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
- The Runner collects Bad Publicity credits
- If the attacked server has one or more pieces of ice protecting it, go to [Step 2].
- If the attacked server does not have ice protecting it, go to [Step 4].
Confrontation Phase
Step 2
The Runner approaches the outermost piece of ice not already approached protecting the attacked server
Step 2.1
Step 2.2
The Runner decides whether to continue the run
- Either the Runner jacks out: go to [Step 6] (cannot jack out if this is the first ice approached this run)
- Or the Runner continues to [Step 2.3]
Step 2.3
Paid Abilities, Rez approached ice and non-ice cards
Step 2.4
Players check to see if the approached ice is rezzed
- If the approached ice is rezzed, continue to [Step 3].
- If the approached ice is unrezzed, the Runner passes it:
- Go to [Step 2] if there is another piece of ice protecting the server
- Go to [Step 4] if there is not another piece of ice protecting the server
Step 3
The Runner encounters a piece of ice ("when encountered" conditionals meet their trigger conditions)
Step 3.1
Paid Abilities, Icebreakers can interact with encountered ice
Step 3.2
Resolve all subroutines not broken on the encountered ice
- Either the run and the encounter end: go to [Step 6]
- Or the Runner passes the ice: the encounter ends and the run continues:
- If there is another piece of ice protecting the server, go to [Step 2]
- If there is not another piece of ice protecting the server, go to [Step 4].
Access Phase
Step 4
The Runner approaches the attacked server ("When the Runner passes all ice" conditionals meet their trigger condition)
Step 4.1
Step 4.2
The Runner decides whether or not to continue the run
- Either the Runner jacks out: go to [Step 6]
- Or the Runner continues to [Step 4.3]
Step 4.3
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]
- For each card accessed:
- The Runner accesses the card ("when accessed" conditionals meet their trigger conditions)
- The Runner can trash the accessed card by paying its trash cost (or with a card ability)'
- If the accessed card is an agenda, the Runner must steal it.
- All accessed cards not stolen or trashed are returned to the server in their previous states.
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)