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Power to the People
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Power to the PeopleType: Event: Priority Cost: 0 Faction: Runner Anarch Faction Cost: 2 Play only as your first [Click] . The first time you access an agenda this turn, gain 7 [Credit] . As the sun sank toward the horizon, the glittering lights of the expo remained dark. But the shanty city bloomed to life. Set: The Universe of Tomorrow Number: 101 Quantity: Illustrator: Maciej Rebisz |
Recent Decks Using This Card: No decks currently use this card. |
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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2012 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2012 Wizards.
5 Comments
While Kraken has at least the advantage of being played as a reaction, Power to the People is a gamble. Is the advanced card a Shattered Remains or an Agenda? Let's find out! But first, let me get some credits... oh, wait.
Good for getting the two NAPDs you Keyholed into Archives out of Archives, costing you 1 credit instead of 8, but pretty situational.
Let me take a different approach - looking at this, I see the opposite view of Scorched Earth. While Elizabeth has some plans for the shanty neighbourhood, the power of the people might actually prevent those renewal ideas. In terms of gameplay - this might give you the credits that will prevent the Corp from Sea Source + double Scorch you on the next turn. That alone is something.
Hmm, you're right about that. It also gives you the credits you need to prevent Punitive/Midseason. Also, as you gain the credits when an agenda is accessed, you have enough money to steal Fetal AI/NAPD Contract or any agenda that is protected by Predictive Algorithm/Red Herrings.
I don't see it. Too situational, and it forces my plays. I think it would end up awkwardly clutched in my grip for turn after turn waiting for the right moment to play it.
Unless you have the ability to tell the future, effects that require you to commit to them before you know if their condition will be met are by their very nature high variance. Now, if fulfilling the condition is something that you as a runner can guarantee with certainty then it's not really much of a limitation, but for things like this where you cannot guarantee it you are adding swing to your deck unnecessarily.
High variance benefits lower player skill as it allows for surprise wins when things fall your way, but statistically it isn't predictable or sustainable. If you are playing one-offs and you're ok if you win some lose some so long as the game is fun, then sure. But if you are playing the same deck over and over again and are in it to win it then it is a different story.