Marker into Komainu
Marker:
» The next piece of ice the Runner encounters gains "» End the run." after all its other subroutines for the remainder of this run.
Komainu:
When the Runner encounters Komainu, it gains "» Do 1 net damage." for each card in the Runner's grip for the remainder of this run.
Thinking about the situation where a Marker is above Komainu, my initial thought here is that Marker adds "» End the Run" to the currently empty Komainu, and then Komainu adds its "» Do 1 net damage" subs after that when encountered. Meaning that End the Run will resolve first, dealing no damage if Komainu isn't broken. I'm pretty sure this is right, and makes this combination not-great. Does anyone have an alternative reading of this situation?
Posted Oct 5, 2014, 4:38 AM UTC · edited
Nope, the EtR drops to the end as soon as Komainu gains subroutines.
http://boardgamegeek.com/thread/1170858/lukas-sensei-femme-and-komainu
While I'm glad you shared this link because I didn't know about "gains -> XXX after all other subroutines" being a thing that is maintained even after the ability triggers, it's not entirely relevant in this case. The reason is that, unlike Sensei which is a constant ability, Marker is a trigger. Let's compare the wordings:
Sensei:
Marker:
The difference in wording between "each piece of ice encountered" and "the next piece of ice the Runner encounters" is the difference between static and triggered effects.
Luckily! This just makes the scenario easier (I'm sure you know, but just stating for OP): When a player has multiple of their own triggers triggering at once; in this case, Komainu and Marker; they may resolve them in any order they choose. This is the main rule that people should use for trying to understand an ambiguous-seeming situation. However, the Sensei ruling is interesting, because it seems that you could actually resolve the triggers in the unintuitive order and still get the desired effect, mostly because Komainu doesn't make any mention of where the subroutines are gained.