Adaptive Kernel
The first friendly Operative you Shift here each round gets +1 Power until the end of the round.
Sync the Veil
Enter the playtestThe operatives, protocols, and infrastructure of New Carthage. Explore the prototype across four factions and two realities.
In development. Names, stats, and effects may change. Starter decks are Prototype 0.2; four-faction decks and the experimental candidate pool are Prototype 0.3.
86 cards
Alphabetical · unique designsThe first friendly Operative you Shift here each round gets +1 Power until the end of the round.
Street entry
Jack In — Another friendly ready Operative here gets +1 Power until the end of the round.
Once per round, after a friendly Operative here is discarded from play by one of your effects, you may heal 1 damage from a friendly Operative here.
Veil entry
When this is discarded from play by one of your effects, look at the top 2 cards of your deck, then put them back in any order.
Street entry
Jack In — Look at the top 2 cards of your deck, then put them back in any order.
Street entry
While you control an Asset here, this has Guard.
Street entry
While you control an Asset here, this has +1 Power.
Street entry
No additional ability.
Reaction
Reaction — After a friendly Operative Shifts, ready another friendly Operative at that Junction. It cannot Engage this round.
Either entry
No additional ability.
Action
Return an Operative with printed cost 3 or less from your discard pile to your hand.
Once per round, after a friendly Operative Shifts here, heal 1 damage from it.
Street entry
Once per round, after you play a Protocol that targets a card here, you may Shift this Operative.
Street entry
When this is discarded from play by one of your effects, heal 1 damage from another friendly Operative here.
Veil entry
When deployed — You may move a friendly Asset from another Junction to this Junction. Discard your existing Asset here first.
Veil entry
When deployed — You may heal 1 damage from another friendly Operative here.
Friendly Operatives here with printed cost 1 have +1 Integrity.
Veil entry
While you control an Asset here, this contributes 1 Power to your control of the other layer here.
Action
Choose an enemy Operative at a Junction where you have a friendly Operative. It cannot Shift this round.
Reaction — When a friendly Operative here would be discarded for having damage equal to or greater than its Integrity, discard this Asset to heal 2 damage from that Operative instead.
Street entry
Guard.
Street entry
No additional ability.
Veil entry
Manifest — You may discard another friendly Operative here. If you do, this gets +2 Power until the end of the round.
Street entry
When deployed — You may discard a friendly Asset here. If you do, deal 1 damage to an enemy Operative here.
Veil entry
While you control an Asset here, this has +1 Power during an Engage.
Reaction — Once per round, when a friendly Operative would be dealt damage, you may pay 1 Bandwidth to prevent 2 of that damage.
Your ready Operatives here with printed Power 2 or less each have +1 Power.
Reaction
When a friendly Operative would be dealt damage, prevent 2 of that damage.
Action
Discard a friendly Operative. Deal 2 damage to an enemy Operative at the same Junction.
Reaction
Reaction — When an opponent's effect would discard or return a friendly Asset, return that Asset to your hand instead.
Reaction
When an enemy Operative Engages a friendly Operative, discard a friendly Asset at that Junction. The friendly Operative gets +2 Power for that Engage.
Street entry
While you control an Asset here, this has Guard.
Veil entry
Once per round, after another friendly card here is discarded from play by one of your effects, this gets +1 Power until the end of the round.
Veil entry
Manifest — Deal 1 damage to an enemy Operative in the Street here.
Street entry
When deployed — You may return an Asset from your discard pile to your hand.
Street entry
When deployed — You may deal 1 damage to this Operative. If you do, return an Asset from your discard pile to your hand.
Street entry
When deployed — You may return an enemy Asset here to its owner's hand.
Once per round, after you discard a friendly card from play with one of your effects, you may return an Operative with printed cost 2 or less from your discard pile to your hand.
Veil entry
When deployed, you may Shift an enemy ready Operative here.
Veil entry
This cannot Engage unless an enemy Operative here is damaged.
Street entry
Guard.
