# Cyberpunk TCG — full knowledge bundle Single-file bundle for LLM consumption: rules, glossary, errata, and (when size permits) the card catalog. Individual sections are available separately — see the game's llm.txt index. ## MCP server Prefer the TCG Knowledge MCP server over scraping these files when your client speaks MCP. It is read-only: comprehensive rules, errata, glossaries, tournament policy, and card catalogs. Start with list_games. Human guide: https://tcg.online/mcp Remote HTTP: POST https://api.tcg.online/mcp (streamable HTTP, JSON-RPC, protocol 2025-06-18). Staging host: https://staging-api.cardgoat.org/mcp Remote config: { "mcpServers": { "tcg-knowledge": { "url": "https://api.tcg.online/mcp" } } } Source: https://github.com/TheCardGoat/the-card-goat-online (tools/tcg-mcp-server/) Stdio (local, requires Bun): { "mcpServers": { "tcg-knowledge": { "command": "bun", "args": ["tools/tcg-mcp-server/server.ts"] } } } HTTP (self-host): bun tools/tcg-mcp-server/server.ts --http --port 8180 then POST JSON-RPC to http://127.0.0.1:8180/mcp. GET /healthz for liveness. Rate limited at 60 requests/min with burst 30. Tools: list_games, list_rules_documents, search_rules, read_rules_document, search_glossary, search_cards, get_card, list_card_sets. ## Cyberpunk TCG Comprehensive Rules # Cyberpunk TCG Comprehensive Rules Source: submodules/cyberpunk/.agents/skills/cyberpunk-tcg-rules/references/comprehensive-rules.md --- Local source: submodules/cyberpunk/.agents/skills/cyberpunk-tcg-rules/references/comprehensive-rules.md Publisher's current source: [Weird Co.](https://cyberpunktcg.com/comprehensive-rules) # Cyberpunk TCG Comprehensive Rules This local mirror preserves the official rule numbers and Markdown content. Refresh it with `scripts/sync-comprehensive-rules.mjs`; use the index to load only the sections relevant to a question. ## 1 — GAME 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! This is a reference material, not a teaching one! To learn how to play the game, check out the {[Gameplay Guide >](https://cyberpunktcg.com/gameplay-guide)}. ### 1.3 — Cyberpunk TCG cards are published in multiple languages. *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. 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. 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. 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. 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 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 “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 “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 {GOLDEN RULES > Respect Your Rival}. When you take control of a Rival’s game piece, follow the rules in [Respect Your Rival](#rule-52e7f11d-d6d2-588d-97dc-609e843c133b). ##### 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. 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. 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. 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. 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… 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](#rule-b07d7e94-c69d-5162-a49c-f77241f8d44b). > **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. 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. ## 2 — GOLDEN RULES ## Resolve as Much as Possible ### 2.1 — When an effect tells you to do something, you must resolve it. When an effect tells you to do something, you must resolve it. See {[EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed)}. #### 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. 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 a… 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. 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. 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. 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… 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… 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… 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. Keep your hands and body clean. Neutralize any distracting smells on your person, including intense body odor or overwhelming perfumes. ## 3 — CARD 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. 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](https://cyberpunktcg.com/comprehensive-rules/2026-08/figure-1-card-diagram-370767d8.png) *Fig. 1 – Card Diagram* ### 3.9 — Name ### 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… 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 ### 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. 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 ### Cost Value #### 3.11.1 — A card’s “cost value” (also referred to as just “cost”) denotes the number of (€$) you must pay to play it. A card’s “cost value” (also referred to as just “cost”) denotes the number of (€$) you must pay to play it. See [Pay](#rule-0ed2bde9-70df-5941-acbe-47aae4afe45d) and [X €$](#rule-cd5d3a7e-a806-5ed0-a982-1f5dfd5fc691). ##### 3.11.1.1 — No matter what area you play a card from (hand, trash, etc.) you must pay the card’s cost unless an effect explicitly… No matter what area you play a card from (hand, trash, etc.) you must pay the card’s cost unless an effect explicitly tells you to play it “for free,” or provides an alternate payment. ##### 3.11.1.2 — Effects that reduce, increase, or change the (€$) 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 ### 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. If a card in your hand has a “Sell Tag,” you may sell it as an action during your main phase. See [Sell](#rule-6975b781-cb43-5d29-ab97-01954f9127bb). #### 3.12.2 — Legends with a sell tag can be spent to pay 1 €$ while face-up in the Legends area. ### 3.13 — Tags ### 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 ### 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 ### Card Number #### 3.15.1 — The “card number” identifies a single card within a product. ### 3.16 — Rarity ### Rarity ![Figure 2 — Rarity Chart](https://cyberpunktcg.com/comprehensive-rules/2026-08/figure-2-rarity-chart-e3b14b9c.png) *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 ### Power #### 3.17.1 — A card’s “power” determines its success in stealing and fighting. A card’s “power” determines its success in stealing and fighting. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1). #### 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 curren… 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 ### 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. Effect text may use symbols or keywords as shorthand for longer effects, conditions, or concepts. See [TERMS](#rule-d3031204-40a4-51fb-930c-feb00b9d3192). ###### 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. 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. 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](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed) > [Gears](#rule-0dffbbac-b466-5f3f-9f66-0ff9ef80cd49). ### 3.19 — Illustrator Credit ### Illustrator Credit #### 3.19.1 — The “Illustrator Credit” is the name of the artist who created the card's artwork. ### 3.20 — RAM & Color ### RAM & Color ![Figure 3 — RAM Color Symbols](https://cyberpunktcg.com/comprehensive-rules/2026-08/figure-3-ram-symbols-00cb5282.png) *Figure 3 – RAM Color Symbols* #### 3.20.1 — A RAM value consists of a number and a color. 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. 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. 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. 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 #### 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. 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. 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 ### Type #### 3.21.1 — A card’s type designates it as a Legend, Unit, Gear, or Program. A card’s type designates it as a Legend, Unit, Gear, or Program. See [CARD TYPES](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed). ## 4 — CARD 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. All 3 of your Legends begin face-down in your Legends area in a random order. See [GAME SETUP](#rule-549d0f31-0614-58c3-9646-2a5c13ff4adb) > [Pre-Game Setup](#rule-5c6c550b-a5b9-5c34-8de0-ac69293d358f). #### 4.3.1 — Once per turn, you may Call a Legend to flip a Legend face-up. Once per turn, you may Call a Legend to flip a Legend face-up. See {[TERMS > Game Actions > Call a Legend](#rule-5a78278b-9f8b-5e64-b9aa-b2936f705af9)}. ### 4.4 — A Legend is only valid in the Legends area or field area. 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. 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](#rule-52d7f22c-807b-552f-afa9-bfd16bff8103)}. ### 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. A Legend played in this way enters with Lag. See [Lag](#rule-6a4b19b9-eb52-5c00-af79-61a40eb948ca). #### 4.5.3 — Legends with cost Null ( - ) do not have a cost, and cannot be played to the field. Legends with cost Null ( - ) do not have a cost, and cannot be played to the field. See [Cost Value](#rule-01f4fc04-687c-59c8-a97c-665e3ebcecde). ## 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. Units enter the field with Lag. See [Lag](#rule-6a4b19b9-eb52-5c00-af79-61a40eb948ca). ### 4.8 — You may spend a Unit to declare an attack on a valid attack target. You may spend a Unit to declare an attack on a valid attack target. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1). ## 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. 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](#rule-b076fca2-f099-5c4d-b80a-d789a90e2ce9). #### 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. 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 equip… 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. 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 G… 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 t… 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 a… 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. 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](#rule-3cb91d69-87a6-5c59-a0ea-7aae60987910). ## 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 you… 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… 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 unt… 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. ## 5 — GAME AREAS ![Figure 4 — Game Area Layout](https://cyberpunktcg.com/comprehensive-rules/2026-08/figure-4-game-area-layout-6383895c.jpg) *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. 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. 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. 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… 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 fai… 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](#rule-ee9c2edf-f5f1-540d-b7ca-537caa8c5203). ###### 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 cho… 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 choo… 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 cho… 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 ### 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 ### 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. Moving a card from the top of your deck to your hand is “Drawing” a card. See [Draw](#rule-b07d7e94-c69d-5162-a49c-f77241f8d44b). ## 5.6 — Field Area ### 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. 