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Hard at Work
Submitted
Darksbane
, Nov 14 2013 03:13 AM | Last updated Nov 14 2013 03:13 AM
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Hard at WorkType: Resource Cost: 5 Faction: Runner Anarch Faction Cost: 2 When your turn begins, gain 2 [Credits] and lose [Click]. Set: Second Thoughts Number: 023 Quantity: 3 Illustrator: Matt Zeilinger |
Recent Decks Using This Card: Reina Ice Tax/Destruction Anarch - high stakes chess |
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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.
61 Comments
The obvious comparison would be Magnum Opus, which quite a few people tend to like. They have similar costs and do about the same job.
Now MO you are not forced to use and you can use it more than once per turn giving it more money grubbing versatility. Plus it isn´t a resource so it cannot be easily trashed (though there are still ways to do it if the corp is so inclined)
Hard at Work however has the advantage of not taking up 2 MU. So you don´t have to either make a massive MU buildup or be forced to trash it yourself to make room for other programs. For the Anarch player it will also mean that you can spend your influence on something else.
Again it does carry the obvious limitation that the player is forced to spend a click each turn, making it a challenge if you want to carry out a plan which requires all 4 runner clicks. This is not so tough to play around if you are aware that it should be part of you play strategy. In the end that problem is also solveable with Aesop´s Pawnshop.
The way I see it, in this comparison, you play MO for click versatility and quicker pay-offs whereas HaW is for MU versatility and longterm planning (I will concede that it is best played in the early game).
It all depends on your style and my original point is more that the cave-manish approach of "me not like" isn´t an argument in itself (also people who refuse to see possibilities lack a certain degree of imagination, which is what I find sad).
Perhaps you will be surprised at what you discover along the way.
That goes for all cards oc, not just HaW.
The card costs one less to install, gains the same per click and isn't mandatory. It's also 0 influence in ALL factions. The only thing HaW does better than Armitage is never run out, but the extra install cost means it takes longer to see the same profit you could have got by only clicking Armitage once per turn.
Definitely need to see another card that makes this more viable (personally).
You even supply the icing yourself by actually using my original phrasing for your own argument: that you lack imagination.
You and I might as well be speaking different languages because what I have been trying to convey has been epically misunderstood (as I suspected it would be)
And a small correction: armitage costs 4 less to install.
As you mention yourself, armitage does run out at some point. I felt it more appropiate to compare HaW with another inexhaustable card.
Running armitage and HaW in the same deck would be something I would consider more than running MO and HaW in the same deck.
So in that regard, for me, HaW does not necessarily exclude armitage.
Nice to at least see you trying to supply arguments though. (and that wasn´t a bash at the argument itself)
There are reasons I might run HaW over Kati (perhaps I want to install something cheap each turn, or there's a server I can get into cheaply, but not free, every turn) but in those situations I'd probably still want Armitage because by the time HaW turns profit I'm already a few turns behind. It really is the initial cost to payout ratio more than anything that I have a problem with. I play Wyldside sometimes, so I know I can play with only three controllable clicks per turn, but this card just takes too long to pay out as it is.
Having said all this, I'll probably find myself testing it in a real environment eventually just to see how it works out, though I don't expect good things. I also agree that running this as well as Armitage isn't out of the question, but is questionable (does that make sense?). You're sacrificing flexibility and a not insubstantial number of credits to extend the life of your Armitage.
This might be better discussed in the forum rather than card comments if we're going to do proper analysis and comparisons
And sure, there is Aesop's. But seriously. You devoted yourself to such an expensive resource to pawn it away, quite possibly way before it payed out? Check yourself before you wreck yourself.
If your premise is: winning = fun ; everything else is a waste of time, then we might be at too different perspectives
This is exactly right. For instance, record reconstructor is (probably) a pretty bad card but it can certainly be a fun card to play around with putting that enigma back on top of the corp's R&D after you have your yog out. But HaW, as it stands now, does nothing special but get you 2$ for 1@ once per turn. It's slow, the mandatory part actually hurts you as has been brought up before, and if you're talking about the "fun" factor then I'd argue that cards that take away choice from the player are less "fun" then those that let you decide when you do what. So I agree with almost everyone here that yeah it's an awfull card.
Yes take the game seriously you guys.
Fun is obviously for children. Not for mature men playing with their cards.
I predict that at some point in the future, we're going to see an Anarch card that says something along the lines of: "You Cannot Lose [Clicks] Through Card Effects." This, of course, won't stop you from having to spend a click as a COST of playing cards like Frame Job, or using the ability on Data Dealer, but it will push both Wyldside and Hard at Work back into the "Definitely Playable" category, as well as being a one-size-fits-all solution for cards like Hourglass and Viper.
There'll probably be some crippling downside to it (like, I don't know, the runner cannot initiate runs? Or it takes up 3 memory?), but I can't shake the feeling that somewhere down the road, they're going to do something like this.
An almost enchanted language that could sometimes make us sound smart, even while we still didn´t understood the core of an argument.
And the world was better for it.
Also, good observation, Tynian. It would definitely make this card playable if we had some way of preventing ourselves from losing clicks. That could become very interesting, actually.