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The complete official rules, numbered like the source document. Search any term, click a number to copy its link.Updated: 1 September 2026Official rules pageHow to play
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1GAME OVERVIEW

Official Rules Document

1.1

This is an exhaustive document detailing the comprehensive Official Rules for Cyberpunk Trading Card Game (TCG).

1.2

This is a reference material, not a teaching one! To learn how to play the game, check out the Gameplay Guide >.

1.3

Cyberpunk TCG cards are published in multiple languages. English cards, rules, and clarifications are the official versions, and supersede any conflicting texts in other languages.

Defining the Game

1.4

A game of Cyberpunk TCG has two (2) players. Each player is the other’s opponent, or “Rival.”

1.4.1

The Official Rules are in second-person for easy reading. Rules addressed to “you” apply to all players in a Cyberpunk TCG game.

1.5

The game ends when one player wins the game. When you win, your Rival loses.

1.6

The game ends when one player loses the game. When you lose, your Rival wins.

1.7

Every game piece has an owner. Every game piece in play also has a controller.

1.7.1

You “own” the pieces you bring to the game (your deck, side deck, Gig dice, etc.). You’re the “owner” of these pieces.

1.7.2

You “control” the pieces currently in your friendly Gig area, field, Legends area, and Eddies area. You’re the “controller” of these pieces, even if you’re not the owner.

1.7.2.1

Pieces you control are considered “friendly” pieces.

1.7.2.2

Pieces your Rival controls are considered “rival” pieces.

1.7.3

Game pieces can change controllers, but can never change owners.

1.7.3.1

When you take control of a Rival’s game piece, follow the rules in Respect Your Rival.

1.7.3.2

At the end of the game, return all game pieces to their respective owners.

1.8

The game constantly checks its own state. It automatically progresses and/or ends the game accordingly. (Win/lose conditions, turn change, etc.)

1.9

Rules can interrupt to change the game state at any time, even in the middle of effects. They apply automatically as they are relevant, before any effects, actions, or other processes.

Win Conditions

1.10

If you have seven (7) or more Gig dice in the friendly Gig area at the start of your turn, you win the game.

1.10.1

The game checks this win condition before the first step of your Start Phase (the Ready Step).

1.11

In overtime, if you have seven (7) or more Gig dice in the friendly Gig area at any point, you immediately win the game.

1.11.1

Overtime begins after two consecutive turns in which both players begin with an empty fixer area. (Usually, after both players have completed 7 turns each.)

1.11.2

If you already have seven (7) or more Gig dice in the friendly Gig area when overtime begins, you win immediately.

1.12

If there’s a card effect that specifies an alternate win condition, you win immediately when you meet that condition.

1.13

Winning the game occurs instantly, even in the middle of a game action or effect resolution.

1.13.1

If both players win simultaneously, the game is considered a tie.

Lose Conditions

1.14

When you must draw a card from an empty deck (i.e. there are 0 cards in your deck area), you lose immediately.

1.14.1

If you attempt to draw more cards than remain in your deck, the first card you cannot draw counts as drawing from an empty deck. See Draw.

EXAMPLE: A card effect says “Draw 2,” but you only have 1 card left in your deck area. You draw the first card, and attempt to draw the second card. The deck is now empty, so you lose immediately.
1.15

If there’s a card effect that specifies an alternate lose condition, you lose if you meet that condition.

1.16

At any point, you may concede. When you concede, you lose immediately.

1.16.1

To concede during any point of the game you may tell your Rival they are the winner of the game.

1.17

Losing the game occurs instantly, even in the middle of a game action or effect resolution.

1.17.1

If both players lose simultaneously, the game is considered a tie.

2GOLDEN RULES

Resolve as Much as Possible

2.1

When an effect tells you to do something, you must resolve it. See EFFECTS.

2.1.1

If an effect includes “you may,” you may choose not to resolve that part of the effect.

2.2

When you activate an effect, you must resolve it.

2.3

Resolve card effects in the order they appear on the card.

2.4

If you can’t resolve the entirety of an effect, resolve as much of it as you possibly can.

Cards Can Break Rules

2.5

If a card’s text contradicts the Official Rules, the card text supersedes the Official Rules.

EXAMPLE: According to the rules, you can’t attack a ready Unit, but a friendly Unit’s card text reads “This Unit can attack ready Units.” The card text overrides that rule, so the friendly Unit can declare an attack on a rival ready Unit.

“Can’t” Supersedes “Can”

2.6

If an effect on a card allows or requires you to do something but another effect prevents it, the preventing effect always takes precedence.

EXAMPLE: A Rival plays a Unit with ADRENALINE, which allows it to attack the turn it’s played. But a friendly Unit’s card text reads “Rival Units can't attack the turn they're played.” The preventing of the attack takes precedence, so the rival Unit can’t attack this turn.

Players Activate with Discretion

2.7

If an effect has a cost, you may choose not to pay it and thus not activate the effect.

2.8

When cards or effects specify “up to,” you can choose none or 0 (unless there’s a specified minimum).

2.9

If a game mechanic makes both players do an effect at the same time. The turn player will resolve first, followed by their Rival.

Negative Numbers

2.10

A game value can be a negative number.

2.10.1

When a game value is a negative number, it is treated as 0 for all references and comparisons of values.

EXAMPLE: A Unit has 2 power. An effect reduces its power by 3. The Unit has -1 power, but is treated as having 0 power when attacking, fighting, or when a card effect references its power. If it then gains +2 power, that Unit has 1 power. The order of these effects being applied does not alter this outcome.
2.10.2

A value of null ( - ) is not treated as a number. It does not count as 0, and it is not even or odd.

Respect Your Rival

2.11

Speak to your Rival with civility; no name-calling, yelling, discriminatory acts, intentional misgendering, or other insulting speech.

2.12

Respect your Rival’s personal space and possessions.

2.12.1

When you take control or wish to review a game piece your Rival owns, ask permission before taking the game piece or ask the Rival to move their game piece to the proper area.

2.12.2

Provide reasonable consideration of game pieces owned by Rivals, including handling their game pieces in a respectful manner and with permission as necessary.

2.12.3

Do not touch your Rival without their express permission.

2.13

Come to the table with proper hygiene.

2.13.1

Keep your hands and body clean. Neutralize any distracting smells on your person, including intense body odor or overwhelming perfumes.

3CARD INFORMATION

Orientation

3.1

The “face” of a card is the side that displays art and card information.

3.2

The “back” of a card is the side opposite of the face.

3.2.1

Legend cards have a different cardback design than non-Legend cards.

3.3

“Face-up” refers to a card displaying its face.

3.4

“Face-down” refers to a card displaying its back.

3.4.1

While a card is face-down, ignore all card information, except whether or not the card is a Legend. (As indicated by the cardback design.)

3.5

“Ready” refers to cards oriented in the vertical position, upright relative to you.

3.6

“Spent” refers to cards oriented in the horizontal position, sideways relative to you.

3.7

To spend a ready card, turn it 90° until it is fully horizontal.

3.8

To ready a spent card, turn it 90° until it is fully vertical and upright.

Card Data

Figure 1 — Card Diagram

Fig. 1 – Card Diagram

3.9
Name
3.9.1

The location of a card’s name varies based on card type, but it’s generally presented in a bold text treatment, at a higher font point than other card information.

3.9.1.1

On a Legend card, the name is located in the top center.

3.9.1.2

On a Unit card, the name is located just above the textbox, aligned to the left.

3.9.1.3

On a Gear or Program card, the name is located just above the textbox, aligned in the center.

3.9.2

A card’s subtitle is not part of its name.

3.10
Subtitle
3.10.1

A card’s subtitle is located directly underneath its name.

3.10.2

The subtitle distinguishes between different cards with the same name. If two cards have the same name but different subtitles, they are considered different cards.

EXAMPLE: "V: Streetkid" and "V: Corporate Exile" have the same name, but different subtitles. They are two different cards.
3.11
Cost Value
3.11.1

A card’s “cost value” (also referred to as just “cost”) denotes the number of (€$) you must pay to play it. See Pay and X €$.

3.11.1.1

No matter what area you play a card from (hand, trash, etc.) you must pay the card’s cost unless an effect explicitly tells you to play it “for free,” or provides an alternate payment.

3.11.1.2

Effects that reduce, increase, or change the (€$) you pay to play a card do not alter cost value.

3.11.2

A Legend may have a “null” cost, represented by ( – ).

3.11.2.1

You cannot pay a null cost.

3.11.2.2

A null cost can not be increased, decreased, or modified.

3.11.2.3

For effects that reference a Legend’s cost, a null cost is considered 0.

3.12
Sell Tag
3.12.1

If a card in your hand has a “Sell Tag,” you may sell it as an action during your main phase. See Sell.

3.12.2

Legends with a sell tag can be spent to pay 1 €$ while face-up in the Legends area.