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. Units and Legends enter the field with a condition called “Lag.” See [Lag](#rule-6a4b19b9-eb52-5c00-af79-61a40eb948ca). ### 5.6.5 — There is no limit on the amount of Units you can have in the Field area. ## 5.7 — Legends Area ### 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 €$. ### 5.7.3 — “Call a Legend” may be used only once per turn even if a game action tells you to “Call a Legend”. ### 5.7.4 — The Legends area is a public area. The Legends area is a public area. Players can count the number of cards any player has in this area and read them at any time. #### 5.7.4.1 — The face-down Legends in this area are hidden. The face-down Legends in this area are hidden. You cannot look at them unless specified otherwise. #### 5.7.4.2 — If you learn the location of one or more face-down Legend(s), visually distinguish any “known” Legends to your Rival… If you learn the location of one or more face-down Legend(s), visually distinguish any “known” Legends to your Rival without revealing them. This can be with a token marker, or by physically separating known Legends from unknown Legends. #### 5.7.4.3 — If an effect asks you to look at a face-down legend, you cannot look at it again once that effect has resolved, unles… If an effect asks you to look at a face-down legend, you cannot look at it again once that effect has resolved, unless otherwise specified. ### 5.7.5 — You may pay a Legend’s cost to play it from the Legends area to the field as a Unit. You may pay a Legend’s cost to play it from the Legends area to the field as a Unit. See [CARD TYPES](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed) > [Legends](#rule-3d3d2579-6a0c-566c-9159-9f4c32cc9f5b). ### 5.7.6 — A Legend in the Legend area may use its [Spend Icon] at any point it is face-up in the Legend’s area. ### 5.7.7 — There is no limit of cards that can be in the Legends area. ## 5.8 — Eddies Area ### Eddies Area ### 5.8.1 — Your Eddies area contains your Eddies. Your Eddies area contains your Eddies. The Eddies here are “friendly Eddies.” #### 5.8.1.1 — All cards in your Eddies area are considered Eddies. #### 5.8.1.2 — Each face-down card in the Eddies area is one (1) Eddie. #### 5.8.1.3 — Spend one (1) Eddie to pay 1 €$ toward a cost. ### 5.8.2 — Sell a card to add it to your Eddies area. Sell a card to add it to your Eddies area. See [Sell](#rule-6975b781-cb43-5d29-ab97-01954f9127bb). #### 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. During your Main Phase, you may sell a card with a Sell Tag from your hand as an action. See [Sell a Card](#rule-be5fdfb0-1cad-5806-8b14-1b3bd8aa260b). ### 5.8.3 — The Eddies area is a public area. 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 acti… 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 ### 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 ca… 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. 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 ### Fixer Area ### 5.10.1 — The fixer area is where you place your dice during Pre-Game Setup {GAME SETUP > Pre-Game Setup}. The fixer area is where you place your dice during [Pre-Game Setup](#rule-5c6c550b-a5b9-5c34-8de0-ac69293d358f). Dice remain in the fixer area until you roll them in during you [Main Phase](#rule-6b35d117-68b9-5655-992b-d642e8de476d). ### 5.10.2 — The fixer area is a public area. 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… 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 m… 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 ### 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. 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. The Gigs in the friendly Gig area are under your control, and are friendly Gigs. Their values count towards your Street Cred. See {[GIGS](#rule-d2d18e0a-f330-58d5-bc89-217431be0ac0)}. ### 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 ### 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. 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](#rule-d2d18e0a-f330-58d5-bc89-217431be0ac0)}. ### 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 at… 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 ### 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. 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. ## 6 — GIGS ## 6.1 — 1 polyhedral die represents 1 Gig. 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. 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. 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. 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… 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. 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. 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. 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. 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. 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 ar… 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). 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 Gi… 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. 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. ## 7 — GAME 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… 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-side… 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. You cannot use multiple Legends with the same name. See [Name](#rule-b311e5d2-a624-5770-a2fa-86d1db7faf78). > **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 (e… 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. Your main deck may only include cards within its RAM Limits. See [RAM & Color](#rule-0667d8bc-c614-55a5-bd7d-ac8f7c6ab606). #### 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. ### Determine which player goes first. #### 7.5.1 — You and your Rival agree upon and then execute a method to randomly choose a player. 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. ### 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. 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. ### 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. 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. 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. ### 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. ### Draw 6 cards. #### 7.9.1 — Draw 6 cards from the top of your deck and add them to your hand. 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. 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. Draw 6 cards from the top of your deck and add them to your hand. This is your new opening hand. ## 8 — TURN ORDER ## Structure ### 8.1 — Your turn consists of two phases. 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… 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}. If you are going first, begin your turn after both players have completed [Pre-Game Setup](#rule-5c6c550b-a5b9-5c34-8de0-ac69293d358f). ### 8.3 — During your turn, you progress the phases. 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. 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. 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. Check if you control 7 Gig Dice. See [GAME OVERVIEW](#rule-0ef7599d-d21e-5efb-bb17-375f7950991c) > [Win Conditions](#rule-8008d6a4-9033-5412-931f-d669c00fade1). #### 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. 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. If there are no cards in this area when you attempt to draw, you lose immediately. See [GAME OVERVIEW](#rule-0ef7599d-d21e-5efb-bb17-375f7950991c) > [Lose Conditions](#rule-6102756a-cd45-50fb-8ded-eea683b79df7). #### 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. 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. 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](#rule-5cf5dfb4-f5b3-57c9-b846-99ceef96783e) 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 ### 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](#rule-6975b781-cb43-5d29-ab97-01954f9127bb). #### 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. When you sell a card, it becomes an Eddie. See [Eddies Area](#rule-5753f17e-b02c-5b63-87e7-60fb27880068). ### 8.12 — Call a Legend ### Call a Legend As an action during your Main phase, you may spend 1 €$ to Call a Legend. See [Call a Legend](#rule-5a78278b-9f8b-5e64-b9aa-b2936f705af9). #### 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 ### Play a Card As an action during your Main phase, you may play a card from your hand. See [Play](#rule-aa988d35-9ddc-5697-ad1b-936546a0759a). ### 8.14 — Activate an Effect ### 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](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Activated Effects](#rule-60be9d57-6a2a-5072-86d4-893bbe9de2b0). #### 8.14.1 — You cannot activate [Spend Icon] effects on Lagging Units. You cannot activate [Spend Icon] effects on Lagging Units. See [Lag](#rule-6a4b19b9-eb52-5c00-af79-61a40eb948ca). ### 8.15 — Attack ### 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](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1). ## 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… 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. ## 9 — ATTACK, 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 fri… “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. You may attack as a Main Phase action. See [TURN ORDER](#rule-a3a2dfd1-0994-5217-b99d-509608fc3b2e) > [Main Phase](#rule-6b35d117-68b9-5655-992b-d642e8de476d). ## 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. Lagging Units can’t attack. See [Lag](#rule-6a4b19b9-eb52-5c00-af79-61a40eb948ca). #### 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. 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 remo… 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. 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](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Pending Resolution](#rule-9afed67a-613b-547b-bbc7-75c55ca75d57)}. ### 9.6 — After all pending effects are resolved, if the attacker or the defending Unit is no longer in the field area, the att… 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](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > {[Ending an Attack](#rule-ea5b950d-f8e1-5b3d-8cd5-20dec6ef700a)}. 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. 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. You may Call a Legend as a reaction. See [Call a Legend](#rule-5a78278b-9f8b-5e64-b9aa-b2936f705af9). ### 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. You may activate any effects with the [QUICK] keyword as a reaction. See {[TERMS > Effect Keywords > QUICK](#rule-86f65009-eda8-56d8-bc0d-58faa877bea9)}. #### 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. 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](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > {[Triggered Effects](#rule-9afed67a-613b-547b-bbc7-75c55ca75d57)}. ### 9.12 — At any point during the React Step, while not taking a reaction and while there are no effects pending resolution, th… 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. 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](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > {[Ending an Attack](#rule-ea5b950d-f8e1-5b3d-8cd5-20dec6ef700a)}. ### 9.14 — When the React Step ends, the attack continues. 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. 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… 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 com… 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 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 ign… 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. After resolving all effects triggered by the fight’s result, the Fight Step and the attack ends. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > [Ending an Attack](#rule-ea5b950d-f8e1-5b3d-8cd5-20dec6ef700a). ## Steal Step ### 9.21 — The Steal Step only happens if the attack target is a Gig area. 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 v… 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 a… 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. Resolve all pending effects. See [EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Pending Resolution](#rule-9afed67a-613b-547b-bbc7-75c55ca75d57). ### 9.25 — After all pending effects from the Steal Step are resolved, the attack ends. After all pending effects from the Steal Step are resolved, the attack ends. See {[Ending an Attack](#rule-ea5b950d-f8e1-5b3d-8cd5-20dec6ef700a)}. ## 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… 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. ## 10 — EFFECTS ## 10.1 — An effect is card text that affects the game. 