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DARK STORM

Dark Storm is a 54 card set that comes only in booster packs. (click here to order booster packs)

201 OS Valhalla is an Effect

OS Valhalla comes into play where everyone can see it and affects everyone.

OS Valhalla is Exclusive which means you may have up to 3 copies of the card in your deck but you may only have 1 copy in play at a time.

While this card is in play each player gets an extra End step added to their turn. If a card or effect happens, “at the end of turn,” then it would happen a second time as well.

Example: if you have an Agent whose text reads, “at end of turn you may add 1 code counter…” then you would first add 1 code counter then a second End step would take place and you could add a second code counter.

Note: If you are using counters to mark turns on a card you would not remove a second turn counter unless the card specifically said, “at end of turn…”

Note: If you have multiple effects happening at the end of your turn they must all happen once (during the first end step) before happening again (the second end step).

Review: remember that every turn has four steps that happen in order; Beginning, Draw, Play, and End.

202 OS Olympus is an Effect

OS Olympus comes into play where everyone can see it and affects everyone.

OS Olympus is Exclusive which means you may have up to 3 copies of the card in your deck but you may only have 1 copy in play at a time.

While this card is in play each player gets an extra Beginning step added to their turn. If a card or effect happens, “at the beginning of turn,” then it would happen a second time as well.

Example: if you have an Agent whose text reads, “at Beginning of turn you may add 1 code counter…” then you would first add 1 code counter then a second Beginning step would take place and you could add a second code counter.

Note: If you have multiple effects happening at the beginning of your turn they must all happen once (during the first beginning step) before happening again (the second beginning step).

Review: remember that every turn has four steps that happen in order; Beginning, Draw, Play, and End.

203 OS Celestial is an Effect

OS Celestial comes into play where everyone can see it and affects everyone.

OS Celestials is Exclusive which means you may have up to 3 copies of the card in your deck but you may only have 1 copy in play at a time.

While this card is in play if a player plays a Basic Operation card (Operation: Basic) they may draw a card from their Draw Pile.

Note: the Operation card must say the word Basic.  Other types of Operation cards will not trigger this effect.

204 Dark Cathedral is a Place

Dark Cathedral comes into play where everyone can see it and affects everyone.

While Dark Cathedral is in play if a card that is not an Operation would go into its owner’s Discard Pile from play then remove that card from the game instead.

Dark Cathedral remains in play until removed.

Note: a card must have been in play for Dark Cathedral to affect it. If a card or effect would place a card from ones Draw Pile onto their Discard Pile then that card would never have been in play and would therefore still go into the Discard Pile. However, Operations and Effects that are played and go immediately to the Discard Pile are considered to have been in play if they are not somehow interrupted and their effect takes place.

205 Ivory Tower is a Place

Ivory Tower comes into play where everyone can see it but it only affects you. However the cost for bringing it into play is this: you must allow your opponent to shuffle 5 cards of their choice from your Discard Pile into your Draw Pile. If you do not have 5 cards in your Discard Pile then you may not play Ivory Tower.

While Ivory Tower is in play for each card your opponent draws you may add 1 code counter to one of your Computers of your choice.

Ivory Tower remains in play until it is removed. It is also Exclusive which means that you may have up to 3 copies of it in your deck but you may only have 1 Ivory Tower in play at a time.

206 Operational Epiphany is an Event

To play Operational Epiphany one of your opponents must have successfully programmed more of their Computers then you have.

When you play Operational Epiphany you may look through your Draw Pile and retrieve a Basic Operation card. You must show your opponent the card and then you may place it in your hand for future use. Shuffle your Draw Pile.

Once it has been played place Operational Epiphany in your Discard Pile.

Operational Epiphany is Unique which means you may have only 1 copy of it in your deck.

207 Phi is a Variable

A Variable is a card that gives you two or more options.

When playing Phi choose and declare to your opponent which option you will use. Choose either the Operation or the Event.

If you choose to use the Operation then add 12 code counters to one of yours and one of your opponent’s Computers or….

If you choose the Event then choose one of your opponents and look and the top 6 cards of their Draw Pile.  You do not need to show them or anyone else. Place those cards back on the top of their Draw Pile in any order you choose. DO NOT shuffle the Draw Pile.

Phi is considered both and Operation and an Event card type.

