(Daily Casts is banned.)

Side Hustle is like a “run-based Environmental Testing”: after 5 runs begin, you profit by Gain 4[$]. Draw 1 card. (five clicks, five “units-of-value”)


For example:

  • If (against Asset-Spam), immediately after installing it, you check two remotes this turn and three the next, then it pops after a single turn.
  • If (within Criminal) you opportunistically run your mark with Carpe Diem (or for Sable), play a Bravado or Clean Getaway for cash, and try to land a Transfer of Wealth, then ditto. (Your actions aren't just [click]: Run any server.)
  • However, if running is too expensive and/or just not valuable enough, it won't profit at all. Unless you have parallel triggers (like Pennyshaver or Leech), you can't even spam an uniced/faceup Archives (since your actions would just be like “[click]: Gain 1[$] when your next turn begins.”, which is very much not “[click]: Place one +1 strength counter on an installed Aumakua.”) Although, two simultaneously-installed Hustles (being non-unique) would be worth two credits per run.

Note:

  • While beginning a run on any server is the easiest interaction, it's still harder than just waiting a turn.
  • Unlike a “Red Team-ified Casts”, Hustle has still (un)paid out zero credits even at your 4th run.

Daily Clash
[$3] Resource: Job
[neutral 0/5]
When you install this resource, place 8[$] on it. When empty, trash it.
The first time each turn a run begins, take 2[$] from this resource.


Clean Getaway is the “new Dirty Laundry”.


NB. Getaway (post-is successful) earns credits sooner than Laundry (post-run ends). Thus, it can pay trash-costs (like Bahia Bands). For example (with Miss Bones rotating and Daily Casts banned), against an uniced, -4[$]-to-trash asset (like Wage Workers, or Hostile Architecture).

  • Getaway only needs its own play-cost (3[$]). Even assets alongside Mahkota Langit Grid.
  • Laundry needs twice that (6[$]), its play-cost plus the trash-cost.

(So if you only had three credits in pool, you'd need to re-run the server afterwards, wasting [click]. Or, if you only have enough to play the event and break a single rezzed ice once, you would need to triple-click for credits beforehand.)


BTW, before spoilers my guess for this card was just a “lightly-blueshifted” ([criminal 1/5]) Laundry. Like how NSG's Government Subsidy “greenshifts” FFG's Restructure. But I prefer this variation.

Nothing new here. It's an exact reprint of Snare!, but with a different name. You can now play six of them in Eternal, I guess?

Reviews still require 200 characters (fair), so how about we take a fresh look at the card itself - it's been five whole years since the last review on Snare, after all, and that's a lot of time for metas to shift and cards to come in and out of fashion.

So: how good is Snare Byte in 2025?

Uh... it's the same. Snare Byte remains a Jinteki staple, and the reason why the runner must always account for the possibility of taking three damage from an access (and a tag). Whether or not the card is actually in a particular Jinteki deck, its existence in the card pool inherently influences each game. The spectre of this card looms large across the board, its threat considered with every run. Perhaps no other card does so much, so often, without even needing to be in your deck.

Breaking into megacorp servers, it seems, is a risky enterprise. You're not safe from Snare just yet. In one form or another, it's here to stay.

132

I'm glad Snare was reprinted exactly.

Humanoid Resources is Haas-Bioroid’s “strict Rashida”.

  • If you can protect HR for a turn, then you likewise get a burst of three credits plus three cards next turn (your three clicks funding its three installs/plays, one-to-one).
  • However, Install 2 cards. Play 1 operation. is less flexible than Gain [click][click][click].. (Even though installation is itself a very broad action, you can't advance, triple-install, double-operation, IA/IAA an agenda, and so on.)

In particular:

  • You can't YDL for +$8. (Installing two cards shrink HQ by 2, and must come first.)
  • You can't score out agendas with Nanomanagement, or Seamless Launch. (Unless one of the installs placed an advancement or gained a click, which few can.)
  • While bouncing back from an small/empty HQ (or credit pool), if you've missed drawing into any operations (or can't afford a Hedge Fund), then you've lost a whole click.

Most of the time, the "next big thing" will be a bullet to the head. This agenda is nice because it lets you hail mary dig for tag punishment after a well-timed Ping rez or Oracle Thinktank theft, or that money/fast advance tech you need. With no risk, as you can shuffle away pesky extra agendas or worthless ICE! (or not, to preserve the thinning out of R&D). I think this will be a staple for yellow combo kills in the future.

you can also draw into a YDL for like eight credits