital entities, environments, and concepts that do not have the [program](#program) type.\n\n### Companion\nA subtype exclusive to virtual resources (and 1 [hardware](#hardware)). This is a newer subtype used to represent sentient digital entities.\n\n### Gray Ops and Black Ops\nTwo subtypes exclusive to [operations](#operation) that represent particularly aggressive acts the Corp can perform. Abilities on these cards are usually actively harmful to the Runner, such as giving the Runner [tags](#tag) or [uninstalling](#install) their cards. Black ops operations usually do [damage](#damage).\n\n### Job\nA subtype exclusive to resources (and 4 [events](#event)). Jobs almost always have an ability that provides the Runner with credits.\n\n### Sabotage\nThis subtype is notable only for having no connection or correlation with the [sabotage keyword](#sabotage).\n\n### G-mod\nA subtype exclusive to Runner [identities](#identity). G-mod is notable for being referenced by [DJ Fenris](https://netrunnerdb.com/en/card/22025).\n\n### Mandate\nMandate appears on [one card](https://netrunnerdb.com/en/card/34119), and until another is printed it's anyone's guess exactly what it means."
    },
    {
        "label": "Set",
        "type": "Meta",
        "definition": "A collection of cards representing a single release. Sets usually form part of a [cycle](#cycle), but some sets stand alone (notably the core sets)."
    },
    {
        "label": "Cycle",
        "type": "Meta",
        "definition": "A collection of [sets](#set) united under narrative and mechanical themes. [Format](#format) legality often references specific cycles to define which cards are available for play."
    },
    {
        "label": "Format",
        "type": "Meta",
        "definition": "A set of rules defining which cards are legal to include in decks, allowing for a standardised environment between players.\n\nThe official formats supported by [Null Signal Games](#nullsignalgames) are:\n- Standard (the flagship format)\n- Startup (a significantly smaller format, generally limited to a core set and the most recent releases)\n- Eternal (a non-[rotating](#rotation) format containing every set that has ever been legal in Standard)."
    },
    {
        "label": "Null Signal Games",
        "type": "Meta",
        "pseudonyms": "NSG, Project NISEI",
        "definition": "The volunteer organisation responsible for designing and creating new Netrunner cards. Formerly known as (and referred to on some cards as) *Project NISEI*.\n\nSee [their website](https://nullsignal.games/) for more."
    },
    {
        "label": "Fantasy Flight Games",
        "type": "Meta",
        "pseudonyms": "FFG",
        "definition": "The company that was responsible for the design and distribution of the [Android: Netrunner](#androidnetrunner) card game. They produced the game from 2012 to 2018 until their licence with Wizards of the Coast expired. [Null Signal Games](#nullsignalgames), a volunteer organisation, then took over the role of creating Netrunner [sets](#set) in 2019."
    },
    {
        "label": "Netrunner",
        "type": "Meta",
        "definition": "card game for nerds"
    },
    {
        "label": "Android: Netrunner",
        "type": "Meta",
        "pseudonyms": "ANR",
        "definition": "The version of Netrunner designed and manufactured by [Fantasy Flight Games](#fantasyflightgames) from 2012 to 2018, themed around its *Android* setting. Often abbreviated to 'ANR'."
    },
    {
        "label": "Netrunner (1996)",
        "type": "Meta",
        "pseudonyms": "ONR, Original Netrunner",
        "definition": "The first iteration of Netrunner, published by Wizards of the Coast and designed by Richard Garfield. Sometimes known as 'ONR' (for 'Original NetRunner')."
    },
    {
        "label": "Organised Play",
        "type": "Meta",
        "pseudonyms": "OP",
        "definition": "The official competitive framework supported by [Null Signal Games](#nullsignalgames), describing competition rules and regulations and providing structured tournament kits. OP allows for players to meet and play in a regulated environment with official NSG prize support. The 'core' tournament circuit is made up of District, Megacity, Continental and World championships throughout the year.\n\nAlmost all official Netrunner tournaments have no skill barrier to entry, and anyone able to attend may participate. The only major exception is the Circuit Breaker Invitational, which requires participants to win a Circuit Breaker invite at another official event that year."
    },
    {
        "label": "Comprehensive Rules",
        "type": "Meta",
        "definition": "A long and detailed document explaining the mechanics of the game. Do not consult this document unless you need to understand the rules minutiae of the game or are a big nerd.",
        "rulesReference": "1"
    },
    {
        "label": "Rotation",
        "type": "Meta",
        "definition": "The removal of one or more [cycles](#cycle) from a [format](#format). Rotation allows new strategies to emerge in the absence of older cards and keeps the format at a consistent size. Rotation occurs with the release of some new [sets](#set)/cycles."
    },
    {
        "label": "Single-Sided Swiss",
        "type": "Meta",
        "pseudonyms": "SSS",
        "definition": "A way of structuring a tournament such that each round, a player is given a designated opponent *and* a specific side to play against that opponent. Contrast with [double-sided swiss](#doublesidedswiss) which pairs players up and then has them play one game on each side."