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 t… 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. 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. Always resolve as much of an effect as possible. See [GOLDEN RULES](#rule-68b314b6-4bba-5507-b8f0-929a8baff26d) > [Resolve as Much as Possible](#rule-a1137877-3824-5786-bc49-9ca22d5054ba). ### 10.2.2 — If an effect instructs both players to act at the same time, the turn player performs their actions first, followed b… 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… 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. 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](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Pending Resolution](#rule-9afed67a-613b-547b-bbc7-75c55ca75d57). ### 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. 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. A condition is not a cost unless it is specifically within a cost. See [Cost](#rule-a2a83a05-cee0-530e-beb1-b3b588453fa6). ### 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… 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, t… 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 fr… 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 t… 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. 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 eff… 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… 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… 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 con… 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… 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](#rule-d3031204-40a4-51fb-930c-feb00b9d3192) > [Trigger Keywords](#rule-1e209da6-0bd1-5b07-9aff-71f536048aac). ## Activated Effects ### 10.18 — You may activate “activated effects” as an action during your Main Phase. You may activate “activated effects” as an action during your Main Phase. See [Activate an Effect](#rule-45095f45-5c31-5a8d-826f-e122556ebc3d). #### 10.18.1 — You cannot activate an activated effect while resolving another action or effect, nor while any effects are pending r… 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 follow… 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](#rule-a2a83a05-cee0-530e-beb1-b3b588453fa6). > **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 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. 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. Choose a valid friendly effect to activate. See [EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Valid & Invalid Effects](#rule-da178967-2dfb-5484-b475-46e3cae8bf31). #### 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. 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. 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. 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 effe… 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. 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. 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 bef… 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 cont… 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 t… 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… 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… 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 in… 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 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,… If an effect instructs multiple players to make choices at the same time, the turn player makes their choices first, followed by their Rival. ## 11 — TERMS ## General Terms ### 11.1 — Cost ### Cost #### 11.1.1 — A “cost” details what you must pay to play a card, activate an effect, or perform a game action. A “cost” details what you must pay to play a card, activate an effect, or perform a game action. See [Pay](#rule-0ed2bde9-70df-5941-acbe-47aae4afe45d). ##### 11.1.1.1 — To play a card, you must pay its cost value in the top left corner of the card. To play a card, you must pay its cost value in the top left corner of the card. See [Cost Value](#rule-01f4fc04-687c-59c8-a97c-665e3ebcecde). ##### 11.1.1.2 — An activation cost is a cost that must be paid to activate an effect. An activation cost is a cost that must be paid to activate an effect. See [EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Activated Effects](#rule-60be9d57-6a2a-5072-86d4-893bbe9de2b0). #### 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… 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. 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 ### [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. When you have no Gigs in your Gig area you have Null ( - ) Street Cred. Null does not count as having 0. ### 11.3 — Lag ### Lag #### 11.3.1 — Lag is a condition applied to Units when they enter the field. 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 ### 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 {C… To play a card, reveal it, pay its cost, and then follow the rules for playing that specific card type detailed in {[CARD TYPES](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed)}. ##### 11.4.1.1 — If you can’t pay for or follow the rules for playing the card, you cannot play it. 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… 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… 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 ### 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. 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. 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. If you attempt to draw more cards than remain in your deck, it counts as drawing from an empty deck. See [GAME OVERVIEW](#rule-0ef7599d-d21e-5efb-bb17-375f7950991c) > [Lose Conditions](#rule-6102756a-cd45-50fb-8ded-eea683b79df7). ### 11.6 — Equip ### 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. “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](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed) > [Gear](#rule-0dffbbac-b466-5f3f-9f66-0ff9ef80cd49). ##### 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… 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… "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 ### Trash #### 11.7.1 — When used as a location, “trash” refers to the “Trash area” of the game board. When used as a location, “trash” refers to the “Trash area” of the game board. See [Trash Area](#rule-1135bc55-1aa7-5667-beb2-33c4d60a26ce). #### 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… 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. 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. 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 ### 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… 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 ### 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… “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. When you sell a card, it enters the Eddies area face-down and ready. See [Eddies Area](#rule-5753f17e-b02c-5b63-87e7-60fb27880068). ##### 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. During your Main Phase, you may sell a card with a Sell Tag from your hand as an action. See [Sell a Card](#rule-be5fdfb0-1cad-5806-8b14-1b3bd8aa260b). ##### 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. 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 ### 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 ### 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. When you flip a Legend face up this way it activates any [CALL] keyword effects on that Legend. See [\[CALL\]](#rule-d2312a93-5d92-5ea9-8931-a7ec2cf099a3). #### 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 ### 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. 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. 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 plac… 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](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed) > [Gears](#rule-0dffbbac-b466-5f3f-9f66-0ff9ef80cd49). #### 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… 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 ### 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… 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. 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 any… 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](#rule-3f22994a-0339-5f20-9f10-6cf1f8113110). ##### 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… 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 ### 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. 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 spe… 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) ### [Spend Icon] (Spend Icon) #### 11.15.1 — The [Spend Icon] symbol is shorthand for an activation cost. 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. 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] eff… 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 €$ ### X €$ #### 11.16.1 — “X €$” (where X is a number) denotes Eddies and/or Legends spent to pay a cost. ##### 11.16.1.1 — When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation… When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation cost) for the effect. It means: “Pay X to activate the following effect.” > **EXAMPLE:** A friendly Legend has the text “1 €$, [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. 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] ### [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] ### [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… The effect attached to the [DEFEATED] trigger enters pending when the Unit has been declared defeated and is moved to trash. ### 11.20 — [PLAY] ### [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. The effect attached to the [PLAY] trigger enters pending when you meet all the requirements when playing that card type. See [CARD TYPES](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed). ### 11.21 — [ATTACK] ### [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 at… 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). Any effects triggered by spending this Unit enter pending at the same time as any [ATTACK] effect(s). See [EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed). ##### 11.21.2.2 — Resolve all pending [ATTACK] effects before your Rival’s react step. Resolve all pending [ATTACK] effects before your Rival’s react step. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > [React Step](#rule-8e1db91d-c376-5f3a-b208-7df7a64bed30). ## Effect Keywords ### 11.22 — Effect keywords are a shorthand for specific effects. ### 11.23 — [ADRENALINE] ### [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. Units with [ADRENALINE] may attack even if they’re lagging. All other criteria for valid attack targets still apply. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > [Declare the Attack](#rule-d65346a6-8898-5f13-8729-0693c12610fa). ### 11.24 — [BLOCKER] ### [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… 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] ### [GO SOLO] #### 11.25.1 — The [GO SOLO] keyword is shorthand for “Pay this Legend's cost to play it as a ready Unit. 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] ### [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 riv… 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… 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 u… 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… 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.