3.13
Tags
3.13.1

“Tags” denote a card’s classifications.

3.13.1.1

When an effect includes a tag, it’s referencing all cards with that tag.

3.13.1.2

In card text, tags appear in bold, fully capitalized.

3.13.2

Every card has at least one tag, and there is no upper limit on the number of tags a card can have.

3.14
Set Information
3.14.1

The “product type” denotes the type of product the card is available in.

3.14.2

The “product code” is a group of characters usually abbreviating the product the card is available in.

3.14.3

The “block code” is a symbol denoting which cohort of products the card is from.

3.15
Card Number
3.15.1

The “card number” identifies a single card within a product.

3.16
Rarity

Figure 2 — Rarity Chart

Figure 2 – Rarity Chart

3.16.1

The symbol defines a card’s rarity; how common the card is in its printed set.

3.17
Power
3.17.1

A card’s “power” determines its success in stealing and fighting. See ATTACK, FIGHT, AND STEAL.

3.17.2

A Unit or Legend’s power is equal to the power printed on the card plus the power of its equipped Gear and any current effect modifiers.

3.17.3

A Gear’s power modifies the Unit or Legend it is equipped to.

3.17.3.1

Units and Legends inherit power from Gears equipped to them.

3.17.3.2

A Gear’s power is equal to the power printed on the card.

3.17.3.3

A Gear’s power is not modified by card effects, unless the effect specifically targets the Gear.

3.17.4

“Base power” refers to the printed power on a Legend, Unit, or Gear, separate from any applied or inherited modifiers.

3.18
Textbox
3.18.1

A card’s textbox contains its card text.

3.18.1.1

A card may have multiple textboxes.

3.18.1.2

“Card text” may include effect text, reminder text, and flavor text, differentiated by formatting and treatment.

3.18.1.2.1

“Effect text” is any text on a card that dictates a game effect.

3.18.1.2.1.1

Effect text may use symbols or keywords as shorthand for longer effects, conditions, or concepts. See TERMS.

3.18.1.2.2

“Reminder text” reminds you of relevant rules, keyword definitions, or other implied effects.

3.18.1.2.2.1

Reminder text is not effect text, and does not influence gameplay.

3.18.1.2.2.2

Reminder text is always italicized and parenthetical.

3.18.1.2.3

“Flavor text” is non-gameplay text that adds lore to a card.

3.18.1.2.3.1

Flavor text is always italicized.

3.18.2

Card text addresses the player who played the card. When an effect says “you,” it’s referring to the player controlling the card.

3.18.3

While a Gear is equipped to a Unit or Legend, that Unit or Legend inherits any text in the Gear’s bottom textbox. See CARD TYPES > Gears.

3.19
Illustrator Credit
3.19.1

The “Illustrator Credit” is the name of the artist who created the card's artwork.

3.20
RAM & Color

Figure 3 — RAM Color Symbols

Figure 3 – RAM Color Symbols

3.20.1

A RAM value consists of a number and a color. (i.e. “2 Red,” “6 Yellow,” etc.)

3.20.1.1

The RAM number is in the center of the symbol (Fig. 3).

3.20.1.2

The RAM color is indicated by the highlighted corners in the symbol (Fig. 3), as well as the card’s border color (if it has one).

3.20.2

A card’s overall color is identified by the frame element around the cost and the RAM symbol (Fig. 3).

3.20.3
RAM Limits

A deck’s 3 Legends provide your deck’s “RAM Limits.” All other cards in your deck must be within these RAM Limits.

3.20.4

By default, decks have a RAM Limit of 0 in all colors (0 Red, 0 Green, 0 Blue, and 0 Yellow).

3.20.5

When you add a Legend to your deck, increase the deck’s RAM Limits by the Legend’s RAM value.

3.20.5.1

A deck’s RAM Limit in a color is the sum of its Legends’ RAM in that color.

EXAMPLE: A deck with “Goro Takemura: Hands Unclean” (2 Green RAM), “Saburo Arasaka: Stubborn Patriarch” (2 Green RAM), and “Yorinobu Arasaka: Embracing Destruction” (2 Red RAM), has a RAM Limit of (2 Red, 4 Green, 0 Blue, and 0 Yellow).
3.20.5.2

Your deck may include any card with RAM less than or equal to your deck’s RAM Limit for its color.

3.20.6

Your deck’s RAM Limits are locked after deck composition. If a Legend is removed from the game during play, your deck’s RAM Limits are not affected.

3.20.6.1

RAM values do not dictate ability to play a card, simply whether it’s legal to include in your deck.

3.21
Type
3.21.1

A card’s type designates it as a Legend, Unit, Gear, or Program. See CARD TYPES.

4CARD TYPES

General

4.1

The card types in Cyberpunk TCG are Legends, Units, Gears, and Programs.

4.2

A card can be multiple types simultaneously.

4.2.1

Legends on the field are both Units and Legends.

Legends

4.3

All 3 of your Legends begin face-down in your Legends area in a random order. See GAME SETUP > Pre-Game Setup.

4.3.1

Once per turn, you may Call a Legend to flip a Legend face-up. See TERMS > Game Actions > Call a Legend.

4.4

A Legend is only valid in the Legends area or field area. All other areas (trash, hand, deck, etc.) are invalid areas.

4.4.1

If a Legend moves to an invalid area, remove it from the game.

4.4.2

If a Legend moves to an invalid area, any effects that trigger from the card entering the area enter pending. Remove the Legend from the game before you resolve them. See GAME AREAS > Removed from Game.

4.5

You may play a Legend from the Legends area to the field as a Unit by paying its cost.

4.5.1

A Legend played in this way enters in the same orientation as it was when it left the Legends area.

4.5.2

A Legend played in this way enters with Lag. See Lag.

4.5.3

Legends with cost Null ( - ) do not have a cost, and cannot be played to the field. See Cost Value.

Units

4.6

To play a Unit, reveal the card to your Rival, pay its cost, and place it ready in the field area.

4.7

Units enter the field with Lag. See Lag.

4.8

You may spend a Unit to declare an attack on a valid attack target. See ATTACK, FIGHT, AND STEAL.

Gears

4.9

Gear cards can be equipped to your Units and Legends to grant them additional power and/or effects.

4.10

To play a Gear, reveal the card to your Rival, pay its cost, and equip it to a friendly Unit or friendly face-up Legend. See Equip.

4.10.1

By default, a Gear can be equipped to a friendly Unit or friendly face-up Legend.

4.10.2

You can only equip Gear to a card in the field or Legends area.

4.10.3

There’s no upper limit on the number of Gears equipped to a single Unit.

4.11

Gears have two textboxes, referred to as the “top textbox” and “bottom textbox.”

4.11.1

The top textbox contains effects for the Gear. These effects are relevant when you play the Gear, and generally not relevant after a Gear is equipped.

4.11.2

Effects described in the top textbox apply to the Gear itself, and are not inherited by the Unit or Legend it’s equipped to.

EXAMPLE: A Gear’s top text box contains the reminder text “(Equip to a friendly Unit or face-up Legend.)” You equip this Gear to a friendly Unit. That Gear cannot be equipped to another friendly Unit, nor face-up Legend.
4.11.3

The bottom textbox contains effects inherited by the Unit or Legend the Gear is equipped to. Read the bottom textbox as if it's printed on that Unit or Legend.

4.11.3.1

Effects described in a Gear card’s bottom textbox apply only to the Unit or Legend the Gear is equipped to, not the Gear itself.

4.11.3.2

A Unit or Legend does not inherit Tags or other characteristics from a Gear equipped to it.

4.12

When a Legend or Unit moves to a different area (field, trash, hand, etc.), all of its equipped Gear moves with it.

4.12.1

When a Gear moves with a Unit or Legend to an area outside of the field or Legends area, the Gear isn’t equipped to the Unit or Legend in that area.

EXAMPLE: An equipped Unit has the effect “At the end of your turn, return this Unit to its owner's hand.” When you move the Unit to your hand, you also move its equipped Gear to your hand. Once the cards are in your hand, the Gear is no longer equipped to the Unit. So, if you play the Unit from your hand next turn, the Gear does not move with it.
4.12.2

If an equipped Legend moves to an area outside of the Field or Legends area, the Gear follows the Legend to the new area. The Gear is no longer equipped in the new area, so it stays there when you remove the Legend from play.

4.12.3

When you bottom-deck an equipped Unit, place the cards at the bottom of your deck in a random order. Randomize them amongst any other cards bottom-decked at the same time. See Bottom-deck.

Programs

4.13

Programs provide immediate one-time effects.

4.14

To play a Program, reveal the card to your Rival, pay its cost, resolve its effect(s), and immediately move it to your trash.

4.14.1

When you reveal a played Program, place it on the table to allow your Rival to read and understand its effects before you resolve it.