208 Upsilon is a Variable

A Variable is a card that gives you two or more options.

When playing Upsilon choose and declare to your opponent which option you will use. Choose either the Operation or the Effect.

If you choose to use the Operation then add ∏  code counters to one of your Computers. Note: ∏ is pronounced PIE and is roughly equal to 3.1415… so for this game you will round to the nearest whole number and add 3 code counters to one of your Computers.

If you choose the Effect then place Upsilon in play where everyone can see it and all players must play with their hands exposed, face up on the table. Effects remain in play until something removes them and if Upsilon is removed from play then players may pick their hands up.

Variable Upsilon is considered both an Operation and an Effect card type.

209 Tau is a Variable

A Variable is a card that gives you two or more options.

When playing Tau choose and declare to your opponent which option you will use. Tau is an Event that has two choices.

If you choose you may draw 2 cards from your Draw Pile and place Tau in your Discard pile or…

If you choose you may remove all Viruses, Worms and Trojans from play.  Regardless of whose Computer they infest all Viruses, Worms and Trojans on all Computers must be placed in their owner’s Discard Piles. Place Tau in your Discard.

210 Andromeda is a Program

Andromeda is a specific type of Program called and Virus. It comes into play attached to one of your opponent’s Computers, simply place it on the table touching one of their Computers.

At the end of their turn shut down the infected Computer for 2 turns. When a Computer is shut down remove all counters and Program (while Hardware, Bios Changes, and Agents remain), turn the Computer card face down and place two counters on it to mark turns.  At the end of each subsequent turn remove a counter. when no counters remain turn the Computer face up and resume trying to program it.

When the infected Computer is shutdown the owner of that Computer chooses a new target for Andromeda. Move it to the new Computer and follow the instructions above.

If at anytime their is no valid target for Andromeda to move to place it in your Discard Pile.

Note: it is possible that at some point your opponent won’t have any target-able Computers and you will; in that case you must choose one of your Computers for Andromeda’s next target.

Note: while Andromeda is listed as part of the Dark Storm Booster set it is only available as an insert in the latest Cia CyberOps Novel “Lady in Red” available exclusively from Cia CyberOps.

211 Critical Security is a Program

This Program comes into play attached to one of your Computers. place it on the table touching one of your Computers. Critical Security remains in play until removed.

While it is attached to that Computer you Opponent’s may not target the Computer with Operations of their own.

212 Allure is a Program

Allure is a Program that comes int o play attached to one of your Computers.

While it is in play if your opponent plays a card that is an Operation you may choose to have that operation repeated on this Computer as well.

Allure can only be used a limited number of times so every time you use its ability you must put a counter on Allure. when Allure has 5 counters on it put it in your Discard Pile.

Example: Your opponent, Bobby, plays an Operation: Coded on one of his Computers that adds his age to his Computer.  Since Bobby is 9 years old he adds 9 code counters to his Computer. You have Allure on one of your Computers so you may also add 9 code counters to the Computer that has Allure on it. Then you would put a counter on your Allure Program.

213 Fire Storm is a Program

Fire Storm is a Virus that comes into play attached to one of your opponent’s Computers. put it on the table touching one of their Computers.

During the beginning step of their turn your opponent must look at the top 10 cards of your Draw Pile and pick one of those cards to put into your Hand.  Then they shuffle the other 9 back into your Draw pile.

Fire Storm lasts for 3 turns so at the end of your opponent’s turn he/she should put a counter on Fire Storm and when there are 3 counters on it put it in you Discard Pile.

214 Thunder Storm is a Program

Thunder Storm is a Worm Program.  Worms come into play attached to any Computer either yours or your opponent’s.  place on the table touching a Computer.

During the beginning step of the Computer owner’s turn look at their hand and note Hacker Points on their cards. Hacker Points are in the upper right hand corner of the card. Determine the lowest Hacker Point value in their hand and multiply the code counters on the Computer by that number.

Note: cards without Hacker Points do not count as zero Hacker Points they simply do not count.

Note: If the Computer owner has no cards or no cards with Hacker Points then Thunder Storm has no effect.

215 Dark Storm is a Program

Dark Storm is a program that comes into play attached to one of your Computers and remains until removed.

During the beginning step of your turn you must add or subtract up to 2 code counters to or from this Computer. Note: remember that zero is a valid whole number so you may indeed add zero code counters if you wish.