** ## Glossary # Glossary Source: submodules/cyberpunk/.agents/skills/cyberpunk-tcg-rules/references/glossary.md --- Local source: submodules/cyberpunk/.agents/skills/cyberpunk-tcg-rules/references/glossary.md Publisher's current source: [Weird Co.](https://cyberpunktcg.com/comprehensive-rules) # Cyberpunk TCG Terms and Keywords > Extracted from the local official comprehensive-rules mirror. Cite the numbered rule in the source for implementation or player-facing rulings. ## 11 — TERMS ## General Terms ### 11.1 — Cost ### Cost #### 11.1.1 — A “cost” details what you must pay to play a card, activate an effect, or perform a game action. A “cost” details what you must pay to play a card, activate an effect, or perform a game action. See [Pay](#rule-0ed2bde9-70df-5941-acbe-47aae4afe45d). ##### 11.1.1.1 — To play a card, you must pay its cost value in the top left corner of the card. To play a card, you must pay its cost value in the top left corner of the card. See [Cost Value](#rule-01f4fc04-687c-59c8-a97c-665e3ebcecde). ##### 11.1.1.2 — An activation cost is a cost that must be paid to activate an effect. An activation cost is a cost that must be paid to activate an effect. See [EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed) > [Activated Effects](#rule-60be9d57-6a2a-5072-86d4-893bbe9de2b0). #### 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… 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. 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 ### [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. When you have no Gigs in your Gig area you have Null ( - ) Street Cred. Null does not count as having 0. ### 11.3 — Lag ### Lag #### 11.3.1 — Lag is a condition applied to Units when they enter the field. 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 ### 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 {C… To play a card, reveal it, pay its cost, and then follow the rules for playing that specific card type detailed in {[CARD TYPES](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed)}. ##### 11.4.1.1 — If you can’t pay for or follow the rules for playing the card, you cannot play it. 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… 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… 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 ### 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. 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. 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. If you attempt to draw more cards than remain in your deck, it counts as drawing from an empty deck. See [GAME OVERVIEW](#rule-0ef7599d-d21e-5efb-bb17-375f7950991c) > [Lose Conditions](#rule-6102756a-cd45-50fb-8ded-eea683b79df7). ### 11.6 — Equip ### 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. “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](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed) > [Gear](#rule-0dffbbac-b466-5f3f-9f66-0ff9ef80cd49). ##### 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… 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… "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 ### Trash #### 11.7.1 — When used as a location, “trash” refers to the “Trash area” of the game board. When used as a location, “trash” refers to the “Trash area” of the game board. See [Trash Area](#rule-1135bc55-1aa7-5667-beb2-33c4d60a26ce). #### 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… 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. 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. 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 ### 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… 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 ### 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… “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. When you sell a card, it enters the Eddies area face-down and ready. See [Eddies Area](#rule-5753f17e-b02c-5b63-87e7-60fb27880068). ##### 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. During your Main Phase, you may sell a card with a Sell Tag from your hand as an action. See [Sell a Card](#rule-be5fdfb0-1cad-5806-8b14-1b3bd8aa260b). ##### 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. 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 ### 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 ### 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. When you flip a Legend face up this way it activates any [CALL] keyword effects on that Legend. See [\[CALL\]](#rule-d2312a93-5d92-5ea9-8931-a7ec2cf099a3). #### 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 ### 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. 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. 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 plac… 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](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed) > [Gears](#rule-0dffbbac-b466-5f3f-9f66-0ff9ef80cd49). #### 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… 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 ### 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… 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. 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 any… 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](#rule-3f22994a-0339-5f20-9f10-6cf1f8113110). ##### 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… 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 ### 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. 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 spe… 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) ### [Spend Icon] (Spend Icon) #### 11.15.1 — The [Spend Icon] symbol is shorthand for an activation cost. 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. 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] eff… 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 €$ ### X €$ #### 11.16.1 — “X €$” (where X is a number) denotes Eddies and/or Legends spent to pay a cost. ##### 11.16.1.1 — When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation… When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation cost) for the effect. It means: “Pay X to activate the following effect.” > **EXAMPLE:** A friendly Legend has the text “1 €$, [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. 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] ### [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] ### [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… The effect attached to the [DEFEATED] trigger enters pending when the Unit has been declared defeated and is moved to trash. ### 11.20 — [PLAY] ### [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. The effect attached to the [PLAY] trigger enters pending when you meet all the requirements when playing that card type. See [CARD TYPES](#rule-8f5f8271-4cf5-5f9a-9c92-a76084ed6eed). ### 11.21 — [ATTACK] ### [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 at… 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). Any effects triggered by spending this Unit enter pending at the same time as any [ATTACK] effect(s). See [EFFECTS](#rule-3efdf554-b6f9-5c20-837e-5146363dd5ed). ##### 11.21.2.2 — Resolve all pending [ATTACK] effects before your Rival’s react step. Resolve all pending [ATTACK] effects before your Rival’s react step. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > [React Step](#rule-8e1db91d-c376-5f3a-b208-7df7a64bed30). ## Effect Keywords ### 11.22 — Effect keywords are a shorthand for specific effects. ### 11.23 — [ADRENALINE] ### [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. Units with [ADRENALINE] may attack even if they’re lagging. All other criteria for valid attack targets still apply. See [ATTACK, FIGHT, AND STEAL](#rule-2a2dba05-9f3d-5e54-a3ec-495c89b148e1) > [Declare the Attack](#rule-d65346a6-8898-5f13-8729-0693c12610fa). ### 11.24 — [BLOCKER] ### [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… 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] ### [GO SOLO] #### 11.25.1 — The [GO SOLO] keyword is shorthand for “Pay this Legend's cost to play it as a ready Unit. 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] ### [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 riv… 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… 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 u… 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… 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. ## Errata & Rulings # Errata & Rulings Status: not tracked in the tcg-engines repository. No Cyberpunk errata text is tracked in this export. Official card errata and clarifications: https://cyberpunktcg.com/errata. ## Cyberpunk TCG Tournament Rules # Cyberpunk TCG Tournament Rules Source: submodules/cyberpunk/.agents/skills/cyberpunk-tcg-rules/references/tournament-policy (1 tournament-policy files) --- Local source: submodules/cyberpunk/.agents/skills/cyberpunk-tcg-rules/references/tournament-policy/tournament-rules.md Publisher document: [Weird Co.](https://cyberpunktcg.com/tournament-rules) # Tournament Rules This document details how to prepare, execute, and participate in Cyberpunk TCG organized play events; it’s a reference for event organizers, Judges, local game stores (LGSs), and players. All participants and organizers at competition-level Cyberpunk TCG events should read this document and be familiar with the content that applies to their role in the event. Follow these rules to keep all events consistent and fair, and keep this document handy in case you need to reference it during the event. For rules on the game itself, check out the Comprehensive Rules. ## 01 Overview ### 1.1 Melee.gg + CyberpunkTCG ID All officially sanctioned tournaments for Cyberpunk TCG must be run through the Melee.gg platform. To participate in an event, you must register for an account either through Melee.gg or Cyberpunktcg.com, and then go through the account linking process as outlined at cyberpunktcg.com/opfaq. Cyberpunk TCG player rankings, standings, invitations, and rewards will be tied to these two ID numbers. Players are responsible for registering and maintaining their Melee.gg account and Cyberpunk TCG ID numbers. Failure to do so may result in registration delays or loss of access to tournament data. ### 1.2 Tiers of Play #### 1.2.1 Night City Gauntlet (LGS-Level Events) Night City Gauntlet events are hosted at LGSs. These LGS events give players the opportunity to participate in accessible and primarily casual events for players of all backgrounds. Typically, LGS-level events are not meant to be high-level competitive play. For judges working these events, education should be the primary goal; enforce rules as a way to help players play the game correctly, not as a reprimand. While these events do have tournaments associated with them, they are first and foremost an introductory assembly of players to enjoy Cyberpunk TCG. Events in the Night City Gauntlet are to be run either as: - "Best-of-3," with 50-minute rounds - "Best-of-1," with 30-minute rounds plus 3 minutes of pre-sideboarding prior to start of round 1. Pre-Release Events. Introductory sealed events, using the sealed rules in Sealed Format. 2. Night City Brawls. Introductory constructed events, using the constructed rules in Constructed Format. 3. Night City Showdowns. Introductory competitive events, with a focus on healthy competition that gives players the chance to experience a small taste of what competition-level events may provide. They use the constructed rules as outlined in Constructed Format. #### 1.2.2 Competition-Level Events Competition-level events are held with the highest enforcement of the rules. At all competition-level events, judges and tournament organizers should keep strict adherence to the Comprehensive Rules and Tournament Regulations. Players are expected to understand the rules and regulations for Cyberpunk TCG tournaments, conduct themselves with good sportsmanship, and treat event organizers and staff with courtesy. Players are expected to have advanced knowledge of the most up-to-date versions of this document and the Comprehensive Rules; at the competition level, play may not be rewound due to lack of player knowledge (Rewinding Gameplay). Competition-level events use "best-of-3" matches (Best-of-3 Match Rules). Players must submit decklists via Melee.gg to ensure deck accuracy, and they must use the deck they submitted for that event. Some tournament organizers may require paper deck lists to be submitted. Players may be subject to deck and/or dice checks at random or at the Judge's discretion. 