4.14.2

After you pay a Program’s cost, the card is considered outside of your hand, field, trash, or any other game area until you finish resolving its effects (though it’s not considered “Removed from Play”). After you resolve the program, it enters your trash.

5GAME AREAS

Figure 4 — Game Area Layout

Figure 4 – Game Area Layout

General

5.1

Fig. 4 illustrates the game areas in a game of Cyberpunk TCG.

5.2

All areas are considered separate from one another and each have specific game rules associated with them.

5.2.1

Keep relevant gameplay and pieces in their designated playmat areas.

5.2.1.1

If you alter the arrangement of these areas (such as accommodating a smaller play space), you must inform your Rival.

5.3

A game area may be “public” or “hidden.”

5.3.1

If a game area is public, these rules apply.

5.3.1.1

Face-up cards in a public area are known to all players. You can look at information on all face-up cards at any time.

5.3.1.2

Face-down cards in a public area aren’t publicly known. You can’t look at them unless directed by an effect.

5.3.2

If a game area is hidden, these rules apply.

5.3.2.1

Cards in a hidden area aren’t publicly known. You can’t look at them unless directed by an effect.

5.3.2.2

If a card enters a hidden area, ignore any information on the card and remove any existing modifiers attached to it.

5.3.2.3

If an effect requires you to reveal and move a card from a hidden area, you must reveal the card before moving it to another area.

5.3.2.4

When you search for a card in a hidden area, you do not have to reveal any information about your findings if you fail to find a valid target. See Search.

5.3.2.4.1

If an effect requires a player to choose from a hidden area using information that is not public, that player may choose to fail to find a target.

5.3.2.5

If an effect requires you to choose from a hidden area without requiring a qualifying card information, you must choose a legal target. You are not required to reveal it.

5.3.2.6

If an effect instructs you to look at or search cards in a hidden area and does not say what to do with cards not chosen, return those cards to their original area in their original order and state.

5.4
Hand
5.4.1

Your hand is where drawn cards are held.

5.4.2

Your hand is a hidden area, but you can freely view its contents and change the order of cards in it.

5.4.3

You can’t view the contents of cards in your Rival’s hand unless otherwise specified.

5.4.4

You may always know the number of cards in your Rival’s hand.

5.4.5

There is no limit to the number of cards allowed in your hand.

5.5
Deck Area
5.5.1

The deck area may be referred to as just “deck” or “your deck” (and variations thereof).

5.5.2

Your deck is a hidden area.

5.5.3

The cards in your deck remain face-down at all times and in a single stack.

5.5.4

You can’t look at or change the order of cards in your deck during a game.

5.5.5

The total number of cards in your deck is public information and can be counted at any time.

5.5.6

Place your constructed deck here at the start of the game.

5.5.7

When you’re instructed to shuffle a deck, you must properly randomize the order of cards in that deck.

5.5.8

Moving a card from the top of your deck to your hand is “Drawing” a card. See Draw.

5.6
Field Area
5.6.1

The field area may be referred to as just “field” or “your field” (and variations thereof).

5.6.2

Play a card by paying its cost and placing it ready on the field.

5.6.2.1

All cards played are to the field area unless specified otherwise.

5.6.2.2

A card in the field is “in play.”

5.6.3

The field is a public area. You can look at the face-up cards any player has on their field at any time. You may always know the number of cards any player has in play.

5.6.4

Units and Legends enter the field with a condition called “Lag.” See Lag.

5.6.5

There is no limit on the amount of Units you can have in the Field area.

5.7
Legends Area
5.7.1

Each player places their three Legends face-down and randomized in this area at the start of the game.

5.7.2

You can spend any number of Legends in this area as 1 €$ each, whether face-up or face-down.

5.7.2.1

While you can spend a Legend to pay 1 €$ toward a cost, Legends are not considered Eddies, and cannot become Eddies.

5.7.2.2

If a face-up Legend does not have a Sell Tag, you may not spend it for 1 €$.

5.7.3

“Call a Legend” may be used only once per turn even if a game action tells you to “Call a Legend”.

5.7.4

The Legends area is a public area. Players can count the number of cards any player has in this area and read them at any time.

5.7.4.1

The face-down Legends in this area are hidden. You cannot look at them unless specified otherwise.

5.7.4.2

If you learn the location of one or more face-down Legend(s), visually distinguish any “known” Legends to your Rival without revealing them. This can be with a token marker, or by physically separating known Legends from unknown Legends.

5.7.4.3

If an effect asks you to look at a face-down legend, you cannot look at it again once that effect has resolved, unless otherwise specified.

5.7.5

You may pay a Legend’s cost to play it from the Legends area to the field as a Unit. See CARD TYPES > Legends.

5.7.6

A Legend in the Legend area may use its [Spend Icon] at any point it is face-up in the Legend’s area.

5.7.7

There is no limit of cards that can be in the Legends area.

5.8
Eddies Area
5.8.1

Your Eddies area contains your Eddies. The Eddies here are “friendly Eddies.”

5.8.1.1

All cards in your Eddies area are considered Eddies.

5.8.1.2

Each face-down card in the Eddies area is one (1) Eddie.

5.8.1.3

Spend one (1) Eddie to pay 1 €$ toward a cost.

5.8.2

Sell a card to add it to your Eddies area. See Sell.

5.8.2.1

When you sell a card, it enters the Eddies area face-down and ready.

5.8.2.2

There is no limit on the number of Eddies you may have in your Eddies area.

5.8.2.3

During your Main Phase, you may sell a card with a Sell Tag from your hand as an action. See Sell a Card.

5.8.3

The Eddies area is a public area. Both players can count the number of cards in your Eddies area.

5.8.3.1

You cannot look at face-down cards in the Eddies area.

5.8.4

During your turn you may Sell as many cards you want through card effects, but may only take the main phase Sell action once per turn.

5.9
Trash Area
5.9.1

The trash area is also referred to as just “the trash” or “your trash” (and variations thereof).

5.9.2

The trash is a public area.

5.9.3

Cards in this area are placed face-up in a pile, and either player can freely view the contents and order of these cards.

5.9.4

When placing new cards in this area, they are placed on top of the previous card already in the pile.

5.9.4.1

If multiple cards enter this area at the same time, their owner adds them in any order.

5.9.4.2

Players may freely change the order of cards in their own trash. The cards in the trash should always remain in the face-up position unless specified otherwise.

5.10
Fixer Area
5.10.1

The fixer area is where you place your dice during Pre-Game Setup. Dice remain in the fixer area until you roll them in during you Main Phase.

5.10.2

The fixer area is a public area. Both players can freely view the Gig dice in this area.

5.10.3

Gig dice in the fixer area are not under your control, and thus don’t count as friendly Gigs, nor towards your Street Cred.

5.10.4

Card effects that interact with Gigs do not apply to Gig dice in the fixer area unless the fixer area is explicitly mentioned.

5.10.5

While your fixer area has no dice in it, it is considered “empty.”

5.11
Friendly Gig Area
5.11.1

The friendly Gig area is also referred to as just “your Gig area” (and variations thereof).

5.11.2

Your friendly Gig area is a public area. Both players may freely view the Gig die in this area.

5.11.3

The Gigs in the friendly Gig area are under your control, and are friendly Gigs. Their values count towards your Street Cred. See GIGS.

5.11.4

If there are no Gigs in your Gig area you have Null street cred.

5.11.4.1

When your street cred is Null it does not count towards even or odd values.

5.11.4.2

When compared to 0, Null is the smaller number.

5.12
Rival Gig Area
5.12.1

The rival Gig area is also referred to as “your Rival’s Gig area” (and variations thereof).

5.12.2

This area is a public area and either player can freely view the Gig die in this area.

5.12.3

The Gigs in this area are under your Rival’s control, and are considered rival Gigs. Their values count towards your Rival’s total Street Cred. See GIGS.

5.12.4

The rival Gig area containing at least 1 Gig is a valid attack target.

5.12.4.1

If during an attack the rival Gig area no longer contains any Gigs, still proceed with all remaining phases of the attack.

5.13
Removed from Game
5.13.1

Cards removed from the game are public, and either player can freely view this area and order.

5.13.2

Cards removed from the game do not have a designated game area, because they are no longer part of the game.

5.13.2.1

When a card you own is removed from the game, designate a “removed” pile outside of the game areas. Place any removed cards that you own face-up in this pile. This pile can be anywhere, as long as it is clearly visible to both players and doesn’t cause confusion with any game areas.

5.13.2.2

A card removed from the game cannot re-enter the game area unless an effect specifically returns the card to the game.

6GIGS

6.1

1 polyhedral die represents 1 Gig. Gigs are also referred to as “Gig dice” (and variations thereof).

6.1.1

Gig dice are represented by d4, d6, d8, d10, d12, d20. These designations refer both to the number of sides on a die and the highest value a die can reach.

