[quote=“ovamod7, post:15, topic:9529, full:true”]A little bit like a non-unique Batty for bioroids…but without the psi game, just a sub that’s guaranteed to resolve?
You may be right about what most new players assume, but I’d venture to say that this is definitely not how it was probably intended to work.
Well, we all know that the advertising department doesn’t always know the card pool that well, but I think the paragraph about Tyr’s hand on the C&C preview article sounds like they think it’s a pretty great card.
[quote=FFG Ad copy]If two seems like too much to spend for such amazing flexibility, then perhaps you’d consider an upgrade that costs only one … Tyr’s Hand ( Creation and Control , 22). Less versatile than Awakening Center over the long haul, Tyr’s Hand is an amazing ace in the hole. Because you don’t need to rez it until you want to trigger its ability, it remains nicely “in the hole,” and because its ability prevents a bioroid subroutine of your choice from being broken, it’s pure trump.
Pretty triumphant for a card that really means “prevent a subroutine from being broken once.” There are other decision points in the game that happen only once – runners can only decide to access once – this decision isn’t passed back and forth with priority – so it’s conceivable that the “pay to break subroutines” step of the encounter could be a one-time thing. I think the rules are cleaner if it works the way they have ruled, but I think Tyr’s hand reads like it should prevent breaking of the sub for the remainder of the run and it makes sense to work that way.