1. Night City District Open. Held at local game stores approved by WeirdCo. 2. Edgerunner Open Regional. Hosted on behalf of WeirdCo by its respective Tournament Organizer Partners. 3. Black Sapphire Invitational Championship. Hosted on behalf of WeirdCo by its respective Tournament Organizer Partners. 4. Cyberpunk TCG World Championship. Hosted on behalf of WeirdCo by its respective Tournament Organizer Partners. #### 1.2.3 Side Events Competition-level events may also host side events. Conduct side events with the same level of enforcement as LGS-level events, with the exception of side events marked as premier side events. 1. Premier Side Events. Premier side events refer to side events at Edgerunner Open Regional, Black Sapphire Invitational Championship, and Cyberpunk TCG World Championship events that follow competition-level event rules enforcement and policy. Premier side events may include enhanced prizing, invitations, and exclusive opportunities to play not otherwise seen at the event. 2. Other Side Events. The majority of side events at competition-level events will use the same level of rules enforcement found at the LGS-level. These side events may be run in a variety of formats and may differ from event to event. ### 1.3 Formats There are two primary formats for an official Cyberpunk TCG event. These formats are constructed and sealed. #### 1.3.1 Constructed In constructed formats, players prepare their own decks in advance. The constructed format is the standard format for all competition-level events. Constructed Format contains the exact deckbuilding rules for all constructed formats. Current Card Bans & Restrictions contains a list of cards prohibited for constructed decks. #### 1.3.2 Sealed In sealed formats, players open and assemble decks as part of the tournament itself. Sealed Format contains the exact deckbuilding rules for all sealed formats. ## 02 Tournament Responsibilities ### 2.1 Player Responsibilities When attending any Cyberpunk TCG Organized Play event, there are certain responsibilities players have and materials they must bring, as outlined in this section. #### 2.1.1 Player Identification It is a player's responsibility to have access to their Melee.gg account and their CyberpunkTCG ID when registering and attending a tournament. Players are required to provide personal identification for verification purposes on request by event registration staff at any competition-level Cyberpunk TCG Organized Play event. Valid forms of identification include driver's licenses, government-issued ID cards, passports, and school ID cards. Each player is required to have the name linked with their Melee.gg account and their Cyberpunk TCG ID matching the name on their identification. If a player is undergoing a name change that is not yet reflected on their valid form of ID, that player should reach out to the TO prior to the beginning of the event. LGS-level events may require identification per the TO. Players who are less than 17 years old may not participate in Organized Play. #### 2.1.2 Legal Game Pieces For events in the constructed format, players must provide a deck following the legal guidelines in Current Card Bans & Restrictions and Constructed Format. This includes but is not limited to a constructed format legal deck of Cyberpunk TCG cards and a polyhedral dice set (Player Dice). For events in the sealed format, players must construct and provide a deck following the legality guidelines as established in Sealed Format. Typically, the cards necessary and a polyhedral dice set are included with registration for sealed format events, however it is the ultimate responsibility of the player to ensure access to all necessary materials to play Cyberpunk TCG during a sanctioned event. #### 2.1.3 Legal Decklists For competition-level events, decklists are required to be submitted by the player to Melee.gg, with their contents following the rules of the event's format. It is a player's responsibility to provide decklists to the TO and/or judge staff in the format they request. A legal decklist consists of the following: - First and Last Name - Melee.gg / CyberpunkTCG ID - Exactly 3 Legend Cards - Composition of Deck + Sideboard (40-50 Card Main Deck + 7 Card Sideboard) For the top-cut of a competition-level event, a TO may mandate that players in the top cut provide their decklist to their Rival for review as outlined in section Play Sequence. For LGS-level events, decklists are not required but highly encouraged for Night City Showdowns. A TO may require decklists at their discretion. These decklists should be submitted by players to Melee.gg or printed at the TO's request. #### 2.1.4 Player Dice Players must use a 6-set of polyhedral dice (d4-d6-d8-d10-d12-d20) that meet these requirements. - Dice may not be altered, shaven, cut, filled, weighted, or manipulated in any way, and must be properly random. - Dice used in Cyberpunk TCG may not be percentage based or represented by any other-faced dice. - Numerically increasing d20s, otherwise known as "spindown" dice, are not legal for play in Cyberpunk TCG. - Each die in a set may only have one face represented by any non-numerical symbol, that face must be either the lowest (min) or highest (max) value on a die, and all dice with a non-numerical symbol must consistently represent the min or max value of a die across the full set. That face must be clarified to the Rival or to Judge staff when requested. Players are encouraged to use dice that are of equivalent, legible size. Players may use 6-sided dice for the sake of tracking in-game effects in addition to tokens or counters. (See Sleeves, Tokens, & Accessories.) Dice at all levels may be subject to dice checks, as outlined in Dice Check. Cyberpunk TCG Judge staff may request that players use different dice. Players may use an accessory to assist them in rolling dice, such as a dice tower or dice tray. Cyberpunk TCG Judge staff may inspect these accessories at any time. TOs have the right to disallow any accessory at any time for any reason. For the sealed format, players must have a 6-set of polyhedral dice in order to participate. For pre-release events, dice may be provided. At competition-level events, players must provide a legal set of dice to play with for the duration of the event. During day 1 of all competition-level events, players may use any legal set of dice, except in circumstances in which the TO provides all players with a set of dice and requires the use of said dice. Players who qualify for day 2 of a competition-level event or players on stream may be required to use official Cyberpunk TCG dice provided to them. Players are responsible for retaining dice provided to them for the rest of the event. Players must return all Gig dice to their respective owners at the end of a match. In the event that players use the same Gig dice, it is understood that if a player leaves the match table with the same make and number of polyhedral dice they began the round with, that set of dice is considered to be the same set of dice as what they began playing with. #### 2.1.5 Sleeves, Tokens, & Accessories At Night City Showdowns and competitive events, players must use card sleeves. At all non-competitive events (LGS-level, side events) except Night City Showdowns, players are not required to use card sleeves. See Sleeves for requirements. Players may use official Cyberpunk TCG tokens, markers, and other accessories for gameplay at both competition-level and LGS-level events. Players may also use unofficial tokens and markers, but event staff may inspect them at any time, and may request the player use different accessories if they're deemed illegible or inappropriate. Players may also use d6s of a different make than their Gig dice as counters throughout the game. These d6s may not use numeric values (1, 2, 3) printed on each face to represent their values, and must instead use sequential dot d6s. In the event that any unofficial token or alternative d6 is used for any purpose in Cyberpunk TCG gameplay, its purpose must be communicated to the Rival immediately. Repeated failure to communicate the purpose of a token may result in a penalty. Playmats are not required but recommended at all levels of events. Accessories that are deemed inappropriate by Judge staff may be required to be changed at the discretion of staff. Players may be asked to use official Cyberpunk TCG accessories on stream during competition-level events. If so, the TO may provide sleeves and accessories for them. For any TCG accessories used on stream, staff should review and approve them in advance to ensure compliance with event standards. #### 2.1.6 Notetaking Players may choose to take notes during their games of Cyberpunk TCG during any event. The following standards must be followed when doing so: - Notes must be taken in a timely manner that does not disrupt gameplay - Notes use only numerical values and mathematical operators (+, -, =, etc.) - Players should only use notes to write down objective public information - Each match during competition-level events must use a clean sheet of paper - Any variety of paper can be used, including lined or graph paper - Players must show and explain their notes to their Rival and/or a Judge upon request - Players may not transcribe their Rival's decklist - Players may not transcribe card set codes - Players may not reference notes from a previous Rival during a game - Players may not obstruct a Rivals viewing of their notetaking in any way - Players may not have their notebook in a position that hinders gameplay #### 2.1.7 Standard Play Presentation Cyberpunk TCG players should take care to present their game state in a way that can be easily understood by their Rival and the Cyberpunk TCG Judge staff. A player's Rival and the Cyberpunk TCG Judge staff may request a player to organize their cards in play at any time to achieve gamestate clarity. If a player's disorganized board causes them or their Rival to commit a gameplay error, the player may be assigned a penalty at the Judge staff's discretion. ### 2.2 Event Staff Responsibilities At Cyberpunk TCG events, the Judge staff will occupy a variety of roles with differing but important tasks and responsibilities. Every role is important to running a successful and fair event for all attendees. #### 2.2.1 Judges Within a Judge staff at a Cyberpunk TCG event, there are 2 primary Judge focused roles: Head Judge and Floor Judge. Depending on the size of the event, it may be appropriate to only have a single Judge, in which case, the Judge has the responsibility of both Head Judge and Floor Judge. ##### 2.2.1.1 Head Judge Responsibilities The Head Judge of any Cyberpunk TCG event is the final arbiter of rulings at that event. The Head Judge is responsible for ensuring consistency among rulings from their Floor Judges, as well as taking appeals from the players on other calls and dealing with severe penalties. The Head Judge must be involved in all penalties that are a game loss or more severe to ensure that the correct call is made. Head Judges should also be focused on overall tournament operations to ensure a smooth and fast transition between rounds so that the tournament can be run as efficiently as possible. Head Judges should refrain from taking calls directly from players to allow the players a pathway to appeal rulings from a Floor Judge. For larger events, the Head