At any time while Dark Storm is in play if your opponent plays an Interrupt or Quick card you may add exactly 2 code counters to your Computer.

216 Versatile Search is a Program

Versatile Search comes into play attached to one of your Computers and lasts until removed. As you bring Versatile Search into play choose a Basic Operation card from your hand and put it into play attached to Versatile Search.

Note: you must have a Basic Operation card in your hand to play Versatile Search.

During the beginning step of your turn perform that Basic Operation (that is attached to Versatile Search) on your Computer. This is not optional.

Example: When you brought Versatile Search into play you chose a Basic Operation (add 1) and attached it to Versatile Search.  Now every turn at the beginning of your turn you must add 1 code counter to this Computer until Versatile Search is removed.

If for any reason the Basic Operation is removed from Versatile Search, Versatile Search remains in play and does nothing however if Versatile Search is removed from play then the Basic Operation also leaves play.

217 Devastation is an Interrupt

Interrupt cards are held in your hand and played in response to something happening, in this case your opponent’s attempt to play a card.

Devastation is Unique which means you may only have one copy of it in your deck.

As your opponent attempts to play a card you interrupt their attempt by announcing that you are interrupting them and show them this card. The card that they were attempting to play has no affect on the game and is removed from the game. note: their attempt still counts as one of their cards played for the turn.

Also every player (even you) must search their Draw Piles and their Discard Piles and remove all copies of the interrupted card from the game.

The cost for playing Devastation is the loss of your next turn. You may want to put Devastation on top of your Draw Pile face up as a reminder to skip a turn. (although technically once played Devastation goes into your Discard Pile)

218 SHAZAM is an Interrupt

Interrupt cards are held in your hand and played in response to something happening, in this case your opponent’s attempt to play an Operation card.

As your opponent attempts to play any Operation card you interrupt them by playing SHAZAM. Their attempt fails, the Operation has no effect and goes into their Discard Pile. The attempt still counts as one of their cards played for the turn.

Put SHAZAM on table where everyone can see it with 3 counters on it. While SHAZAM is in play that opponent may not play Operation cards.

During your turn’s End step remove a counter from SHAZAM. when no counters remain place SHAZAM in your Discard Pile.

SHAZAM counts as an Interrupt and Effect card types.

219 Eye for an Eye is an Interrupt

Interrupt cards are held in your hand and played in response to something happening, in this case your opponent’s attempt to target one of your Computers with an Operation card.

As your opponent targets one of your Computers with any Operation card you may interrupt them by playing Eye for an Eye. The Operation still takes effect on your Computer however the Operation repeated on each of their Computers.

Place Eye of an Eye in your Discard Pile.

220 Red Spike is an Interrupt

Interrupt cards are held in your hand and played in response to something happening, in this case your opponent’s attempt to play a Virus, Worm or Trojan card.

As your opponent attempts to play a Virus, Worm or Trojan card you may interrupt them by playing Red Spike.

The Virus, Worm or Trojan is redirected to any other Computer of your choice as long as that Computer is a valid target (not protected against  Viruses etc.).

221 EMP is an Operation

EMP is a Quick Operation which means it can be played at any time on anyone’s turn.

When you play EMP choose one of your Opponent’s Computers and shut it down for 3 turns. Then choose two of your Computers and shut them down for 1 turn. Place EMP in your Discard Pile.

Note: when a Computer is shut down turn it face down and place turn counters on it. All code counters and Programs are removed from shut down Computers while everything else remains. At the end of Computer owner’s turn remove a counter and when no counters remain turn Computer card face up and resume play.

222 Eureka is an Operation

Eureka is a Quick Operation which means it can be played at any time on anyone’s turn.

When you play Eureka search your Draw Pile for an Operation: Basic card. Immediately play that card on one of your opponent’s Computers as a Quick card. Shuffle your Draw Pile.

Remove Eureka and that Operation card from the game.

Eureka is Unique therefore you may have only one copy of it in your Draw Pile.

223 Open Source Code is an Operation

When you play Open Source Code every player gets to participate. Each player makes a decision for each of their own Computers still in play to either add exactly 25 code counters or subtract exactly 25 code counters or draw a card.