6.1.2

You control the Gigs in your Gig area. They are considered “friendly Gigs”.

6.1.3

You don’t control the Gig dice in your fixer area. They are not considered friendly Gigs.

6.1.4

You can’t target Gig dice in the fixer area to fulfill or resolve effects.

6.2

Whenever you roll a die, you may use any method you want as long as it is timely and meets these requirements:

6.2.1

Your roll method properly randomizes the die faces.

6.2.2

The result is immediately visible when the die stops rolling.

6.2.3

No one touches the rolling die or interferes with its trajectory until it is completely still and shows a definitive result.

6.2.4

The die lands on a definitive result, not cocked between faces.

6.2.5

If your roll breaks any of the above rules, ignore the result and roll it again properly.

6.2.6

When you move a die to the area of play after rolling, you must preserve the value.

6.3

A Gig’s value is the number on its current top face.

6.3.1

A min Gig is any Gig die at its lowest possible value.

6.3.2

A max Gig is any Gig die at its highest possible value.

EXAMPLE: A d4 has four sides with possible values of 1, 2, 3, and 4. If its current value is 4, then it’s a max Gig.
6.3.3

The highest value on a die is always equal to its number of sides, and the lowest value on a die is always 1. This is true even if the specific die represents the number differently.

EXAMPLE: If the faces of your d10 are labelled 0-9, the 0 represents “10” and is considered the highest value, while the 1 is considered the lowest value.
6.4

Adjust a Gig by changing its value.

6.4.1

“Increase” a Gig by adjusting to a higher number.

6.4.2

“Decrease” a Gig by adjusting to a lower number.

6.4.3

“Set” a Gig by adjusting it to a specific value.

6.4.4

You cannot adjust a Gig to a value that isn’t on its face. (i.e. set a d6 to 8). If an effect tells you to do so, the effect fails.

6.4.5

A Gig’s value cannot be adjusted to the value it already has. If an effect tells you to do so, the effect fails.

EXAMPLE: If a Gig is at a min value, it cannot be changed to its min value by an effect. You may choose it for an effect that could adjust it to a min, but nothing would happen.
6.5

A value-pair is 2 dice with the same value in the same Gig area.

6.5.1

A Gig can only count towards a single value-pair at a time.

EXAMPLE: A Unit’s card text reads “Draw 1 for each friendly value-pair of Gigs.” And your Gig area contains three Gig dice with the same value: a d4, d6, and d8. The d4 and d6 may be counted as a value-pair, and then there are no more Gigs to pair with the d8. So, there is exactly one friendly value-pair of Gigs. Draw 1 card.
6.6

To swap a Gig is to choose a friendly Gig die and a rival Gig die, then move the friendly Gig die to the rival Gig area and the rival Gig die to the friendly Gig area at the same time.

6.6.1

The values on both Gigs remain the same throughout the swap, and cannot be adjusted during it.

6.6.2

A swap is not considered stealing, and doesn’t trigger any effects related to stealing.

6.7

To steal a Gig is to take control of a rival Gig, such that it becomes a friendly Gig.

6.7.1

Whenever a Gig is stolen, there is an “actor” that steals it.

6.7.1.1

When a Unit/Legend attacks to steal a Gig, they are the actor, the one doing the stealing

6.7.1.2

If card text specifies a different actor, the specified actor is the one that steals.

6.7.2

When you or a friendly actor steals one or more Gig(s), follow these steps in order.

6.7.2.1

Choose the rival Gig(s) to steal.

6.7.2.2

Move the Gig(s) to your Gig area.

6.7.2.2.1

When an actor steals multiple Gigs simultaneously, choose the Gigs first, then move them all at the same time.

6.7.2.3

You take control of the Gig(s). They become friendly Gigs.

6.7.3

If a card effect triggers when a Gig is stolen, resolve the effect after the Gig changes control.

6.7.4

If a card effect triggers when a Gig would be stolen, resolve the effect after the Gig is selected, but before the Gig changes control.

EXAMPLE: A Unit’s card text reads “When a rival Unit would steal a Gig, you may discard 1 with cost equal to that Gig's value. If you do, the Gig isn't stolen.” A rival Unit attacks your Gig area to steal 2 Gigs. Your Rival chooses to steal Gigs with values 3 and 10. You discard a card with cost 3, so the rival Unit only steals the value 10 Gig.
6.7.5

A Gig’s value can’t change during stealing. If an effect adjusts the Gig’s value, you must resolve it either before choosing the Gig(s), or after the Gig(s) change control.

7GAME SETUP

Required Game Pieces

7.1

To play a game of Cyberpunk TCG, you must bring these items to the table: a 6-set of polyhedral dice, a legal deck of Cyberpunk TCG cards, and any other game pieces required by current regulations for the game format.

7.2

Your 6-set of polyhedral dice must contain one of each: a four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided (d12), and twenty-sided (d20) die.

7.2.1

Your dice must be balanced: all of a die’s faces must have an equal chance of occurring on a properly randomized roll.

7.2.2

Numbers on all die faces must be legible to both players.

7.2.3

When a die is in play, its current value must be immediately obvious to both players without significant discernment.

7.2.4

Your dice must follow current regulations for the game format.

7.3

A legal deck of Cyberpunk TCG cards contains 3 Legend cards and a “main deck” of 40-50 non-Legend cards.

7.3.1

You cannot use multiple Legends with the same name. See Name.

EXAMPLE: The Legends “V: Corporate Exile” and “V: Streetkid” are both named “V,” so you can’t use both of them in the same deck.
7.3.2

Your main deck must contain no fewer than 40 and no more than 50 cards.

7.3.3

Your main deck cannot include more than three (3) copies of a card with an identical name and subtitle combination (even if they have different card numbers).

7.3.4

Your main deck may only include cards within its RAM Limits. See RAM & Color.

7.3.5

If a card’s effect includes a restriction or exception to these deck requirements, your deck must adhere to that effect.

7.3.6

All cards must be legal according to the current regulations for the game format.

7.3.7

Card sleeves must follow current regulations for the game format.

Pre-Game Setup

7.4

Both players must complete instructions 7.5-7.9 in listed order before they begin the game.

7.5
Determine which player goes first.
7.5.1

You and your Rival agree upon and then execute a method to randomly choose a player.

TIP: We recommend both players roll a d20, and choose the player that rolled the higher number. If there’s a tie, both players roll again.
7.5.2

The player chosen via the random method decides and indicates to their Rival whether they will go first or second.

7.6
Shuffle your main deck.
7.6.1

You may shuffle by any method you want, as long as it’s timely and properly randomized.

7.6.2

When both players finish shuffling, present your deck to your Rival. Your Rival may “cut the deck” for you, if they choose.

7.6.3

Place your main deck in the deck area of your playmat.

7.7
Randomize and place your Legends.
7.7.1

Shuffle and randomize your 3 Legend cards with the same randomization method you used for your main deck.

7.7.2

When both players finish shuffling, present your Legends face-down to your Rival. Your Rival may “cut the deck” of Legends for you, if they choose.

7.7.3

Place all 3 Legend cards face-down in your Legends area.

7.7.4

The player going first spends their 2 left-most Legends. These two Legends don’t ready on the starting turn.

7.8
Place your Gig dice in the fixer area.
7.8.1

From the bottom up, place your d4, d6, d8, d10, d12, and then d20 in your fixer area.

7.9
Draw 6 cards.
7.9.1

Draw 6 cards from the top of your deck and add them to your hand. This is your “opening hand.”

7.9.2

You have up to one (1) opportunity to mulligan your opening hand. The player going first must declare whether or not they will mulligan and if so, complete it, before the second player may declare and execute their own mulligan.

7.9.3

After looking at your starting hand (but before the game begins), you may use your mulligan by following these steps.

7.9.3.1

Tell your Rival that you’re using your mulligan.

7.9.3.2

Return your full opening hand to your deck, then shuffle the deck via the same method you used in 7.6.

7.9.3.3

Draw 6 cards from the top of your deck and add them to your hand. This is your new opening hand.

8TURN ORDER

Structure

8.1

Your turn consists of two phases. It progresses in order: Start Phase, Main Phase.

8.1.1

Your turn concludes with an automatic “End of Turn” check after your Main Phase, but before the start of your Rival’s turn.

8.2

Your turn begins automatically after your Rival’s turn ends.

8.2.1

If you are going first, begin your turn after both players have completed Pre-Game Setup.

8.3

During your turn, you progress the phases. When a phase ends, the next begins automatically.

8.4

Within each phase, you take actions.

8.4.1

Within the Start phase, all actions are mandatory.

8.4.2

Within the Main phase, all actions are optional.

8.5

Within each action, you complete steps. You must complete steps in order.

Start Phase

8.6

When your turn starts, your Start Phase begins immediately. You must take these actions in this order.

