Scatter Field is a 4s/2↳-for-$3 when singly-protecting a server.

(CF. “Non-Porous Eli 1.0”, or an “EtR-ified Drafter”.)

Notes

Especially when you're protecting an early asset (like Humanoid Resources / Regolith), building your secondary remote (alongside Mahkota Langit Grid), or rushing an agenda. Even if you'll double-ice that server next turn anyways, an SF can act like a Gatekeeper (CF. This ice gets +4 strength if you rezzed it this turn.).

To fully-break a four-strength three-sub ice with turn-one decoders, it should cost the Runner four-to-five credits (IE. more than its rez-cost). For example:

  • Buzzsaw costs 3[$] + 1[$] (but just 1[$] with a Leech).
  • Unity costs 3[$] + 2[$] (or 4[$] with a second icebreaker).
  • Euler only costs 2[$] + 0[$] (if they facechecked-then-installed, 4[$] if they didn't).
  • Shibboleth costs 2[$] + 2[$] (even at threat level ≤ 3).
  • Cat's Cradle costs 3[$] + 2[$] (wouldn't tax you +1[$] to rez, unless they pre-installed it for some reason?).
  • The new Sang Kancil only costs 1[$] + 2[$] (if they Bravado or Clean Getaway into your SF; 5[$] if they basic-run).

Of course, besides breakers:

  • Boomerang costs 2[$], [trash].
  • Physarum Entangler costs 2[$] to bypass.
  • Botulus can fully-break it after a second turn (or can pass it the same turn it's installed, but only by firing off “½ Drafter”).
  • Overclock) costs 1[$] (with the decoder).
  • Bankhar just costs Suffer 2 net damage (but needs a whole turn to set up).
  • Arruaceiras Crew can't destroy it by itself. (EG. would need 4[$], Take 2 tags, [trash] and needs a second copy).

Thoughts

Design-wise, I love ice with some “incidental positionality” (like Turing, which is both “pro-Remotes” and “anti-AI”).

It's fun to “expose-by-deducing” (“Why didn't they just install this card into their empty remote with an already-rezzed barrier, and pay the one credit to install this in front of there?”).


Compare its ability (While this ice is the only piece of ice protecting this server, …) to other “Vertically-Positional” abilities.

  • a “Flexible Curtain Wall”: EG. If this is the outermost or innermost piece of ice protecting a server, it gets +4 strength.
  • an “Inverted Seidr Adaptive Barrier/Surveyor”: EG. This ice gets −1 strength for each other piece of ice protecting this server.

PS. Given Asa Group rotating, can this “Singly-Icing-matters” effect (along with the non-(◆) Mahkota Langit Grid the new “Installer IDs”) incentivize some more secondary/tertiary remotes? For Fully Operational and to “expose-by-deducing” (or try to!), like “Why didn't they just install that card into their empty remote with an already-rezzed barrier, and pay the one-credit to install that ice in front of there?”

(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.

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.

Flyswatter (🪰) is “Ping for purge’ing” (IE. gearchcecks with hostile rez-triggers).


Design-wise, ice as dynamic interaction is more fun (IMHO) than ice as just arithmetic breakpoints.

For example, if the Runner doesn't have any viruses installed yet (or only a few virus counters hosted), then even if you would want to end the run, you may let them pass an unrezzed Flyswatter to purge them out later. “Dynamic” non-subroutine abilities include:

  • On-Rez (When you rez this ice during a run against this server, …): like Ping, Ablative Barrier, Anemone, even Stavka.

  • Trashcans ([trash]: … Use this ability only during a run on this server.): like M.I.C..

For example, how many counters/purgeables in play do you want, to rez it? (Should you just purge two counters off a single Fermenter? How much do you want to keep the Runner out? How likely is it for the Runner to let it cook, install another virus, and re-run that server? It depends.)


Blank Flyswatter (against no Viruses) is much worse than blank Magnet (against no Trojans); you really need the purging to be worth enough credits (given the current metagame / average boardstate). But exactly how many/good Viruses do you need to expect in a Runner's deck, to slot it in? (Out of Jitneki?) IDK. LMK what you think.