Example: You and your opponent each have two Computers left when she plays Open Source Code. She chooses to add 25 code counters to one of her Computers and draw 1 card. You choose to draw 2 cards.

224 is an Operation

This Operation can only be played on one of your Computers.

Choose a card type. (card types include Agents, Hardware, Events, Effects, Programs, Places, Bios Changes and Interrupts) count the number of the chosen card type in play, including your opponents card too, then either add or subtract that number to/from one of your Computers. place Operation in your Discard Pile.

Example: it is early in the game and your opponent has 1 Program in play and you have a Program, a Hardware and an Effect. When you play this Operation card  you may add or subtract 2 code counters (2 Programs) or you may add or subtract 1 code counter (1 effect, 1 Hardware) to/from one of your Computers. You choose Programs as your card type and add 2 counters to your Computer.

225 Viral Vengeance is an Operation

Viral Vengeance is an Operation that can only be played on one of your Computers. it goes in your Discard Pile once played.

Count all Viruses, Worms and Trojans in play (both yours and your opponent’s). Either add or subtract that number to/from one of your Computers.

You now have the option to repeat this Operation again on the same Computer.

Example: Your opponent is playing a Viro-man deck and has put seven Virus, two Worms and a Trojan on your Computers for a total of 10. You play Viral Vengeance and add 10 code counters to one of your Computers and then repeat the Operation and add 10 more code counters.

226 Doomsday Clock is a Hardware Card

Doomsday Clock comes into play with 5 counters on it on the table where everyone can see it. at the end of your turn remove a counter from Doomsday Clock. When no counters remain the game is over. The player with the most successfully programmed Computer wins.

However at any time on anyone’s turn any player may shuffle 10 cards from their Discard Pile into their Draw Pile to add a counter to Doomsday Clock.

227 Patent Pending is a Hardware Card

Patent Pending comes into play attached to one of your Computers and remains in play until removed.

During your End step you may add 1 code to this Computer for each Hardware card in play including yours and your opponent’s.

228 Corrosive Mist is a Hardware Card

Corrosive Mist comes into play where everyone can see it and remains until removed.

As Corrosive Mist comes into play remove all other Hardware cards from play. Corrosive Mist remains in play until someone plays another Hardware card then put Corrosive Mist into your Discard Pile.

229 Sword of Damocles is a Hardware Card

Sword of Damocles comes into play where everyone can see it with 5 counters.

During your end step remove 1 counter. when no counters remain on Sword of Damocles remove all the counters from every one of your opponent’s Computers. Then add 8 counters to Sword of Damocles and continue the countdown.

Sword of Damocles remains in play and continues to countdown until it is removed from play. Every time it runs out of counters wipe out your opponent’s Computer’s counters.

230 Galactic Storm is a Program

Galactic Storm comes into play attached to one of your Computers. The price for playing Galactic Storm is to remove all of your Agents, your Programs and your Hardware from the target Computer.

OnceGalactic Storm is attached to this Computer you may add 1 code counter every time an opponent Draws a card.

Galactic Storm remains attached to target Computer until removed.

231 Slave Circuit is a Hardware Card

Slave Circuit comes into play attached to any two of your Computers. place on table touching both Computer cards or at least make it clear to your opponents which two Computers are being linked. Slave Circuit remains until it is removed or one of the Computers are programmed.

Any time an Operation, Effect, Agent, Hardware or anything else affects one of these Computers the effect is duplicated on the other Computer.  The exception is when something already affects both Computers then Slave Circuit has no effect.

Example: You have your two remaining Computers Slaved together with Slave Circuit and your opponent adds 4 code counters to one of them. Slave Circuit also adds 4 code counters to the second Computer. However if you play a Hyper Operation that adds 14 to every Computer in play Slave Circuit does nothing because the Hyper Operation already affected both Computers.

232 Search Scrambler is a Hardware Card

Search Scrambler comes into play where everyone can see it. It remains in play until removed.

While Search Scrambler is in play no one may play any card from any set or deck that has the word “Search” in the title. (Program: Search, Operation: Hyper Search, etc.)

233 Stellar Alignment is an Effect

Stellar Alignment comes into play where everyone can see and remains for 3 turns. Use counters to mark turns by placing 3 counters on it to start and removing 1 counter at the end of each of your turns. When no counters remain put Stellar Alignment in your Discard Pile.