8.6.1

Check if you control 7 Gig Dice. See GAME OVERVIEW > Win Conditions.

8.6.2

Resolve any start of turn effects.

8.6.2.1

Remove effects that end “at the start of your next turn,” and variations thereof.

8.6.2.2

Resolve effects that occur “at the start of your turn,” “at the start of each turn,” and variations thereof.

8.6.3

Ready all spent cards in your Legends area, Field, and Eddies area.

8.6.4

Draw 1. (Add one card from the top of your deck to your hand.)

8.6.4.1

If there are no cards in this area when you attempt to draw, you lose immediately. See GAME OVERVIEW > Lose Conditions.

8.6.5

“Roll in” a Gig from your fixer area.

8.6.5.1

Choose a Gig from your fixer area.

8.6.5.1.1

You may only choose the d20 if there are no other Gigs in your fixer area.

8.6.5.2

Roll the chosen Gig. The top face when it stops rolling is its value.

8.6.5.3

Place the Gig in the friendly Gig area, preserving the rolled value.

8.7

If you take any action out of order, immediately complete any previous missed actions before taking any new ones.

8.8

After you complete all Start phase actions, the Main phase immediately begins.

Main Phase

8.9

At any point during your Main phase while you are not taking an action, you may choose to pass your turn to your Rival. When you do, immediately begin the End of Turn check.

8.10

During your Main phase, you may take valid Main phase actions in any order.

8.10.1

Unless stated otherwise, you may take any action any number of times.

8.11
Sell a Card

As an action during your Main phase, you may “Sell a Card.”; sell 1 card from your hand with a Sell Tag in the top-left corner. See Sell.

8.11.1

You may only take the “Sell a Card” game action once per turn.

8.11.2

When you sell a card, it becomes an Eddie. See Eddies Area.

8.12
Call a Legend

As an action during your Main phase, you may spend 1 €$ to Call a Legend. See Call a Legend.

8.12.1

You may only take the “Call a Legend” game action once per turn.

8.12.2

You may also “Call a Legend” during the React Step during your Rival’s turn.

8.13
Play a Card

As an action during your Main phase, you may play a card from your hand. See Play.

8.14
Activate an Effect

As an action during your Main phase, you may activate any activated effects on friendly Units or Legends. They may be used during the open state of the main phase. For the full rules on activating effects, see EFFECTS > Activated Effects.

8.14.1

You cannot activate [Spend Icon] effects on Lagging Units. See Lag.

8.15
Attack

As an action during your Main phase, you may attack with a Unit. For the full rules on attacking, see ATTACK, FIGHT, AND STEAL.

End of Turn

8.16

When your turn ends, you must resolve any end of turn effects in this order.

8.16.1

Resolve effects that occur “at the end of your turn,” “at the end of each turn,” and variations thereof.

8.16.2

Remove effects that last “this turn” and variations thereof.

8.17

When your turn ends, after you resolve any end of turn effects, if Overtime conditions are met, Overtime immediately begins.

8.18

When your turn ends, after you resolve any end of turn effects, your Rival’s turn begins automatically.

9ATTACK, FIGHT, AND STEAL

9.1

“Attack” is a game action in which you spend a friendly ready Unit to attack a valid target, which results in the friendly Unit fighting or stealing.

9.2

You may attack as a Main Phase action. See TURN ORDER > Main Phase.

Declare the Attack

9.3

To attack, you must declare the attack by completing these steps in order.

9.3.1

Choose a friendly ready Unit in the field area that can attack.

9.3.1.1

Lagging Units can’t attack. See Lag.

9.3.2

Choose a valid attack target for that Unit.

9.3.2.1

A spent rival Unit is a valid attack target.

9.3.2.2

A rival Gig area containing one or more Gigs is a valid attack target. (An empty Gig area is not a valid attack target.)

9.3.2.3

Card effects may add to, remove, or restrict a Unit’s valid attack targets.

9.3.2.3.1

An effect that allows a Unit to attack only grants the specific permission described by that effect and does not remove other attack restrictions.

9.3.2.4

If there are no valid targets, you cannot attack.

9.3.3

Spend the friendly Unit.

9.3.4

Communicate the attack and the attack target to your Rival.

9.4

When you declare an attack to your Rival, the game process of “attacking” begins immediately.

9.4.1

While attacking, you are the “attacking player.”

9.4.2

While you’re attacking, your Rival is the “defending player.”

9.4.3

The Unit you spend to attack is the “attacker” or “attacking Unit.” It attacks the selected target.

9.4.4

If your attack target is a Unit, it’s called the “defending Unit,” “defender,” or “opposing Unit.”

9.4.5

If your attack target is the rival Gig area, it’s called the “defending Gig area.”

9.5

When you declare the attack to your Rival, apply effects that last “while attacking” and variations thereof. All effects triggered by attacking or spending the attacker become pending. See EFFECTS > Pending Resolution}.

9.6

After all pending effects are resolved, if the attacker or the defending Unit is no longer in the field area, the attack ends. See ATTACK, FIGHT, AND STEAL > Ending an Attack. Otherwise, the attack continues; proceed to the React Step.

React Step

9.7

During the “React Step” of an attack, the defending player has an opportunity to react. They may take as many reactions as they want, in any order they choose.

9.7.1

You may only take reactions during the React Step of an attack, and only if you are the defending player.

9.8

You may Call a Legend as a reaction. See Call a Legend.

9.9

You may activate the BLOCKER effect on a ready Unit as a reaction.

9.9.1

When a Unit uses BLOCKER, it becomes the defending Unit, fully replacing the previous attack target.

9.10

You may activate any effects with the QUICK keyword as a reaction. See TERMS > Effect Keywords > QUICK.

9.10.1

If an effect on a Program in your hand has the QUICK keyword, you may play that Program as a reaction.

9.11

If a reaction triggers one or more effects, those effects become pending. Both players must resolve all pending effects before the defending player may take another reaction. See EFFECTS > Triggered Effects.

9.12

At any point during the React Step, while not taking a reaction and while there are no effects pending resolution, the defending player may choose to end the React Step.

9.13

If at any point the attacker or the defending Unit is no longer in the field area, the attack ends. See ATTACK, FIGHT, AND STEAL > Ending an Attack.

9.14

When the React Step ends, the attack continues. If the attack target is a Unit, proceed to the Fight Step. If the attack target is a Gig area, proceed to the Steal Step.

Fight Step

9.15

The Fight Step only happens if the attack target is a Unit. If the attack target is a Gig Area, the Steal Step happens instead.

9.16

During the “Fight Step” of an attack, the attacking Unit and the defending Unit fight.

9.16.1

At the start of the Fight Step, apply effects that last “while fighting” and variations thereof.

9.17

A “fight” is a game process in which two opposing Units compare power to determine at least one loser and potentially one winner.

9.17.1

A Unit wins a fight when it has a higher power than the opposing Unit.

9.17.1.1

When a Unit wins a fight, the opposing Unit always loses, regardless of power.

9.17.2

A Unit loses a fight when it has equal or lower power than the opposing Unit.

9.17.3

If both Units in a fight have the same power, neither Unit wins and both Units lose the fight.

9.17.4

If a card effect says that a Unit wins or loses a fight, it supersedes any win or loss status determined by power comparison.

9.18

When you determine the loser(s), any effects triggered by the fight (i.e. “when this Unit fights,” “when this Unit loses a fight,” etc.) become pending. Both players must resolve all pending effects before they may defeat the loser(s).

9.19

After resolving all effects triggered by the fight, resolve the fight’s result.

9.19.1

When a Unit loses a fight, the opposing Unit defeats it as a result.

9.19.1.1

When a Unit is defeated, its owner moves it to their trash.

9.19.2

A Unit with 0 power cannot defeat a Unit as the result of a fight.

9.19.3

If an effect prevents a Unit from being defeated in a fight, it is still a loser that has lost the fight, it only ignores the resulting defeat.

9.20

After resolving all effects triggered by the fight’s result, the Fight Step and the attack ends. See ATTACK, FIGHT, AND STEAL > Ending an Attack.

Steal Step

9.21

The Steal Step only happens if the attack target is a Gig area. If the attack target is a Unit, the Fight Step happens instead.

9.22

If the attacked Gig area has no Gigs in it when the Steal Step begins, no Gigs can be or are stolen.

9.23

During the “Steal Step” of an attack, the attacker attempts to steal one or more Gig dice from the defending Gig area.

9.23.1

At the start of the Steal Step, before choosing which Gigs are stolen, apply effects that last “while stealing” and variations thereof. Apply any other effects that modify, prevent, or restrict the attacker’s power or ability to steal.

9.23.2

The number of Gigs an attacker steals is based on its power.

9.23.2.1

If the attacking Unit has 0 power, it steals 0 Gigs.

9.23.2.2

If the attacking Unit has 1 or more power, it steals X Gigs (rounded down) according to this formula, where P = the attacking Unit’s power.

