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Hokusai Grid



Hokusai Grid

Hokusai Grid


Type: Upgrade: Region
Cost: 2
Faction: Corp Jinteki
Faction Cost: 2
Whenever there is a successful run on this server, do 1 net damage.
Limit 1 region per server.
Despite its appearance, the Hokusai Grid is the most notorious research facility at Jinteki.
Trash: 4
Set: Humanity's Shadow Number: 95 Quantity: 3
Illustrator: Emilio Rodriguez
Recent Decks Using This Card:
Replicating Flatlines 1.3
Jinteki Damage Tax
flat-line
Want to build a deck using this card? Check out the Android: Netrunner deckbuilder!


9 Comments

What a gorgeous facility to operate out of! I look forward to moving our local branch as soon as space is available to us.

Seriously, a repeatable Neural EMP? Fantastic.
So, it seems that Jinteki gets more and more of that human touch thing.
Loving this card from top to bottom, from the rez cost to the trash cost and surprisingly low faction influence.
This is the perfect place for my Fetal Ais to hang out behind their Neural Katanas. This card is going to be great.
Wow! Jinteki just got even better. Strong card.
After having played several games with two of these in my deck, I really do not feel as though this card is as great as everyone claims. Don't get me wrong, trading 2 creds for a net damage and 4 to trash is great, but this card is not repeatable. In every match I've played this card, it's been trashed the turn it was rezzed, or the next if the runner didn't have enough credits to trash it in the first place. One damage is sometimes all it takes, and this card may be the coup de grâce, but far more often than not it'll end up doing one damage, and the runner recovers the economy it took to trash it within the next two clicks. Definitely a 3-4 star card, but in the grand scheme of things it changes little, and I'm considering swapping it for much-needed economy or ice with stopping power, both of which Jinteki sorely lacks.
In that game I played, my opponent would have flatlined if he stole my fetal AI by paying 2$ because of the identity and extra damage from the grid so he had to leave it. I scored it in my turn. The grid saved me an agenda.
Excellent protection for Fetal AI, when played properly. Rez it right before the end of the run: damage applies before accessing Fetal AI, which garners another 2 when accessed, whether stolen or not.

Protect HG by stacking it with Red Herrings: if the runner trashes HG for $4, he or she then must come up with another $7 to steal Fetal AI.

In the "Personal Evolution" identity, that's 4 net damage and $11 to spend after the run is successful, in order to steal 2 agenda points and disable HG ($12 if they want Red Herrings too). That's expensive, in cards and cash, and does not include any ICE at all.

If the runner can pull this off without it hurting, you have bigger problems.
CoperNicks, the runner is required to steal the agenda if they can, even if it means they will flatline. The grid should have won you the game, not just scored you an agenda!
MagicFlea - If there is an additional cost to steal the Agenda (such as Fetal AI requiring the Runner to pay two credits to steal it, or Red Herrings requiring she pay five), the Runner may choose to not pay the extra cost and therefore NOT steal the Agenda.

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