Judge may appoint a small number of alternate Head Judges and/or Appeals Judges that can be trusted to do the duties of a Head Judge in the event that the tournament would be slowed down by waiting for Head Judge rulings or appeals. ##### 2.2.1.2 Floor Judge Responsibilities A Floor Judge's primary responsibility at any Cyberpunk TCG event is to aid the maintenance of tournament integrity by responding to questions and issues from players. Floor Judges are also responsible for helping players to find their table and assist in submitting results if necessary. Floor Judges are required to listen to both players and give both players an adequate chance to explain the situation in their own words before rendering a judgement. Once the Floor Judge has done their investigation into the situation, they will determine what the correct solution to the issue is and present the solution to the players. If the Floor Judge is unsure on a call, they should confer with another member of the Judge staff before they issue a penalty. If the resulting penalty would be a game loss or more severe, the Floor Judge must discuss the penalty with the Head Judge and receive their approval. Floor Judges should provide a time extension if a ruling or investigation impacts play time. This extension should be equivalent to the estimated amount of time it took to resolve the issue, and no longer. Floor Judges must remember that while this role is for tournament integrity, it is also a customer service role. They should communicate with players in a clear, direct manner, but should not be harsh or rude. #### 2.2.2 Other Roles Non-Judge roles are also important for the function of a tournament and ensuring that players have a good experience. For non-Judge roles, these roles can be combined as necessary. ##### 2.2.2.1 Tournament Organizer Responsibilities Before the event, the Tournament Organizer (TO) secures a venue for the tournament, hires and organizes adequate staff, uploads the tournament to Melee.gg, and determines prizing. During the tournament, the TO oversees general event logistics and distributes prizing to the players. At a small event, it's acceptable for the TO to also be the Judge. For the full extent of the TO's responsibilities, see 2.3 Organizer Responsibilities. ##### 2.2.2.2 Scorekeeper Responsibilities The Scorekeeper is primarily responsible for running the tournament in Melee.gg. This includes publishing pairings on the website, ensuring that results are in for the round and correcting improperly entered results that players might have entered. The scorekeeper is also responsible for keeping the round time and communicating with the Judge team when time has elapsed. ##### 2.2.2.3 Coverage Team Responsibilities The Coverage Team of any tournament is responsible for the streaming, casting, and recording of any Cyberpunk TCG tournament, whether LGS- or competition-level. This may include stream production professionals, casters, interviewers, commentators, and more. The Coverage Team is responsible for working directly with the TO or WeirdCo to establish an unobtrusive production area that doesn't disrupt the flow of gameplay or tournament operations. The Coverage Team may work directly with the TO for event data access, pairing information, and any other relevant information that would assist in the covering of the event. Both LGS-level and competition-level Coverage Teams may not use AI-generated content for any visual materials that will appear during a stream or recording of Cyberpunk TCG gameplay. ### 2.3 Organizer Responsibilities A Tournament Organizer (TO) is any party responsible for the establishing and running of any Cyberpunk TCG tournament at the LGS-level or competition-level. This may include an LGS, an individual, or a third party TO. #### 2.3.1 LGS Responsibilities LGS-level TOs are responsible for setting up their events on Melee.gg on the respective store account associated with the event. All LGS-level events should be run on Melee.gg. TOs operating events outside of their listed location must make this clear when creating the event, and must receive pre-authorization from Cyberpunk TCG OP to run any event with a cap larger than 128 players at a location other than their store account location. Official Cyberpunk TCG OP stores planning to run LGS-level events outside of their normal location should inform Cyberpunk TCG OP as soon as possible so as not to risk their official status. LGS-level events should only be registered if they follow all guidelines outlined by this document, and will see official Cyberpunk TCG OP materials handed out as prizing. LGS-level events may not include the following: - AI-generated marketing/tournament materials - AI-generated art on third-party prize materials Any LGS-level TO found using any of the above may not run an event as a sanctioned tournament utilizing Cyberpunk TCG OP branding (Night City Brawl, Night City Showdown, etc.) and may be subject to disruptions to their OP status. #### 2.3.2 Competition-Level Responsibilities Competition-level TOs must be authorized by WeirdCo in writing prior to the creation of any event on Melee.gg. LGS-level TOs may apply to run Night City District Open events during the application period for each Cyberpunk TCG main set, which is typically 1-2 weeks following the release. Certain LGS-level TOs may be given priority based on metrics defined and communicated by WeirdCo prior to the opening of this application period. Otherwise, all TOs for Edgerunner Open Regional, Black Sapphire Invitational Championship, and Cyberpunk TCG World Championship events will be approved by WeirdCo and CD PROJEKT RED prior to the announcement of the event. Competition-level TOs must follow all event guidelines as established in this document for their respective event type. TOs must announce their event no later than 60 days prior to the event date and make tickets available to purchase via Melee.gg no later than 45 days prior to the event. When increasing the amount of tickets available, TOs may do this with express authorization from Cyberpunk TCG OP at any time. TOs may not decrease the amount of tickets available for a given event any time following its public announcement. TOs may not increase or decrease the publicly advertised price point for an event after its public announcement. Night City District Open TOs may increase prizing and entry costs at their discretion. TOs for all other competition-level events will work directly with Cyberpunk TCG OP to establish entry price points. TOs for competition-level OP must also hire appropriate Judge staff to accommodate for their events, as instructed by WeirdCo. This may include but is not limited to Head Judges, Floor Judges, Timekeepers, Stream Table Judges, side event Head Judges, side event Floor Judges, and deck & dice check Judges. ### 2.4 Legality #### 2.4.1 Cards All cards printed in official Cyberpunk TCG main sets are legal for tournament play, with some exceptions detailed in Current Card Bans & Restrictions. A new Cyberpunk TCG main set becomes legal for tournament play starting on its release day. Cards opened during a Pre-Release Event are only legal for the event in which they are opened and will not be legal for other events until their respective set is released. Players are permitted to use cards altered with signatures, so long as the card's text is still legible and the signature is undetectable in any way except when looking at the face of the card. If players choose to play with official Cyberpunk TCG cards that are absent of text or values, it is the player's responsibility to be able to provide a version of the card with text. This may include a printed image of the card's official database entry with the full text visible, or a copy of the card with text (sleeved distinctly different from a player's main deck, side-board, and Legend cards). If players choose to play with official Cyberpunk TCG Legend cards made of any material other than cardstock at competition-level events, all 3 Legends must be made of the same material, double-sleeved with standard and outer sleeves, and indistinguishable from one another while face-down. Additionally, players may instead use an official cardstock version of the Legend while it's hidden, then swap in the version made of a different material from outside of the game when the Legend is revealed. During streamed games, players may not use cards altered in any other way aside from signatures, including but not limited to artwork alters, stickers, folds, or substances. If a player includes an altered card in their deck for any event, it must be substituted for an unaltered card and may be subject to a penalty. #### 2.4.2 Sleeves As previously mentioned, sleeves are required in competition-level events and Night City Showdowns. The following are the requirements sleeves must have in order to be legal for tournament play: - Sleeves used for the deck and sideboard must be identical in size, color, and design, while also being opaque and indistinguishable from one-another - Sleeves must be uniform in their edges, corners, and any other wear - Cards in sleeves must have an identical orientation - Only one card may be in a sleeve at a time - Players may choose to use either transparent outer or inner sleeves, following the standardization rules as outlined here. All cards must have an equal amount of sleeves - Sleeves may not have graphics on the front that inhibit gameplay - Sleeves with artwork may be played as long as they are official Cyberpunk TCG accessories or artwork that is publicly appropriate per the TO's guidelines Legends must be sleeved to be distinguishable from main deck cards and indistinguishable from each other while face-down. Sleeves used for Legends must be consistent with each other throughout the event. If a player chooses to double sleeve their cards, all cards in the main deck, sideboard, and Legends must be double sleeved. Should a sleeve break, be distinguishable from the rest of the deck, or be marked in any other way, it is a player's responsibility to ensure that this is corrected as soon as it's noticed, whether by the player or by a member of the Judge staff. If a player is unsure about the uniformity of their sleeves, they should check with a Judge. #### 2.4.3 Playmats Players are permitted to use playmats at any LGS-level or competition-level events. Playmats must be either official Cyberpunk TCG accessories or artwork that is publicly appropriate per the TO's guidelines. Unofficial playmats may not have game information such as gameplay reminders or notes printed on them. Players may be required to use official Cyberpunk TCG playmats during games on stream, at which point one will be provided. #### 2.4.4 Materials in Other Languages Players may use officially released Cyberpunk TCG cards in any language, so long as each game piece is understood by both players. If a player is unable to provide card text in a language understood by both players, a Judge is able to provide official card text when required. Judge rulings and game clarifications must be done in accordance with the English printing of Cyberpunk TCG cards. ## 03 Tournament Play ### 3.1 Match Types Within a round of tournament play, there are two official match types. - Best-of-3 match rules are detailed in Best-of-3 Match Rules. - Best-of-1 match rules are detailed in Best-of-1 Match Rules. ### 3.2 Round Types #### 3.2.1 Swiss Rounds Swiss rounds paired using Melee.gg ensure that players with the same win/loss record (or closest tiebreakers) are paired against each other, while also ensuring that no two players are paired twice. At the competition-level, Swiss rounds must be played as 50-minute best-of-3 matches. At the LGS-level, Swiss rounds can be played as either 50-minute best-of-3 or 30-minute best-of-1 matches. For the first round of Swiss, pairings will be random. For each subsequent