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Runs and Countermeasures

Your most fundamental action is to make runs on the Corp's data forts in order to access cards in them. Accessing cards may enable you to disrupt the functioning of the Corp, and will hopefully result in your liberating agenda. You are assumed to always have some basic equipment, so you can always make a run, even if you don't have any programs or hardware in play.

If there is no ice protecting a given data fort, the Runner can access its contents with impunity (if the data itself does not punish the Runner). With ice protecting a data fort, the Runner must deal in turn with each piece of ice, from outermost to innermost.

During a run, there are three stages in dealing with a piece of ice. First, you are approaching that piece of ice. If that piece of ice is not already rezzed, the Corp can rez it at this point. The Corp can only rez a piece of ice when you are approaching it. If that piece of ice is rezzed or was already rezzed, you encounter it, at which point you can break its subroutines, that is, prevent them from taking effect. If the ice is not rezzed, or if you break all of the subroutines that end your run, you pass that piece of ice. You can then choose either to approach the next piece of ice, or to jack out, which means to voluntarily end the run. This is the only time you can jack out.

Each piece of ice you encounter will have one or more subroutines on it. Each subroutine will take effect unless you break it. To break an ice subroutine, you need a particular kind of program in play called an icebreaker. Each icebreaker affects whatever keyword categories of ice it references (there are three primary types of ice: walls, code gates, and sentries), but you won't know what kind of icebreaker you'll need to break a piece of ice until that ice is rezzed or revealed. An icebreaker can only break subroutines on a piece of ice if its strength (located in the icon on the lower right corner of the icebreaker equals or exceeds the ice's strength (located in the icon on the lower left corner of the ice, or lower right if the card is viewed on its side). If the icebreaker is strong enough, you may use it to break one or more subroutines of the ice encountered, paying the stated cost for each subroutine you break. Most icebreakers allow you to increase their strength. If you increase an icebreaker's strength, the increase ends when you finish encountering that piece of ice. Usually a single icebreaker is used to break all the subroutines of a given piece of ice, but you may break each subroutine with a different icebreaker.

If you don't break all of the subroutines of a piece of ice, you suffer the effect of each of the unbroken subroutines, in the order they appear on the card. A subroutine that ends the run does so immediately, and any following subroutines do not take effect. If a subroutine requires a trace attempt (see Traces), make that trace attempt when the subroutine takes effect. If none of the unbroken subroutines end the run, you pass that piece of ice.

If you pass all the ice on a fort, you have one more opportunity to jack out before the Corp decides whether to rez any nodes or upgrades. If you choose not to jack out at this time, your run is considered successful.

If you make a successful run on:

R&D: You access the top card of R&D.
HQ: You access a random card from the Corporation's hand.
Archives: Place any cards that are in the face-down pile into the face-up pile. Then access all the cards in the face-up pile.
Subsidiary data fort: You access all nodes and agendas in the data fort.
In any of these cases, you access any upgrades installed inside that fort.

If you access an agenda, you are considered to have liberated it, and you set it aside and score the number of agenda points indicated on it. If you access a node or an upgrade, you may pay the trash cost (located in the trash can in the bottom right corner of the card) to trash it, even if it is stored in a central data fort. Otherwise, the cards are returned to where they were accessed from, in the same order.

Run Protocol -- OVERVIEW
* For each piece of ice on the data fort: If the ice is unrezzed, we may rez it as the Runner approaches it. If we do, or if it is already rezzed, the Runner encounters it; otherwise, the Runner passes that piece of ice and can approach the next piece of ice or jack out.

* For each piece of ice encountered:

* If the Runner passes all of the pieces of ice (or if there is no ice to be passed in the first place), he or she gets one last chance to jack out. If the Runner doesn't jack out, we have one last opportunity to rez any of the nodes and upgrades inside the fort, and unless these end the run, the run is considered successful, and the Runner accesses the appropriate cards.

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