X = (P / 10) + 1)

EXAMPLE: A Unit with 1 to 9 power steals 1 Gig. A Unit with 10 to 19 power steals 2 Gigs. Continue this pattern for higher power values.
9.23.3

The attacking player chooses which Gigs the attacker will steal from the attacked Gig area.

9.23.3.1

An attacking player may choose to steal any Gig in the defending Gig area, regardless of its value.

9.23.3.2

If the attacker will steal multiple Gigs, the attacking player chooses the Gigs one at a time.

9.23.3.3

If the attacker steals more Gigs than are in the attacked Gig area, choose as many Gigs as possible to steal.

9.23.4

After all Gigs are chosen, apply any effects that prevent or restrict one or more of those Gigs from being stolen.

9.23.5

After all Gigs are chosen and prevention effects are applied, the attacker steals the Gig(s).

9.23.5.1

To steal the Gig(s), move all chosen Gigs from the defending Gig area to the attacking Gig area at the same time.

9.23.5.2

Multiple Gigs are stolen at the same time, each stolen Gig is considered a separate stolen Gig.

9.23.6

Effects that trigger when a Gig is stolen become pending after a stolen Gig is moved.

9.24

Resolve all pending effects. See EFFECTS > Pending Resolution.

9.25

After all pending effects from the Steal Step are resolved, the attack ends. See Ending an Attack.

Ending an Attack

9.26

An attack ends if any of the following are true:

9.26.1

The attacking Unit is no longer in the field area.

9.26.2

The attack target is no longer in the area it was attacked in.

9.26.3

The attack target is no longer a legal attack target for the attacking Unit.

9.26.4

An effect has ended the attack.

9.27

An attack can end before reaching the React Step, Fight Step or Steal Step.

9.27.1

If an attack ends before reaching the React Step, Fight Step or Steal Step, no fight happens and no Gigs are stolen.

9.27.2

If an attack ends while an effect or pending effect is resolving, finish resolving that effect or pending effect.

9.28

When an attack ends, resolve any pending effects that are already pending for the current timing window.

9.29

After an attack ends and all effects and pending effects for the current timing window have resolved, remove effects that last “while attacking,” “while stealing,” “while fighting” and variations thereof. The turn player’s Main Phase continues.

10EFFECTS

10.1

An effect is card text that affects the game. Card text is the source of effects.

10.1.1

Within card text, a line break indicates the end of the effect text.

10.1.2

Each separate paragraph on a card is considered a single effect.

10.1.3

When an effect refers to “this card,” “this Unit,” “this Legend,” “this Gear,” or another similar phrase, it refers to the source of that effect unless another rule or effect says otherwise.

10.1.4

If you control the source of an effect, it is considered “your” effect. You are the one who resolves it.

10.2

To “resolve” an effect, follow the instructions of that effect in the order they appear.

10.2.1

Always resolve as much of an effect as possible. See GOLDEN RULES > Resolve as Much as Possible.

10.2.2

If an effect instructs both players to act at the same time, the turn player performs their actions first, followed by their Rival.

10.2.3

Once an effect starts resolving, you cannot play cards, activate effects, or resolve other pending effects until the current effect finishes resolving.

10.2.4

Effects cannot interrupt the activation or resolution of other effects. If an effect triggers in the middle of an activation or resolution, it becomes “pending resolution.” See EFFECTS > Pending Resolution.

10.2.5

After an effect resolves, perform any required rule processing before resolving a new one or taking any actions.

10.3

An effect may include conditions. A “condition” is a requirement that must be true for an effect to apply, become pending, and resolve. (Conditions are often “if” or “when” clauses.)

10.3.1

If a condition is false, do not apply its corresponding effect.

10.3.2

A condition is not a cost unless it is specifically within a cost. See Cost.

10.3.3

A condition within an effect’s resolution is checked when that part of the effect resolves.

10.4

There are four types of effects: triggered effects, activated effects, permanent effects, and replacement effects.

10.4.1

A “triggered effect” becomes pending when its trigger condition is met.

10.4.2

You may use an “activated effect” at your discretion during your Main Phase.

10.4.3

A “persistent effect” continuously applies while its conditions (if any) are met.

10.4.4

A “replacement effect” replaces one game action or process with another.

Valid and Invalid Effects

10.5

An effect is “valid” if it can apply according to its text, the game rules, and the current game state.

10.6

An effect is “invalid” if it cannot apply according to its text, the game rules, or the current game state.

10.6.1

If all of an effect is invalid, ignore that effect.

10.6.2

If part of an effect is invalid, ignore the invalid part and resolve as much of the remaining effect as possible.

10.6.3

Even if an effect is invalid, it is still considered an effect on the card.

10.7

If an effect requires a target or choice with no legal options, the effect is invalid and the controlling player does not make a choice.

10.8

If an activated effect requires a target or choice as part of activation cost but no legal target or choice exists, the effect is invalid and you cannot activate it.

10.9

If an activated effect has additional activation conditions that are invalid, you cannot activate the effect.

10.10

If an effect becomes invalid after it activates or becomes pending, still resolve as much of the effect as possible.

10.10.1

If resolving a pending effect requires information about a game piece that is no longer valid, use the information from when the piece was last valid.

Pending Resolution

10.11

A “pending” effect is an effect that is waiting to resolve.

10.11.1

You cannot take any game actions until all pending effects are resolved.

10.11.2

Once an effect becomes pending, it remains pending until it resolves or a rule or effect removes it from pending.

10.11.3

After a pending effect resolves, it stops being pending.

10.12

If you have multiple pending effects, you may resolve them in any order.

10.13

If both players control pending effects at the same time, the turn player resolves all their pending effects before their Rival resolves all of theirs.

10.14

If a new effect triggers while resolving one, the new effect enters pending too. Finish resolving the current pending effect before resolving any new pending effects.

10.14.1

If both players have a new effect enter pending while resolving an effect, the player currently resolving pending effects finishes resolving all of their pending effects (including the new ones) before their Rival resolves their new ones.

10.15

Once an effect is pending, later changes to the game state do not stop that effect from resolving (unless the effect includes a condition that must be true during resolution).

10.15.1

If a pending effect includes a condition that must be true during resolution, that condition must still be true when the effect resolves.

Triggered Effects

10.16

A triggered effect has a trigger condition.

10.16.1

A triggered effect becomes pending when (and only if) its trigger condition is met.

10.16.2

If multiple triggered effects trigger at the same time, they all become pending.

10.16.3

If the same trigger condition is met multiple times, the triggered effect becomes pending once for each time that condition is met.

EXAMPLE: A friendly Unit’s effect text reads "When this Unit steals a Gig, increase it by up to 5.” In this example, the trigger is “When this Unit steals a Gig.” If the Unit steals 2 Gigs at the same time, then the effect “increase it by up to 5” becomes pending twice.
10.17

Triggered effects may use timing labels such as ATTACK, CALL, PLAY, or DEFEATED, or timing text such as “when,” “at the start of,” “at the end of,” and variations thereof. See TERMS > Trigger Keywords.

Activated Effects

10.18

You may activate “activated effects” as an action during your Main Phase. See Activate an Effect.

10.18.1

You cannot activate an activated effect while resolving another action or effect, nor while any effects are pending resolution.

10.19

When an activated effect has a colon, the bolded text preceding the colon is the activation cost, and the text following the colon is the effect that resolves after you pay the activation cost. See Cost.

EXAMPLE: A friendly Unit’s effect text reads "[Spend Icon] Swap a friendly Gig with a rival Gig.” This is an activated effect. During your Main Phase, you may spend the Unit as an activation cost; if you do, you gain the effect “Swap a friendly Gig with a rival Gig.”
10.19.1

Choices and costs before the colon are made or paid while activating the effect. Choices after the colon are made while resolving the effect.

10.19.2

You must pay all activation costs for an effect. If you can’t pay all required costs, you cannot activate the effect.

10.19.3

If an effect has multiple activation costs, pay them in the order that they appear.

10.20

Activate an activated effect by completing these steps in order.

10.20.1

Choose a valid friendly effect to activate. See EFFECTS > Valid & Invalid Effects.

10.20.2

If the activated effect is on a card in a hidden area (like your hand), reveal it.

10.20.3

If the effect requires a choice or valid target, choose them.

10.20.4

Pay all activation costs in the order they appear. When you do, any effects triggered by the activation become pending.

10.20.5

Communicate the effect and any choices/targets to your Rival.

10.20.6

Resolve the effect. When you do, any effects triggered by the resolution become pending.

10.20.7

Resolve any pending effects.

10.21

Once an activated effect is activated, it resolves even if its source leaves the area it was in.

Persistent Effects

10.22

A persistent effect continuously applies while it is active.

10.22.1

A persistent effect is not activated.