While Stellar Alignment is in play any player may, at the beginning of their turn, shuffle cards totaling 50 Hacker Points (instead of 100 like normal) from their Discard Pile into their Draw Pile.

234 Hoi Polloi is an Effect

Hoi Polloi comes into play where everyone can see it. It remains in play until removed and affects everyone.

As Hoi Polloi comes into play remove all cards that are Unique or Exclusive to their owner’s Discard Piles. (Unique and Exclusive cards usually have gold or grey borders but always say that they are Unique or Exclusive on them).

While Hoi Polloi is in play Unique and Exclusive cards may not be played.

235 Discriminating Search is an Effect

Discriminating Search comes into play where everyone can see it, lasts until removed and affects only you.

During the Beginning step of your turn choose one of your Computers to target. First, add the target number (the number printed on the Computer card) to the current number of code counters. Second divide the code counters by 2.

Example: The target Computer has 4 code counters on it and its target number is 21. First add 21+4 to get 25 code counters. Now divide 25 by 2 to get 13 code counters (12.2 rounded up).

The cost for keeping this Effect in play is this: You must remove 1 card in your Discard Pile from the game. If you have no cards in your Discard Pile or don’t want to remove one then place this Effect in your Discard Pile.

236 Mathematical Storm is an Effect

Mathematical Storm comes into play where every can see it, remains until removed and affects everyone.

While Mathematical Storm is in play any Operations, Effects, Agents and/or Hardware cards that would normally add now subtract and those that would subtract now add.

Example: At the beginning of your turn an Agent attached to one of your Computers normally, “add up to 2…” so now it, “subtracts up to 2…” then you play an Operation: Quick that reads, “Subtract 4 code counters…” but instead it now adds 4 code counters.

237 Sleight of Hand is an Event

Once played Sleight of Hand goes into your Discard Pile. Sleight of Hand can be played at any time on anyone’s turn.

Move up to 3 counters from any non-computer card in play to any other non-computer card.

238 Nothing Up My Sleeve is an Event

Once played Nothing Up My Sleeve goes into your Discard Pile. Nothing Up My Sleeve can be played at any time on anyone’s turn.

Move up to 3 counters from any Computer card in play to any other Computer card.

239 Reload is an Effect

Reload comes into play where everyone can see it, remains until removed and affects everyone.

While Reload is in play if anyone has less than 3 cards in their hand at the end of their turn then they must draw 3 cards.

Note: if you are forced to draw a card but have no cards left in your Draw Pile you lose the game.

240 Deep Cover Training is an Effect

Deep Cover Training is a Situation that comes into play attached to one of your Agents.

During your end step you may move an Agent with Deep Cover Training to any other Computer in play. If you move that Agent to an opponent’s Computer you retain control of that Agent’s abilities.

Example: You give Agent Smith Deep cover Training and move him to an opponent’s Computer. On your opponent’s turn you get to decide to add 1 code counter to that Computer or not.

241 Occam’s Razor is an Effect

Occam’s Razor comes into play where everyone can see it, effects everyone and lasts for 5 turns. Mark turns by brining Occam’s Razor into play with 5 counters and by removing a counter at the end of each of your turns.

While Occam’s Razor is in play Quick cards cannot be played. Note: Most Quick cards say Quick in the upper left but some cards make others Quick like Viro-Man and Versatile Search.

242 Mesmerize is an Effect

Mesmerize is a situation that comes into play attached to one of your opponent’s Agents and remains until removed.

If an Agent uses their ability while Mesmerize is attached to it then put 2 counters on that Agent. The Agent may not use its ability while a counter remains on it.

At the end of Agent’s owner’s turn remove a counter.

243 Pure Genius is an Effect

Pure Genius comes into play where everyone can see it, effects everyone and lasts for 3 turns. Mark turns by brining Pure Genius into play with 3 counters and by removing a counter at the end of each of your turns.

Pure Genius does two things…

1. No player may target another players Computers.

2. Every player can only play Operation: Basic cards.

244 Law of Parsimony is an Effect

Law of Parsimony comes into play where everyone can see it, effects everyone and lasts for 7 turns. Mark turns by brining Law of Parsimony into play with 7 counters and by removing a counter at the end of each of your turns.

While Law of Parsimony is in play no one may play a non-Basic Operation card (Hyper, Coded, Repeat, etc.).