    },
    {
        "label": "Double-Sided Swiss",
        "type": "Meta",
        "pseudonyms": "DSS",
        "definition": "A way of structuring a tournament such that each round, a player is given a designated opponent and must play two games against them, one as the Runner and one as the Corp. Contrast with [single-sided swiss](#singlesidedswiss) which pairs players up *and* assigns them a single side to play."
    },
    {
        "label": "Top Cut",
        "type": "Meta",
        "pseudonyms": "Cut",
        "definition": "The final elimination stage of a tournament, formed by taking some number of players from the top of a tournament final [Swiss](#singlesidedswiss) standings, hence *top cut*. The number of players taken depends on the overall tournament size, but is always a power of 2 (e.g. 4, 8, 16, 32). Not all tournaments feature a cut."
    },
    {
        "label": "Flavour",
        "type": "Meta",
        "pseudonyms": "Flavor, Flavour Text, Flavor Text",
        "definition": "Elements of the game that have no mechanical meaning, but communicate a story or element of lore within the setting of the game. These can appear through card [subtypes](#subtype), or explicitly as italicised *flavour text* at the bottom of a card's text box."
    },
    {
        "label": "NetrunnerDB",
        "type": "Meta",
        "pseudonyms": "nrdb",
        "definition": "[NetrunnerDB](https://netrunnerdb.com/) is an online resource maintained by [Null Signal Games](#nullsignalgames) supporting deckbuilding and deck sharing, as well as a comprehensive collection of every card printed in modern Netrunner."
    },
    {
        "label": "Jinteki.net",
        "type": "Meta",
        "pseudonyms": "jnet",
        "definition": "[Jinteki.net](https://www.jinteki.net/) (also known as 'jnet') is an [open-source](https://github.com/mtgred/netrunner) online Netrunner emulator, supporting every card in modern Netrunner entirely free to play. Jnet is not maintained by [Null Signal Games](#nullsignalgames).\n\n**Note:** Jinteki is not like other card game engines. It supports the rules of Netrunner but does not enforce or automate all of them. It is expected that players will not cheat when the engine allows it. It also provides many commands for fixing broken game states."
    },
    {
        "label": "GLC",
        "type": "Meta",
        "pseudonyms": "Green Level Clearance, Discord Server",
        "definition": "The largest public Discord server for Netrunner, found [here](https://discord.gg/glc)."
    },
    {
        "label": "Stimhack",
        "type": "Meta",
        "definition": "A now-defunct Netrunner blog and forum, found [here](https://stimhack.com/)."
    },
    {
        "label": "Stimslack",
        "type": "Meta",
        "definition": "The largest public Slack community for Netrunner, found [here](https://stimslackinvite.herokuapp.com/)."
    },
    {
        "label": "Near Earth Hub",
        "type": "Meta",
        "pseudonyms": "NEH",
        "definition": "An online collection of Netrunner resources, found [here](https://www.nearearthhub.net/)."
    },
    {
        "label": "Zone",
        "type": "Mechanic",
        "definition": "A location for cards within the game. There are 8 zones:\n- The players' decks ([R&D](#rd) and the [stack](#stack))\n- The players' hands ([HQ](#hq) and the [grip](#grip))\n- The players' discard piles ([Archives](#archives) and the [heap](#heap))\n- The players' [score areas](#scorearea)\n- The play area\n- The bank (where counters are sourced from outside the game)\n- Set aside (for abilities that reference *'setting aside'* cards)\n- The [removed-from-game zone](#removefromgame)"
    },
    {
        "label": "Server",
        "type": "Mechanic",
        "definition": "The various locations the Corp controls and creates, and the targets of a the Runner's [runs](#run). All servers have a [root](#root), where the Corp can install [agendas](#agenda), [assets](#asset), and [upgrades](#upgrade). All servers can be protected by [ice](#ice).\n\nThere are two types of servers:\n- [Central servers](#centralserver), representing the Corp's core facilities through their hand, deck, and discard pile.\n- [Remote servers](#remoteserver), representing the Corp's external locations. These can have up to 1 [agenda](#agenda) *or* [asset](#asset) installed in their root *(not both)*. The Corp can create a new remote server whenever they install a card, by installing a card in the root of or protecting that server."
    },
    {
        "label": "HQ",
        "type": "Mechanic",
        "definition": "The [central server](#centralserver) representing the Corp's hand.\n\nWhenever the Runner [breaches](#breach) HQ, they [access](#access) 1 card from the Corp's hand at random, as well as any cards installed in the [root](#root), one at a time in an order of their choice. If the Runner is allowed to access more than 1 card from HQ due to card abilities, they access additional random cards from the Corp's hands. These cards are accessed one at a time, setting them aside afterwards to ensure they are not accessed again. The Runner cannot go back and access a previous card once they have accessed a new one. The cards they access are revealed to the Corp."