10.22.2

A persistent effect never becomes pending.

10.22.3

A persistent effect applies only while its source is in the area where that effect is active.

10.23

If a persistent effect has a duration, it applies only for that duration.

EXAMPLE: A Unit's effect text reads "Other friendly Units have +2 power while attacking.” The Unit only gains +2 from the moment the Unit attacks until the attack ends.
10.23.1

When a persistent effect’s duration ends, that effect stops applying immediately once there are no other pending effects.

Replacement Effects

10.24

A replacement effect replaces one action or process with another. (They often use “would” and “instead.”)

EXAMPLE: A friendly Unit inherits the effect text from a Gear that reads "If this Unit would be defeated, defeat its "DEADMAN TRANSMITTER" instead.” The effect “defeat [this Unit’s] "DEADMAN TRANSMITTER"” replaces the game process of defeating the Unit.
10.25

A replacement effect applies before (and instead of) the action or process it replaces. The replaced action or process does not occur at all.

10.26

If a replacement effect is optional, the player who controls that replacement effect may choose not to apply it.

10.27

If it’s not possible to perform the replacement, that replacement effect cannot be applied.

10.28

If one or more replacement effects could apply to the same action or process, apply mandatory replacement effects before optional replacement effects.

10.28.1

If multiple mandatory replacement effects could apply to the same action or process, the affected player (or the controller of the affected card) chooses which one to apply.

10.28.2

If multiple optional replacement effects are chosen to apply to the same action or process, the affected player (or the controller of the affected card) chooses which one to apply.

10.29

After a replacement effect is applied, check whether any other replacement effects can still apply to the new action or process.

10.29.1

Once a replacement effect has been applied to an action or process, that same replacement effect cannot apply to that same action or process again.

10.30

A replacement effect from a game mechanic supersedes mandatory replacement effects.

Effect Choices

10.31

If an effect instructs a player to choose, select, or otherwise make a choice, that choice is made when the effect instructs the player to make that choice.

10.31.1

If an effect requires a choice and no legal choice can be made, that choice is not made.

10.31.2

If an effect requires you to choose a specific number of targets, you must choose that number of targets. If you can’t, choose as many valid targets as possible up to that number instead.

10.31.3

If an effect requires a player to choose a number, that player must choose a non-negative whole number.

10.32

If multiple choices are required while resolving an effect, make those choices in the order written.

10.33

If an effect instructs multiple players to make choices at the same time, the turn player makes their choices first, followed by their Rival.

11TERMS

General Terms

11.1
Cost
11.1.1

A “cost” details what you must pay to play a card, activate an effect, or perform a game action. See Pay.

11.1.1.1

To play a card, you must pay its cost value in the top left corner of the card. See Cost Value.

11.1.1.2

An activation cost is a cost that must be paid to activate an effect. See EFFECTS > Activated Effects.

11.1.2

A cost must be paid in full; if you cannot pay all required costs, you cannot play the card, activate the effect, nor perform the game action associated with it

11.1.2.1

If a cost is replaced by another cost, pay the replacement cost instead of the original cost. The replacement cost must be paid in full.

11.2
[Star] Street Cred
11.2.1

Your “Street Cred” is the sum of all Gig dice values in the friendly Gig area.

11.2.2

The [Star] symbol is shorthand for Street Cred.

11.2.3

When you have no Gigs in your Gig area you have Null ( - ) Street Cred. Null does not count as having 0.

11.3
Lag
11.3.1

Lag is a condition applied to Units when they enter the field. Units with Lag are also called “lagging.”

11.3.1.1

Lagging Units can’t attack.

11.3.1.2

Lagging Units can’t activate [Spend Icon] effects.

11.3.2

At the end of each turn, all Units lose the “Lag” condition.

Game Actions

11.4
Play
11.4.1

To play a card, reveal it, pay its cost, and then follow the rules for playing that specific card type detailed in CARD TYPES.

11.4.1.1

If you can’t pay for or follow the rules for playing the card, you cannot play it. It’s considered “invalid” to play.

11.4.1.2

If you play or attempt to play an invalid card, undo the play attempt and return the game to the previous legal game state as much as possible.

11.4.2

You can only play cards from your hand unless an effect instructs otherwise.

11.4.3

Effects that allow a player to play a card follows the normal rules for playing that card unless the effect instructs otherwise.

11.5
Draw
11.5.1

“Draw” is a game action in which you move the top card of your deck to your hand.

11.5.2

When an effect says “Draw X” (where X is a number), take the draw action X number of times. Literally, it means “move the top card of your deck to your hand, X individual times.”

11.5.2.1

When you “Draw X,” draw each card individually. Do not take multiple cards from the top of your deck at once.

11.5.2.2

When you “Draw up to X,” choose the number of cards you will draw, then draw exactly that number of cards.

11.5.2.3

If you attempt to draw more cards than remain in your deck, it counts as drawing from an empty deck. See GAME OVERVIEW > Lose Conditions.

11.6
Equip
11.6.1

“Equip” is a game action in which you attach a Gear to a Unit or Legend by placing the card beneath it. When you do, the Gear becomes “equipped to” that card. See CARD TYPES > Gear.

11.6.1.1

When a Gear is equipped make sure only the bottom text box is showing under the equipped card.

11.6.1.2

Gear stays equipped unless it (or the Unit/Legend it’s equipped to) is defeated or moves outside of the Legends area or field.

11.6.2

A Unit or Legend with one or more Gears attached is “equipped.”

11.6.3

A Unit or Legend with no Gear attached is “unequipped.”

11.6.4

Units and Legends inherit all effects in the bottom textbox of their equipped Gears.

11.6.5

Units and Legends gain the power of their equipped Gears.

11.6.6

"Move" is a game action in which you unequip a Gear from the Unit or Legend it’s equipped to and equip it to another valid Unit or Legend.

11.7
Trash
11.7.1

When used as a location, “trash” refers to the “Trash area” of the game board. See Trash Area.

11.7.2

When used as an instruction, “trash” refers to the game action in which you reveal the top card of your deck and move it to your Trash area.

11.7.2.1

When an effect says “trash X” (where X is a number), take the Trash action X number of times. Literally, means “reveal the top card of your deck and move it to your Trash area X times.”

11.7.2.1.1

When you “trash X,” trash each card individually. Do not place multiple cards into your trash at once.

11.7.2.1.2

When you “trash up to X,” choose the number of cards you will trash, then trash exactly that number of cards.

11.8
Pay
11.8.1

“Pay” is a game action in which you spend a number of Eddies and/or Legends in the Legends area equal to a cost.

11.8.2

Effects that reduce the amount you pay to play a card or activate an effect do not change the card’s cost value, nor the activation cost value.

11.8.3

Effects that reduce the amount you pay to play a card or activate an effect cannot reduce the amount below 1.

11.8.4

When you play a card “for Free,” play the card without paying its cost.

11.8.4.1

When playing a card for free, you must still meet any additional conditions outside of the cost.

11.9
Sell
11.9.1

“Sell” is a game action in which you turn a card into an Eddie by revealing it to your Rival and placing it face-down in the Eddies area.

11.9.1.1

When you sell a card, it enters the Eddies area face-down and ready. See Eddies Area.

11.9.1.2

If you would sell multiple cards at the same time, you must sell each card individually.

11.9.2

During your Main Phase, you may sell a card with a Sell Tag from your hand as an action. See Sell a Card.

11.9.2.1

Whenever an effect puts a card from another area into the Eddie area, the card isn’t required to have an Eddie symbol. It is placed in the Eddie area face-down.

11.9.2.2

An effect that says to “Sell” does count as a player’s “Sell A Card” Main phase action.

11.10
Flip
11.10.1

“Flip” is a game action in which you take a card in a face-down and turn it to the face-up position, or vice versa.

11.11
Call a Legend
11.11.1

“Call a Legend” is a game action in which you pay 1 €$ to flip a face-down Legend face-up.

11.11.1.1

You may choose any one (1) friendly face-down Legend in your Legends area.

11.11.1.2

A Legend flipped face-up through the Call a Legend action is a “called” Legend.

11.11.1.3

The called Legend maintains its orientation (spent or ready) when flipped face-up.

11.11.1.4

When you flip a Legend face up this way it activates any CALL keyword effects on that Legend. See [CALL].

11.11.2

You may only Call a Legend once per turn.

11.11.2.1

You may Call a Legend as an action during your main phase.

11.11.2.2

You may Call a Legend as a reaction when a rival Unit attacks.

11.12
Bottom-deck
11.12.1

“Bottom-deck” is a game action in which you place a card (or cards) on the bottom of your deck in a random order.

11.12.1.1

Place bottom-decked cards in the face-down position, in the same orientation as the rest of the deck cards. Bottom-decked cards should be indistinguishable from the rest of the deck.

