How to Play
A full walkthrough of game setup and turn structure.
A game of Cyberpunk TCG is played over a series of turns. Each turn has four phases that must be followed in order: Ready, Play, Attack, and end of turn. Before the first turn, both players go through a Setup Phase.
Setup Phase
Before the game begins, both players prepare their play areas simultaneously.
- Place your three Legend cards face-down in your Legends Area.
- Shuffle your deck and place it in your Deck zone.
- Place all six of your Gig Dice in your Fixer Area.
- Determine who goes first randomly (e.g., each player rolls a die — highest goes first). The first player begins with 2 of their Legends already spent (turned sideways) to compensate for the advantage of going first.
- Each player draws 6 cards from the top of their deck as their opening hand.
- Each player may take one mulligan: shuffle your hand back into your deck, then draw 6 new cards. You may not mulligan a second time.
Ready Phase
The Ready Phase happens at the start of each of your turns. Perform these steps in order:
- Draw 1 card from your deck.
- Select 1 die from your Fixer Area and roll it — move the rolled die to your Gig Area with the result face-up. If the d20 is the last die remaining in your Fixer Area, you must roll it last.
- Ready all of your spent (sideways) cards — turn them upright. This includes Units, Legends, and cards in your Eddies Area.
Play Phase
During the Play Phase, you may take the following actions in any order, as many times as you can afford — unless noted otherwise:
Sell for Eddies
Once per turn, you may sell a card from your hand by placing it sideways into your Eddies Area. That card generates 1 Eddie per turn when it is readied. You can only sell one card per Play Phase.
Call a Legend
Pay 2 Eddies to flip one of your face-down Legends face-up in your Legends Area. Its FLIP ability triggers immediately. A Legend that is face-up is active and its passive effects apply.
Play Cards
Pay a card's cost in Eddies (by spending cards in your Eddies Area) and play it from your hand. Units go to your Field. Programs resolve and go to the Trash. Gear attaches to a Unit on your Field.
Attack Phase
During the Attack Phase, you may attack with any ready Units on your Field. Each Unit may only attack once per turn. You choose which path to take for each attack:
Fight
Declare one of your ready Units as the attacker and target one of your rival's spent (sideways) Units. Spend your attacking Unit (turn it sideways). Compare the power of both Units. The Unit with higher power wins — the losing Unit is sent to the Trash. In a tie, both Units are sent to the Trash.
Steal
Declare one of your ready Units as the attacker and attack your rival directly — no Unit needs to be targeted. Spend your attacking Unit. Your rival may use a BLOCKER to intercept. If the attack is not blocked, you steal 1 Gig Die from your rival's Gig Area and add it to your own. For every 10 power your attacking Unit has, you steal 1 additional die (e.g., 10 power = +1 extra, 20 power = +2 extra, and so on).