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Timing Structure of a Run

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The following is a full list of all the steps of a run and how to perform them. This is the best and easiest reference to use when trying to figure out the timing of a particular card effect or interaction.


Initiation Phase

Step 1

The Runner initiates a run and declares the attacked server


Confrontation Phase

Step 2

The Runner approaches the outermost piece of ice not already approached protecting the attacked server

Step 2.1

Paid-ability

Paid Abilities

Step 2.2

The Runner decides whether to continue the run

Step 2.3

Paid-ability Rez

Paid Abilities, Rez approached ice and non-ice cards

Step 2.4

Players check to see if the approached ice is rezzed

Step 3

The Runner encounters a piece of ice ("when encountered" conditionals meet their trigger conditions)

Step 3.1

Paid-ability

Paid Abilities, Icebreakers can interact with encountered ice

Step 3.2

Resolve all subroutines not broken on the encountered ice


Access Phase

Step 4

The Runner approaches the attacked server ("When the Runner passes all ice" conditionals meet their trigger condition)

Step 4.1

Paid-ability

Paid Abilities

Step 4.2

The Runner decides whether or not to continue the run

Step 4.3

Paid-ability Rez

Paid Abilities, Rez non-ice cards

Step 4.4

The run is considered to be successful ("when successful" conditionals meet their trigger conditions)

Step 4.5

Determine the number of cards to be accessed, access cards, then go to [Step 5]


Conclusion

A run can end having been successful or unsuccessful.

Step 5

The run ends. The Runner loses any unspent bad publicity credits. ("When the run ends" conditionals meet their trigger conditions)

Step 6

The run ends and is considered to be unsuccessful. The Runner loses any unspent bad publicity credits. ("When unsuccessful" and "when the run ends" conditionals meet their trigger conditions)

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