That's a clever tactic! Understanding ability sequencing is key in Netrunner. The interaction between Devil Charm and Chisel reminds me of navigating tricky levels in Slope Game – precise timing and strategy are crucial for success. You're right, since the strength check happens on resolution, going negative lets you trash for free. Min-maxing your way to victory, just like acing a tough Slope Game level!

Considering how much I like this card and the fact it doesn't have a review, it seemed right to say goodbye to this one before it rotates. Unlike something like Hostile Takeover, which nets you credits, Hyperloop is offering a strange form of click compression if you're thinking about scoring it, with your successful score getting you a refund and a point for just 4 clicks. On the flipside, when it's stolen it's more like a Beanstalk Royalties, giving you a short economic boost as a recompense for losing the point. I like the loop, it's simple, helps round out agenda points, but isn't quite there for a typical HB shell which can quickly advance. So long you okay agenda!

TDS pairs multi-install with (multi-)draw.

The problem with exclusive multi-install effects is that you need enough installables in hand. For example, [[Shipment from MirrorMorph]] has an implicit Play only if there are at least 2 to 3 assets, upgrades, and/or agendas in HQ. gate. And if you do, you still need to refill your emptied hand.

Other “Clearance” effects that draw multiple cards (like Red Level Clearance) can still only install a single card. Fast Break is an exception, but with an implicit Play only if there are at least 2 agendas in the Runner's score area. gate.

However, TDS lets us multi-install from smaller hands (with sub-optimal installables, even with only a single installable pre-draw). And it refills our hand as it empties.

For example:

  • Asset-Spam: Install two assets, while drawing one-or-two more. Like “DIY NEH”.

  • Fast-Advance: Install a multi-clicker/multi-advancer/clickless-advancer (like Bass CH1R180G4, The Holo Man, or any “new Calibration Testing”), alongside a 3/2.

NB. This compresses "install clicks", but only breaks even on "units of value"): 2[$], [click], CARD → 2×Draw, 2×Install. (As @Krams says below.)


Flavor:

  • Name: is a pun. Corporate headquarters plans out simultaneous construction projects ahead of time, which then join up; and building the space elevator from orbit downwards is literally the most "top-down" construction possible around Earth (any farther, there's no "up" or "down").

  • Art: shows creepy–cute “bioctoroids”. Being in outer space, they feel like aliens (despite us knowing they're terrestrials and built by Haas-Bioroid). Likewise, Sacrifice felt like an alien monolith (despite us knowing that Weyland built it). While exploited as much as Turtlebacks, maybe they have more labor rights than other Bioroids (because of how hard to reach they are).

It's worth noting that, in contrast to clearances, TDS is not strictly economy-positive. You pay a click, a card and 2c for a total "cost" of 4 and gain 2 cards and 2 installs, also "worth" 4. You basically pay click-compression with credits.

@Krams 100%

KPI is a “Viridian Level Clearance”.

As (the first of) @Sokka234’s World Champ card(s), he says this about the design intent (paraphrased, see “My champ card coming in Dawn”): “It does a lot of different things for the Corp, and at different times in the game; so you can never be sure when the best time to play it is.”


For example:

  • Advance++ICE: You can push a 5/3 or 4/2 agenda while still protecting it with extra ice (IAA’/IA’ing it), to quickly exploit a scoring-opportunity.

  • Earn++Advance: You can triple-advance from just $1, to score out a never-advanced 3/2 (like Above the Law) or twice-advanced 5/3 (like The Basalt Spire). As if your ID were Built to Last.

Modes:

  • Draw–Tuck mode: Shuffle back one agenda (including the one just topdecked). It's a smaller half–Sprint/Spin Doctor), but in-faction. Compare with Descent.

  • Free ICE mode: Late-game, you can deepen an already-deep server (the longer you wait on this generic card, which you can always play for some value even early-game, the more credits that specific mode will save you).

  • Advancement mode: Playing this operation costs as much as taking basic-action to advance, but also gives you an extra effect.

  • Earning mode: Can always reimburse itself (like RLC).

I’d be interested to know why this card is in Weyland and not HB (the masters of cards with several small effects and of installing ice via operations) or even Neutral? Is this an indicator of a change to Weyland now being the Corp with this kind of card now that Null Signal are fully in control of which Corp will be associated with which effects?

I played this card today as my three-off in The Outfit. Everyone claims that as TO you have a strong early game with lots of money, so i decided to play this card. Every Runner did at least one run for various things. Be it Bahia, Dirty L, Turtle, Bravado and while some of then tend to be risky (letting a successful Bravado go through for example) the rest of those runs targets mostly Archives.

And then i installed my Atlas, played Focus Group, name Event and got at least two-four tokens on my Agenda. Is it pricey? Sure it is but who cares i have the money and the game is more of a Runner Solitaire for the first One-X (mostly five) rounds until runners stop whinning and have full rigs. In the meantime i got four points as TO so that every [Regulatory Capture] gets even more impact and puts more pressure on the runner.

I dont claim that this card is super OP but this card is good. The side effect is that you get information about the runners next moves (maybe).

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