Highlights:

More economy options: There was never much reason to play anything other than the standard Anarch resource package. A few of the less popular options have been buffed so that this choice is less obvious.

Lots of Small nerfs: The Anarch core philosophy and method of dealing with ice is very unique and interactive, but many of the cards involved were just a little too strong economically. By adding a credit or two to costs here and there, we've toned down the efficiency just enough that a well-played Corp can stay 1 step ahead of the Anarch player's momentum. The cost increase is especially impactful for Parasite, since the runner will often install it many times in a game.

Variety in IDs: With all of the Anarch IDs having the same stat-line, and with many of the abilities being disruptive rather than build-around, players quickly figured out which abilities were the best (Noise, Whizzard, Valencia), and which were 2nd best (Reina, Kim, Quetzal). By tweaking influence values, players will have to choose between a high-powered ID ability and the option to more easily import cards like Account Siphon, Clone Chip, or Desperado.

Check the spreadsheet for all the changes!