11.12.1.2

You cannot bottom-deck a card you don’t own. If you would bottom-deck a card you don’t own, its owner bottom-decks it instead.

11.12.1.3

When you are made to bottom-deck multiple cards at the same time, you must randomize all of them together before placing them at the bottom of your deck. This includes any Units or Legends with Gears attached. See CARD TYPES > Gears.

11.12.2

If an effect tells you to bottom-deck a group of cards “in any order,” forgo randomizing the cards and instead choose the order you place them at the bottom of your deck.

11.13
Search
11.13.1

“Search” is a game action in which you look at a designated amount of cards.

11.13.1.1

When an effect says “Search X” (where X is a number), look at X number of cards from the top of your deck.

11.13.2

Once you fulfill any “Search” requirements, if the card does not tell you where to place the cards afterward, return the cards to their original location in the same order.

EXAMPLE: A Legend’s effect text reads “When a friendly equipped Unit is defeated, search the top 2 cards of your deck and trash 1.” You look at the top 2 cards of your deck, move one to the trash, and place the other one back on the top of your deck.
11.13.3

While searching cards in an area, the cards still count towards the total number of cards in that area. The card does not leave the area until (and unless) you move it to a new game area.

EXAMPLE: An effect requires you to search the top 3 cards of your deck. Your deck currently contains only 2 cards. You search as many cards as you can (2), but you do not immediately lose; because you did not draw them, they’re still in your deck.
11.13.4

When an effect allows you to search one of your hidden areas for a specific card or criteria, if you fail to find anything, you don’t have to show the hidden information to the Rival player. See Hidden Areas.

11.13.4.1

When you search a hidden area for a specific target(s) and you’re not obligated to reveal the searched cards, you may purposely fail to find any or all target(s).

EXAMPLE: An effect says “Search the top 3 cards of your deck. Reveal a Gear and add it to your hand. Bottom-deck the rest.” When you search the top 3 cards of your deck, you find 2 Gear cards. But, because your deck is a hidden area, you may choose not to reveal any of them, and bottom-deck all 3 cards.
11.14
Reveal
11.14.1

"Reveal" is a game action in which you show designated cards to your Rival.

11.14.2

Revealing a card is not removing it from the designated area unless specified after effect resolution. (Such as adding a revealed card to hand.)

11.14.3

While revealing a card, make sure it is shown in a face up position, such that either player may read the card.

11.14.4

Once a revealed card has been placed back face-down, it is hidden and can no longer be looked at unless otherwise specified.

Activation Shorthand

11.15
[Spend Icon] (Spend Icon)
11.15.1

The [Spend Icon] symbol is shorthand for an activation cost. It means: “Spend this Unit or Legend to activate the following effect.”

EXAMPLE: A friendly Unit has the effect “[Spend Icon] Draw 1.” The [Spend Icon] symbol is an activation trigger. You must specifically spend this Unit as a cost. If you do, you draw a card.
11.15.2

To activate a [Spend Icon] effect, you must spend the card with the express purpose of paying its activation cost. When you spend a Unit or Legend with this symbol for any other reason, it does not trigger the [Spend Icon] effect.

11.15.3

After paying the cost to use a [Spend Icon] effect, immediately resolve the effect.

11.15.3.1

If a [Spend Icon] effect also has a condition, the condition must be met at the time of activation and resolution.

11.15.3.2

If additional effects conditions are met in the process of using a [Spend Icon:] effect, resolve the [Spend Icon] effect, then resolve any other pending effects.

11.16
X €$
11.16.1

“X €$” (where X is a number) denotes Eddies and/or Legends spent to pay a cost.

11.16.1.1

When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation cost) for the effect. It means: “Pay X to activate the following effect.”

EXAMPLE: A friendly Legend has the text “1 €$, [Spend Icon] Give a friendly Unit +1 power this turn for each of its equipped Gear.“ So, to activate this effect, you must spend this Legend and 1 other Eddie or Legend.

Trigger Keywords

11.17

Trigger keywords are a shorthand for specific conditions. When those conditions are met, the effect associated with it automatically enters pending.

EXAMPLE: A friendly Unit has the effect “ATTACK Draw 1.” ATTACK is a timing trigger. Whenever this Unit attacks, you draw a card.
11.18
CALL
11.18.1

The CALL trigger is shorthand for “When you flip this Legend face-up through the ‘Call a Legend’ action, [...]”

11.18.2

The effect attached to the CALL trigger enters pending when you reveal the Called Legend.

11.19
DEFEATED
11.19.1

The DEFEATED trigger is shorthand for ”When this Unit is defeated, [...]”

11.19.2

The effect attached to the DEFEATED trigger enters pending when the Unit has been declared defeated and is moved to trash.

11.20
PLAY
11.20.1

The PLAY trigger is shorthand for “When you play this card, [...]”

11.20.2

The effect attached to the PLAY trigger enters pending when you meet all the requirements when playing that card type. See CARD TYPES.

11.21
ATTACK
11.21.1

The ATTACK trigger is shorthand for “When this Unit attacks, [...]”

11.21.2

The effect attached to the ATTACK trigger enters pending when you spend the Unit for the purpose of declaring an attack.

11.21.2.1

Any effects triggered by spending this Unit enter pending at the same time as any ATTACK effect(s). See EFFECTS.

11.21.2.2

Resolve all pending ATTACK effects before your Rival’s react step. See ATTACK, FIGHT, AND STEAL > React Step.

Effect Keywords

11.22

Effect keywords are a shorthand for specific effects.

11.23
ADRENALINE
11.23.1

The ADRENALINE keyword is shorthand for “This Unit can attack the turn it's played.”

11.23.2

Units with ADRENALINE may attack even if they’re lagging. All other criteria for valid attack targets still apply. See ATTACK, FIGHT, AND STEAL > Declare the Attack.

11.24
BLOCKER
11.24.1

The BLOCKER keyword is shorthand for “When a rival Unit attacks, you may spend this Unit to redirect the attack to it instead.“

11.24.2

Activate BLOCKER as a reaction during the React Step of your Rival’s attack action.

11.24.3

When a Unit uses BLOCKER, it becomes the target of the attacking Unit’s current attack.

11.25
GO SOLO
11.25.1

The GO SOLO keyword is shorthand for “Pay this Legend's cost to play it as a ready Unit. It can attack this turn. If it leaves the field, remove it from the game.”

11.26
QUICK
11.26.1

The QUICK keyword is shorthand for “You may also activate this effect (or play this Program) as a reaction to a rival Unit’s attack.”

11.26.1.1

A card with the QUICK keyword alongside no other effect text means the card can be played during the React Step by paying its cost.

11.26.1.2

A card with the QUICK keyword alongside other effect text means “While this card is face-up on the field, you can use this effect during the React Step by paying its cost.”

11.26.2

You may activate a QUICK effect as an action during your Main Phase or as a reaction during the React Step of your Rival’s attack action.

11.26.3

You must still pay any associated costs no matter when you play the effect.

CREDITS

(UPDATED AUG. 2026)

WEIRDCO STAFF

CO-FOUNDERS: Elliot Cook, Luohan Wei

GAME DESIGN: Richard Zapp, Chris Solis, David McDarby, Bryan Reece, Casey Campbell, Madeline Anthony, Zan Moffat, Tiankuo "Kay" Zhang, Lee Russo

_Preliminary Development by Brieger Creative_ — John Brieger, Breeze Grigas, Bryan Lue

_Rules Consultation_ — Stephan Classen, Yomy Lopez, James Mee

CREATIVE: Jonny Erner, Matthew Rudhall, Martin Loo, Estefania Rodriguez, Angel Wang, Yingxi Eubanks, Ian Rich

MARKETING: Cree Gunning, Anh Duong, Steve George, Peter Clark

OPERATIONS & PRODUCTION: Anya Zielinska, Nick Ingamells, Enrico Tassinari, Ramtin Shahshahani, Alicia Dejoie, Nico Lu, Stefano Montanari, Chris Lin

ORGANIZED PLAY: Nick Fraser, Emanuel Garcia, Cameron Williamson, Levi Lalonde

OUR PARTNERS AT CD PROJEKT RED, INCLUDING Magdalena Drążek, Nick McWhorter, Alex Sutton, Francesco Carrieri, Luigi Annicchiarico, Kacper Ullmann, Ryan Dinsdale, Matthew Woodland, Michał Dziekan, Amelia Korzycka, Jan Rosner, Patrick Mills, Gabriela Janusz, Agnieszka Skuza, Paweł Burza, Joao Pedro De Mello, Aleksandra Sondej, Michał Ivan, Łukasz Poller, Gautier Viller, Olgierd Ciszak, Daniel Valaisis, Aleksander Bieronski, Łukasz Wiktorzak, Amir Ghareaghadje, Bartosz Sztybor, Maciej Dziekan

™ © 2026 CD PROJEKT RED S.A.