Team phase. Everyone plays cards at once, in any order: move, breach locks, hit ICE, grab Data. Every card costs CPU cycles. Tap Done when you’re finished.
ICE turn. The system acts, one unit at a time. Its next move is always on the screen before you commit, so you can see who gets hit and plan around it.
Hits cost cards. No hit points: each hit, you discard a held card, crash a running Daemon, or corrupt a card from your discard. Your hand is your guard.
Trace. Being seen, tripping sensors and overclocking raise Trace. At 6 the Hunters wake, at 11 the doors harden, at 16 Black ICE spawns, at 20 anyone still inside is traced.
Get out. Open Data nodes, grab the Data, and jack out at the exit with the haul target between you.