    },
    {
        "label": "R&D",
        "type": "Mechanic",
        "definition": "The [central server](#centralserver) representing the Corp's deck.\n\nWhenever the Runner [breaches](#breach) R&D, they [access](#access) the top card of the deck, as well as any cards installed in its [root](#root), one at a time, in an order of their choice. If the Runner is allowed to access more than 1 card from R&D due to card abilities, they access additional cards from the Corp's deck starting from the top down. These cards are still accessed one at a time, in order. The Runner cannot go back and access a previous card once they have accessed a new one. The Corp does not get to look at any cards from R&D that the Runner accesses.\n\nIf the Corp is [instructed](#instruction) to draw 1 or more cards and there are not that many cards in R&D to draw, the Corp loses the game."
    },
    {
        "label": "Archives",
        "type": "Mechanic",
        "definition": "The [central server](#centralserver) representing the Corp's discard pile.\n\nWhenever the Runner [breaches](#breach) Archives, the Corp turns all cards in Archives face-up; the Runner then [accesses](#access) each card in it, as well as any [upgrades](#upgrade) installed in the [root](#root), one at a time, in an order of their choice."
    },
    {
        "label": "Remote Server",
        "type": "Mechanic",
        "definition": "A [server](#server) that is not a [central server](#centralserver). Remote servers are installed horizontally away from the central servers. There is no upper limit on remote servers, and whenever the Corp installs a card, they may create a new remote server to install it in the [root](#root) of or [protecting](#protected).\n\nWhenever the Runner [breaches](#breach) a remote server, they [access](#access) all [installed](#install) cards in that server, one at a time."
    },
    {
        "label": "Central Server",
        "type": "Mechanic",
        "definition": "The three [servers](#server) that the Corp starts with in the play area: [HQ](#hq) representing the Corp's hand, [R&D](#rd) their deck, and [Archives](#archives) their discard pile."
    },
    {
        "label": "Root",
        "type": "Mechanic",
        "definition": "A [server's](#server) root is the location where non-[ice](#ice) cards (i.e. [agendas](#agenda), [assets](#asset), and [upgrades](#upgrade)) are [installed](#install) within a server. [Central servers](#centralserver) can have any number of upgrades installed in their root, and [remote](#remoteserver) servers can have 1 asset *or* agenda (not both) and any number of upgrades installed in their root.\n\nWhenever the Corp installs a card in the root of a server, they may trash any number of cards already installed in it. If the card being installed is an asset or agenda, and the root of the server already contains an asset or agenda, they *must* trash that asset or agenda to maintain the server limit. The same rule applies to [region](#region) upgrades, even if the installed region is unrezzed. The Corp does not need to reveal if a card was trashed because the rules demanded it, or because the Corp chose to do so."
    },
    {
        "label": "Grip",
        "type": "Mechanic",
        "definition": "The Runner's hand.\n\nAt the start of each game, the Runner draws 5 cards, which they may then [mulligan](#mulligan). The default maximum [hand size](#handsize) is 5, and at the end of their [discard phase](#runnertimingstructure), if they have more cards in their hand than their maximum hand size, the Runner must [discard](#discard) cards into their discard pile (the [heap](#heap)) face-up until they no longer exceed it. Cards discarded this way are not considered [trashed](#trash).\n\nThe Runner is [flatlined](#flatline) and loses the game if they suffer strictly more [damage](#damage) than they have cards in hand (i.e. they are forced to trash more cards to damage than they are physically able) *or* if they end their turn with a negative hand size (i.e. they are forced to discard more cards to hand size than they are physically able).\n"
    },
    {
        "label": "Stack",
        "type": "Mechanic",
        "definition": "The Runner's deck.\n\n**Note:** Nothing happens if the stack is empty. This differs from the Corp and [R&D](#rd), where attempting to draw from an empty R&D will lose the Corp the game."
    },
    {
        "label": "Heap",
        "type": "Mechanic",
        "definition": "The Runner's discard pile.\n\nUnlike [Archives](#archives), all cards enter the heap face-up."
    },
    {
        "label": "Mulligan",
        "type": "Mechanic",
        "definition": "At the start of each game, each player is given the opportunity to 'mulligan' their hand. This is the voluntary ability to shuffle their starting hand into their deck (the [stack](#stack) or [R&D](#rd)). The Corp is offered the option to mulligan before the Runner, and each player may only mulligan once."
    },
    {
        "label": "Using",
        "type": "Mechanic",
        "pseudonyms": "Use",
        "definition": "Any time a player chooses to resolve an optional ability or an optional part of an ability, the player is considered to be *using* that ability and its source card. Players do not 'use' abilities that are mandatory in their entirety.",
        "rulesReference": "9.1.6"
    }
  ]
}
