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RSVP v. Spending Credits Rulings

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This ruling was made official in FAQ 1.4. See RSVP.

After suffering the effects of RSVP's subroutine, the Runner cannot pay or spend any number of credits other than zero, but s/he may still lose credits.

DrTall's Question[1]Edit

I have a question about RSVP. Its subroutine says "The Runner cannot spend any credits for the remainder of this run."

Does being unable to "spend" prevent "paying" or "losing" credits as well? For example, could a runner suffering from RSVP:

  1. "Lose" credits to Ireress?
  2. "Pay" credits for Vamp, stealing Fetal AI, for Tollbooth, etc?

Finally, is the Runner still able to spend 0 credits for things like trashing Snare! or using Yog.0?

AnswerEdit

Tybb-sly The Runner can still lose credits, but cannot pay/spend credits unless the amount is zero (like for trashing Snare! in your example).

CD Harris's Question[2]Edit

RSVP's one subroutine says "The Runner cannot spend any credits for the remainder of this run."

Icebreakers like Yog.0 and Faerie have 0-cost abilities to break subroutines. Some cards, like Project Junebug, cost 0 to trash.

Is using a paid ability that costs 0 considered to be "spending" credits or can those abilities still be used if RSVP's subroutine is in effect? Can the Runner "pay" 0 to trash a 0 trash cost card if RSVP's subroutine is in effect?

AnswerEdit

Tybb-sly The Runner can spend or pay 0 credits after the subroutine on RSVP resolves.

ImplicationsEdit

Even when the value change of credits is zero, the Runner is still considered to have spent or paid zero credits. Oddly, this is not prohibited by RSVP.

SourceEdit

  1. Posted to Board Game Geek by Dr Tall on January 17, 2014
  2. Posted to Board Game Geek by CD Harris on January 18, 2014

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