round, players will be paired with other players with the same win/loss record, or closest tiebreakers in the instance of an uneven number of players with any given record. If there is an odd number of players, one of the players with the lowest win/loss record will receive a Bye. TOs may assume that Melee.gg will automate this when running a properly created tournament, but are required to verify the actual outcome. ##### Intentional Draws Players may choose at the start of a Swiss round, before decks are revealed and before time has started, to Intentionally Draw (ID). Players may not offer anything in exchange for an ID. Players may not discuss prizing when determining whether or not to ID. Players may choose to discuss tournament statistics as they understand them, but they may not seek additional information on the subject from other players or Judge staff during this time. Judge staff may not discuss tournament statistics with any player at any time. #### 3.2.2 Single-Elimination Single elimination rounds are always 75-minute best-of-3 matches. (See Best-of-3 Match Rules). Players may not choose to ID during a single elimination round. Single elimination rounds occur only after Swiss rounds in an event have concluded, or when playing an on-demand side event. Certain events are recommended to be run with these top cuts in mind. - Night City Showdown: 9-16 Players - Top 4; 17-32+ Players - Top 8 - Night City District Open: 32-256 Players - Top 8 - Edgerunners Open Regional: 65-128 Players - Top 8; 129-1024 Players - Top 16; 1025-2048 Players - Top 16 During single elimination rounds, players will be paired in a bracket based on standings in the top cut, with each winner proceeding through to the next stage of the bracket until one winner is determined. The highest ranking player will always play against the lowest ranking player, the second highest ranking player will play against the second lowest ranking player, and so on during the first round of single elimination. From there, bracket advancements will be determined by each match's winner. If a player in the top cut drops from a tournament prior to the start of the first round of single elimination, their Rival receives a Bye for the round. ### 3.3 Number of Rounds Different player counts at official Cyberpunk TCG events result in different numbers of Swiss rounds. LGS-Level events such as Pre-Release events and Night City Brawl events should always be 3 rounds, regardless of attendance. Night City Showdown event TOs should refer to the table below for reference when determining how many rounds to play in Swiss, but a Top Cut is not required for Night City Showdown events. Please see the table below for reference on competition-level round numbers based on attendance. NOTE: Night City District Open events will never have a larger top cut than 8, despite having a capacity of up to 256. Edgerunner Open Regional events that have between 129 and 256 players will have a top cut of 16. | Players | Swiss Rounds | Top Cut Players > Single Elim. Rounds | | --- | --- | --- | | 4-8 | 3 | - | | 9-16 | 4 | 4 players > 2 rounds | | 17-32 | 5 | 8 players > 3 rounds | | 33-64 | 6 | 8 players > 3 rounds | | 65-128 | 7 | 8 players > 3 rounds | | 129-256 | 8 | 8 players > 3 rounds - 16 players > 4 rounds (EOR) | | 257-512 | 9 | 16 > 4 Rounds | | 512-1024 | 10 | 16 > 4 Rounds | | 1025-2048 | 11 | 16 > 4 Rounds | ### 3.4 Game Procedure #### 3.4.1 Play Sequence This is the order-of-operations when setting up before matches and in between games of best-of-3 rounds. 1. Both players find their assigned table and take a seat. 2. Players may discuss if they would like to Intentionally Draw (ID). 3. If players choose to ID, they must submit this result in the Melee.gg app. If they do not, this sequence continues as normal. 4. Players choose randomly who gets the choice of going first. In top cut single elimination rounds, the higher seeded player chooses. 5. Players shuffle their main deck and offer their Rival their deck to perform a cut and/or a shuffle. 6. Players offer their Rival their 3 Legends cards to shuffle. Then, players place their Legends face-down, left-to-right, placing the top card of the stack to the left. 7. Players draw their opening hands and may choose to mulligan once by shuffling their hand back into their deck and redrawing. Players may only mulligan once per game. 8. Players complete Game 1. 9. Players may choose to sideboard. See Sideboarding. 10. The loser of Game 1 determines who goes first in Game 2. 11. Both players shuffle their main deck and Legends, with their Rival cutting the Legends and optionally cutting the main deck. 12. Players draw opening hands and resolve mulligans. Play begins in Game 2. 13. Players complete Game 2. If one player has won two games, the round is complete, and they must submit this result in the Melee.gg app. If not, this sequence continues. 14. Players may choose to sideboard again between Game 2 and Game 3. 15. The loser of Game 2 determines who goes first in Game 3. 16. Both players shuffle their main deck and Legends, with their Rival cutting the Legends and optionally cutting the main deck. 17. Players draw opening hands and resolve mulligans. Play begins in Game 3. 18. Players complete Game 3. A player has now won two games, the round is complete, and they must submit this result in the Melee.gg app. 19. Players reveal all 3 Legends to their Rival if they were not already revealed during gameplay. 20. Players should return their main deck and sideboard configurations to the way it is written on their decklist. For formats without decklists, players should return the deck to their originally understood configuration. In top cut, players may also have 2 minutes prior to the start of the round to review their Rival's decklist, if it's provided to them by the Judge staff. Players may not take notes on the contents of their Rival's decklist. Once this 2-minute period has elapsed, players must return the decklists to the Judge staff and may not review their Rival's decklist further. If time is called during Game 2 or 3 and no player has won two games, the match outcome is determined by whichever player has won more games at the conclusion of round end procedures. #### 3.4.2 Legend Randomness At competition-level events, players must sufficiently randomize their Legends at the start of the game, as outlined in section 7.7 of the Comprehensive Rules. When Calling a Legend, players choose which Legend to flip at their own discretion, and may not roll dice in the middle of gameplay to determine which Legend to flip. #### 3.4.3 Rewinding Gameplay A gameplay rewind (or takeback) occurs when a player takes a game action then immediately chooses to undo the action. Both players must agree to a gameplay rewind before it's enacted. If a player insists on receiving a rewind but their Rival disagrees, call a Judge. The Judge may grant the gameplay rewind based on the following criteria: - Neither player has taken any new game actions, nor gained any new information (i.e. looked at a new card, seen their Rival's reaction, etc.) since the start of the original game action. - No game knowledge is gained or lost outside of the pieces involved in the rewind. - During competition-level gameplay, a player may not rewind gameplay due to lack of player knowledge of Cyberpunk TCG's Comprehensive Rules. A Judge may issue a gameplay rewind at any time if they deem it the only reasonable way to return the game to a legal state. #### 3.4.4 Sideboarding When it is appropriate to do so, either before the start of a best-of-1 round or in between games during a best-of-3 round, players may choose to swap in cards from their 7-card sideboard in their deck. After sideboarding, the deck must still have the same number of cards as it did pre-sideboard, and the sideboard must have 7 cards. Sideboards may only include main deck cards. Players may not sideboard Legend cards. Three minutes will be given to sideboard at the start of a best-of-1 round, and two minutes for sideboarding between games in a best-of-3 round. Following a game or the conclusion of a match, players should return their main deck and the sideboard to their original composition as described on their decklist. If a player has determined in a future game that their deck has not been returned to its original configuration and is therefore illegal, that player should call for a Judge immediately. It is a player's responsibility to call attention to an illegal deck configuration caused by failure to de-sideboard following a game. #### 3.4.5 Round-end Procedure After round time has elapsed, players who are not finished with their match enter into a procedure called "round-end." NOTE: Round-end procedures are distinct from the Overtime rules described in the Comprehensive Rules. Current round times are as follows: - Swiss Best-of-3 Rounds - 50 Minutes - Swiss Competitive Best-of-1 Rounds - 30 Minutes, 3 Minute Pre-Sideboard Period - Quick Best-of-1 Rounds - 30 Minutes - Single Elimination Best-of-3 Rounds - 50 Minutes, or 75 Minutes if top cut - Single Elimination Best-of-1 Rounds - 30 Minutes If time elapses, players proceed to the following round-end procedure: 1. Finish the current turn. 2. Both players will receive one full turn following the turn time was called. Players will have 5 minutes total to complete final turns. These 5 minutes begin the moment time elapses. 3. At the end of the second turn after time is called, if a player controls seven or more Gig dice, they win the game. If no winner is determined in this game, the game is a draw. If no players have won more games in the match, the match is a draw. 4. Based on the total games won or lost by each player, the match result is determined and reported. In single elimination rounds, players who elapse time will proceed to round-end procedure and follow the steps outlined above. However, if no winner is determined at the end of the second turn during round end, play continues after this until one player has more Gigs than their Rival. If time is called during Overtime, players continue through Overtime procedures and do not begin round-end procedures. They will have 5 minutes to complete Overtime. If neither player controls 7 or more Gig dice at the end of Overtime, the game is a draw. #### 3.4.6 Round Time Availability TOs should make reasonable efforts to ensure that the current time remaining in the round is visible and/or accessible to all players. If a player cannot quickly access the remaining time in the round, they may request that information from a Judge. ## 04 Judge Policies & Procedures ### 4.1 Deck & Dice Checks Dice and deck checks are a crucial part of maintaining competitive integrity in Cyberpunk TCG. At the start of a round of Swiss, Judge staff must select several matches that should receive a deck and dice check. The Judge team responsible for deck and dice checks will then proceed to verify the configuration of both players' decks in accordance with their decklists and the integrity of their dice. #### 4.1.1 Deck Check At the start of a round, following the presenting of Legends to each Rival but before the start of gameplay, player(s) may be selected by Judge staff for a deck and dice check. Once a player is selected, Judges should work to verify a player's decklist, starting with the 3 Legends written, the 40-50 card main deck, and the 7 card sideboard. The Judge team is to organize them as they appear on the decklist, verifying each section independently of the other. If a discrepancy is found, that is to be noted on the player's deck list. Judges should check for markings, substantive edgewear, and other discrepancies in the consistency of a player's sleeves. There should additionally be no extra cards in a player's deck box aside from what is included on their decklist, promotional cards or materials received during the event, or substitute cards (e.g. Metal