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245 Diamond Blue is a Special Agent

Diamond Blue comes into play attached to one of your Computers with 5 counters on her.

At the beginning of your turn you may remove one of the counters from Diamond Blue and add up to 3 counters to the Computer to which she is attached.

Note: When there are no more counters on Diamond Blue put her in your Discard pile.

Diamond Blue is Exclusive therefore you may have up to 3 copies in your deck yet only one copy in play at a time.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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246 L-Dog is an Agent

L-Dog comes into play attached to one of your Computers.

At the beginning of your turn you may add or subtract 1 code counter to/from the Computer to which he is attached.

If L-Dog is to be put into your Discard Pile for any reason from anywhere then put him in your hand instead.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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247 Vanisher is a Special Agent

Vanisher comes into play attached to one of your Computers.

At the beginning of your turn you may add 1 counters to the Computer to which she is attached.

At the end of your turn you may multiply the code counters on the Computer by zero; if you do then you may draw a card.

Vanisher is Exclusive therefore you may have up to 3 copies in your deck yet only one copy in play at a time.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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248 Bumble Bee is a Hacker

Bumble Bee comes into play attached to one of your Computers.

At the end of your turn you may add 1 code counter to the Computer to which he is attached.

In response to an opponent’s attempt to play an Operation card you may place Bumble Bee in your Discard Pile to Interrupt their attempt. The Operation card goes to their Discard Pile and does not affect it’s target, however the attempt still counts as one of their cards played for the turn.

Bumble Bee has a Bounty:  if the an opponent’s action would cause Bumble Bee to be put into your Discard Pile  then they get to put him on one of their Computers and control his abilities.  Note: this Bounty only works when Bumble Bee is attached to one of your Computers.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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249 Speedy is an Agent

Speedy comes into play attached to one of your Computers.

Once per turn (during any step) you may add 1 code counter to the Computer to which he is attached. Immediately after doing so you may move Speedy to another of your Computers or move him to your hand.

Note: You must use Speedy’s “add” ability in order to use his “move” ability.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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250 H2O is an Agent

H2O comes into play attached to one of your Computers.

At the beginning of your turn you may add 1 code counter to the Computer to which he is attached.

At any time on anyone’s turn you may remove H2O from the game and then search your Draw Pile and bring any Agent into play. That new Agent may come into play on any valid target Computer.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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251 Faygo is an Agent

Sleeper Agent Faygo comes into play attached to one of your Computers.

At the beginning of your turn you may subtract up to 2 counters from the Computer to which she is attached.

At the end of your turn you may place Faygo in your Discard Pile to add up to 10 code counters to this Computer.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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252 Assassin X-1 is a Hacker

Once per turn (during any step) you may subtract 1 code counter from as many of your opponent’s Computers as you wish.

Assassin X-1 has a Bounty: if the an opponent’s action would cause Bumble Bee to be put into your Discard Pile  then any and all other copies of Bumble Bee in play must be put into their owner’s Discard Piles.

Assassin X-1 is Exclusive therefore you may have up to 3 copies in your deck yet only one copy in play at a time.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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253 Cocoa is an Agent

Special Agent Cocoa comes into play attached to one of your opponent’s Computers.

The Computers that Cocoa is attached to can not be targeted by anyone’s Operation cards (including the owner of that Computer).

Cocoa has a cost each turn to keep in play: on your turn (any step) you must place one card from your Discard Pile under your Draw Pile or else Cocoa goes to your Discard Pile.

Special Agent Cocoa is Unique therefore you may have only one copy of this card in your deck.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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254 Gomer is an Agent

Special Agent Gomer comes into play attached to one of your Computers.

At the end of your turn if this Computer has no code counters on it then Gomer may add a number of code counters equal to half of the Target Number (the number printed on the Computer card) plus 3.

Ex: Gomer is attached to a Computer with a printed Target Number of 21. During your last turn your opponent multiplied the code counters on that Computer by zero so now it has no code counters on it. During your turn you don’t add any counters so at the end of your turn Gomer may add half of 21 (rounded up) thats 11 plus 3 more for a total of 14 code counters.

Note: A Special Agent, Hacker, Uber-Hacker, Assassin, or any character in the world of Cia: CyberOps is considered an Agent.

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