Action
Action — An enemy ready Operative at a Junction where you control an Asset gets -2 Power until the end of the round.
Street entry
Once per round, after another friendly Operative Shifts here, this gets +1 Power until the end of the round.
Once per round, after a friendly Operative Shifts, you may draw a card. If you do, discard a card.
Reaction
When an enemy Operative Engages a friendly Operative, Shift the friendly Operative. The Engage deals no damage.
Once per round, after another friendly card here is discarded from play by one of your effects, a friendly Operative here gets +1 Power until the end of the round.
Reaction
After an enemy Operative is deployed, a friendly Operative at that Junction gets +2 Power until the end of the round.
Action
Shift up to 2 friendly ready Operatives at different Junctions where you control Assets.
Once per round, after you install an Asset, you may Shift a friendly ready Operative at that Junction.
Action
Shift up to 2 friendly ready Operatives at different Junctions.
Veil entry
Manifest — You may Shift another friendly ready Operative at a different Junction.
Street entry
Once per round, when another friendly Operative here would be discarded, you may discard a friendly Asset here instead. Heal all damage from that Operative.
Veil entry
When this is discarded from play by one of your effects, an enemy Operative here gets -2 Power until the end of the round.
Street entry
Guard.
Veil entry
Once per round, after you install an Asset here, you may Shift this Operative.
The first Protocol you play each round that targets a card here costs 1 less Bandwidth.
Your ready Operatives here with printed Power 1 each contribute 1 Power to your control of the other layer here.
Either entry
When deployed, if you control an Asset here, you may heal 1 damage from another friendly Operative here.
Action
Return a friendly Asset to your hand. Shift a friendly ready Operative at that Junction.
Street entry
Guard.
Reaction
When a friendly Operative would be dealt damage, if you control an Asset at its Junction, prevent 2 of that damage.
Street entry
When deployed — You may return a friendly Asset here to your hand.
Street entry
While you control an Asset here, this has +1 Integrity.
Reaction — When a friendly Operative here would be dealt damage, discard this Asset to prevent 2 of that damage.
Action
Return an Operative card with printed cost 2 or less from your discard pile to your hand.
Street entry
When deployed, you may Shift another friendly ready Operative.
When this is discarded from play by one of your effects, a friendly Operative here gets +2 Power until the end of the round.
Each opponent's first Shift here each round costs 1 additional Bandwidth.
Street entry
No additional ability.
Veil entry
Ghost.
Action
Shift a friendly ready Operative.
Street entry
No additional ability.
Reaction
After a friendly Operative Shifts, it gets +2 Power until the end of the round.
Veil entry
No additional ability.
Veil entry
Jack In — If you control an Asset here, this gets +1 Power until the end of the round.
Action
Discard up to 2 other friendly cards at one Junction. An enemy Operative there gets -2 Power until the end of the round for each card discarded this way.
No persistent or Synchronize ability. Control both the Street and Veil here during scoring to gain 1 Influence.
No persistent or Synchronize ability. Control both the Street and Veil here during scoring to gain 1 Influence.
No persistent or Synchronize ability. Control both the Street and Veil here during scoring to gain 1 Influence.
Veil entry
While ready, this contributes 2 Power to your control of the other layer here.
Veil entry
When deployed — You may discard another friendly card here. If you do, Shift an enemy ready Operative here.
Street entry
Jack In — You may Shift another friendly ready Operative here.
Action
Heal 2 damage from a friendly Operative.
Veil entry
Once per round, after an enemy Operative Shifts here, deal 1 damage to it.
The first friendly Operative you deploy here each round may enter either layer instead of its printed entry layer.
Reaction
Reaction — After you discard a friendly card from play with one of your effects, an enemy Operative at that Junction gets -2 Power until the end of the round.
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This directory includes the starter decks, four-faction playtest decks, and candidate pool. Candidate cards are experimental alternatives, not additions to the starter decks. Leaders and Junctions sit outside the 30-card main decks.