Alarm Clock

♦ Alarm Clock 2[credit]

Hardware
Influence: 4

When your turn begins, you may run HQ. The first time you encounter a piece of ice during that run, you may spend [click][click] to bypass it.

Rise and shine. Time to f**k up a corpie's day.
Illustrated by Elizaveta Sokolova
Decklists with this card

Rebellion Without Rehearsal (rwr)

#78 • English
Startup Card Pool
Standard Card Pool
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No rulings yet for this card.

Reviews

Almost every criminal decks will benefit from this hardware. Run on click 0 and spend 2 to bypass any of the worst ice there, sign me up!

Considering that Docklands Pass and WAKE Implant v2A-JRJ are in faction and synergize well with this hardware. Best thing is that it is useful at every point of the game.

While it does not benefit from using all the run based event that criminal has, it allows criminals to put pressure on the corp by forcing the rez of at least 2 ices on HQ. If you also play with Emergency Shutdown, this becomes a nightmare for the corp : free run on HQ, corp rez to protect, you bypass and then derez the ice, thus costing the corp load of credits.

Even at 4 influences (a correct amount in my opinion), it is worth it for out of faction pressure. Anarch can use it with The Twinning for multiaccess on HQ, shaper can use it as a pressure tool to force the corp to rez more ices than needed. While of the 2 cost, makes this less ideal for Deep Dive, running clicklessly, then breaking ice normally is a way to get have an extra for Deep Dive. What a busted card!

Best of all, for veteran netrunner players, is that it let you do what Always Be Running was allowing you to do, but better (full bypass instead of breaking one sub).

I wish my alarm clock was doing those holograms. Good art (who is that person?), splendid quote, amazing card name, stupendous card.

(Rebellion Without Rehearsal era)
4369