Legends). #### 4.1.2 Dice Check Dice are a critical play component in Cyberpunk TCG. As outlined above, all players are responsible for having a legal polyhedral set of dice (d4-d6-d8-d10-d12-d20) for play in all Cyberpunk TCG events. Because of the existence of weighted and/or loaded dice, when performing deck checks, Judges must also simultaneously perform dice checks. Both a deck check and a dice check must be performed at the same time by a pair of Judges and verified for accuracy. During a competition-level event, the following methods must be performed: - Inspection of each die's faces for clear shaving/intentional wear. - Roll each die 10 times, writing the results down. If any immediate inconsistencies appear, set the outlier die aside. - Roll the outlier dice an additional 24 times, writing the results down. If inconsistencies continue, set the outlier die aside. - Roll the outlier die an additional 46 times. The following dice check numbers are when to identify a die as a potential outlier: - d20 - 11 instances of the same number across all rolls - d12 - 16 instances of the same number across all rolls - d10 - 17 instances of the same number across all rolls - d8 - 20 instances of the same number across all rolls - d6 - 23 instances of the same number across all rolls - d4 - 28 instances of the same number across all rolls - If a player who has been given a replacement set of dice on day 1 of an event qualifies for day 2 of an event, they must use the provided pair of dice and will be subject to additional dice checks. - If a dice check Judge suspects that the set of dice has been intentionally altered, weighted, or manipulated in any way to hinder random chance, the check may be escalated to a higher Judge, and if determined to be the case, the player will receive a heightened penalty. Any inconsistencies found in dice requires a replacement die or set of dice. During day 2 competition and single elimination rounds at competition-level events, all players will be provided with official Cyberpunk TCG dice. ### 4.2 Unintentional Dice Manipulation Procedure The value of a Gig die can easily be manipulated, either intentionally or unintentionally. For example, the table could be knocked or one die hits another during rolling. It's the player's responsibility to maintain a proper game state when playing Cyberpunk TCG, which includes understanding when cards trigger and how they resolve, the sequence of play, and maintaining consistent, correct information across game states. Therefore, in the event that players do notice a Gig die has been manipulated, it is both players' responsibility to determine what the value of a Gig die was. Note-taking can be useful in helping to determine what the original rolled value of a Gig die was, and players can discuss those notes when attempting to fix this mistake. If players cannot agree on the value of a Gig die, a Judge must be called. ### 4.3 Penalties & Infractions See Penalties & Infractions. ### 4.4 Appeals All players may appeal rulings to the Head Judge at all competition-level Organized Play events. A player is able to appeal by requesting it immediately after the Judge gives a ruling and penalty as outlined in this document. This should be done in an orderly fashion with little hindrance for gameplay. If a Judge has left the table and gameplay has resumed, the opportunity to appeal a ruling is lost. ### 4.5 Bans In the event that a player has shown distinct unruliness, consistent collusion, or otherwise cheating behavior, that player may be subject to a ban from Cyberpunk TCG OP. Bans apply to all levels of OP for Cyberpunk TCG, and will be implemented via Cyberpunktcg.com. This is to be maintained internally by the OP team at WeirdCo and will be subject to final say from the WeirdCo team. Bans are distributed by the WeirdCo team. The WeirdCo team reserves the right to apply bans as needed to any player. A ban's duration is defined at the sole discretion of the WeirdCo team. Any player attempting to subvert a ban by creating an alternate ID for either Cyberpunktcg.com or Melee.gg will receive a lifetime ban. ## Appendix A: Penalties & Infractions IMPORTANT! Appendix A: Penalties & Infractions will be added at a later date. ## Appendix B: Current Card Bans & Restrictions Starting with Welcome to Night City Beta and Retail editions, all cards printed in official Cyberpunk TCG expansion sets are legal for tournament play, with some exceptions. The following sets and cards are not legal for tournament play: - Cyberpunk TCG Alpha Kit, except the Nova Rare alpha cards - Test prints which feature outdated and inaccurate mechanics and card descriptions - "Jackie & V - Chooms to the End" The following cards currently have textless versions printed that are not currently legal for tournament play, however will become legal when a card with an identical name and subtitle are printed in an official Cyberpunk TCG expansion set: - "Lucyna Kushinada - Fresh Beginnings" - "David Martinez - Built Different" - "Rebecca - Having a Moment" ## Appendix C: Match Rules ### C.1 Best-of-3 Match Rules The default way to play Cyberpunk TCG in tournaments is best-of-3. Please refer to Constructed Format for more information about deckbuilding rules for tournament play. In best-of-3 play, one round or "match" lasts 50 minutes, and the round winner is the first player to win two games. Players should play at a reasonable pace, communicating clearly with each other about card effects, actions, and passing of turns. When a winner of the first game in a best-of-3 match is determined, both players may choose to sideboard by swapping cards from their 7-card sideboard with cards in their main deck (Sideboarding). This process should be done at a reasonable pace and take no more than two minutes, at the end of which your deck must be presented to your Rival to cut. The player who lost Game 1 of the match will then choose who goes first in Game 2. If necessary, the player who lost Game 2 of the match will do the same for Game 3. If players elapse the 50 minutes allotted for a best-of-3 match and 3 games have not concluded, the winner of the match is the person who has won the most games at the end of round-end procedures. After all 3 matches have concluded, players must reveal all 3 Legends to their Rival if they were not already revealed during gameplay. ### C.2 Best-of-1 Match Rules LGS-level events, or premier side events, may be run using best-of-1 Swiss rounds. Players will have 30 minutes to determine the winner of one game during a best-of-1 Swiss round. Players must randomly decide who goes first in this game. Once match resolution has occurred and a single winner is declared, Swiss rounds continue as normal. #### C.2.1 "Competitive" Best-of-1 Matches Competitive best-of-1 may be used to run premier side events during competition-level OP. During competitive best-of-1, players will reveal their Legends to their Rival and receive 3 minutes to "pre-sideboard" using their 7-card sideboard in preparation for the game. Once these three minutes have elapsed, players may not look at or exchange cards with their sideboard for the rest of the match. Once match resolution has occurred and a single winner is declared, Swiss rounds continue as normal, however players must return their deck to its original composition as described on their decklist. #### C.2.2 "Quick" Best-of-1 Matches For LGS-level play, stores may decide to use "quick" best-of-1 matches for Pre-Release or Night City Brawl events. Quick best-of-1 consists of players bringing a constructed format legal best-of-1 deck with no sideboard, however all other deckbuilding and material requirements must be met. Players will have 30 minutes to complete a single game of Cyberpunk TCG. ## Appendix D: Format Rules ### D.1 Constructed Format The following rules are applicable to deckbuilding in this format: - A minimum 40 to a maximum 50 cards in the main deck - Exactly 3 Legend cards that do not share the same name - No more than 3 copies of any unique card name - A sideboard of exactly 7 cards - All cards must be "constructed legal" (See Current Card Bans & Restrictions.) - One 6-set of polyhedral dice with the following values: d4-d6-d8-d10-d12-d20. (See Player Dice.). Cards in a constructed format deck must follow any and all deckbuilding guidelines and restrictions as outlined in the Cyberpunk TCG Comprehensive Rules, including but not limited to RAM values and more. Players' decks must be sleeved with opaque standard-sized card sleeves. Players may choose to use accessories during play, such as playmats. Accessories cannot contain content that is considered publicly offensive, makes other participants uncomfortable, or utilizes the Cyberpunk TCG or Cyberpunk 2077 IP in an unauthorized manner. At competition-level events, players may be asked to use official Cyberpunk TCG sleeves, playmats, deckboxes, and/or other accessories for streamed matches. ### D.2 Sealed Format #### D.2.1 "Sealed Kit" Rules The sealed format requires a Pre-Release kit in order to construct a sealed deck from the contents within. Kit contents include: - 6x Cyberpunk TCG booster packs - 3x additional random Legend cards - 1x Nova Rare promo card - 1x full set of Cyberpunk TCG polyhedral dice (d4-d6-d8-d10-d12-d20) The deckbuilding rules are as follows. - Players may only use cards opened within their packs, and may not trade cards with other players for the duration of the event. - Players choose exactly 3 Legends. (Pre-Release kits include 3 guaranteed Legend cards, but players may use any Legends opened in their kit, to a maximum of 3.) Legends do not need to have unique names. - Players choose up to three colors for their main deck. Main deck may include any cards of those colors, ignoring RAM limits. (i.e. Deck colors do not need to match Legend colors.) - Main deck must contain at least 30 cards. - Main deck may contain any number of copies of any non-Legend unique card. - Non-Legend cards opened but not used may be used as a sideboard in best-of-3 events. #### D.2.2 "6-Pack" Rules Sealed events at the LGS-level or side events may also be run with 6 Cyberpunk TCG booster packs. Players are provided 6 sealed booster packs. Players may be required to bring their own 6-set of polyhedral dice (Player Dice) if they are not provided. The deckbuilding rules are as follows. - Players may only use cards opened within their packs, and may not trade cards with other players for the duration of the event. - Players choose up to 3 Legends. Legends do not need to have unique names. For every missing Legend in a player's Legend area at the start of the game, they add the top card of their deck face down as a blank Eddie. (Before drawing opening hands.) - Players choose up to three colors for their main deck. Main deck may include any cards of those three colors, ignoring RAM limits. (i.e. Deck colors do not need to match Legend colors.) - Main deck must contain at least 30 cards. - Main deck may contain any number of copies of any non-Legend unique card. - Non-Legend cards opened but not used may be used as a sideboard in best-of-3 events. ## Cards 155 cards. Line format: Name [id] | type | stats | rules text (Don't Fear) The Reaper [don-t-fear-the-reaper] | Program | Green, cost 7, RAM 3, set welcometonightcityretail | Spend all rival Units. Then, defeat a spent Unit. 6th Street Recruits [6th-street-recruits] | Unit | Red, cost 4, RAM 1, set welcometonightcityretail | When a friendly Unit steals a d6, increase a Gig by up to 6. Adam Smasher - Metal Over Meat, Metal Over Meat [adam-smasher-metal-over-meat] | Unit | Yellow, cost 9, RAM 5, Play, set spoiler | PLAY Defeat all other Units. Adam Smasher: Ender of Legends, Ender of Legends [adam-smasher-ender-of-legends] | Legend | Red, cost 9, RAM 2, set welcometonightcityretail | {Go Solo} (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.) {Play} Defeat a rival Unit. Adrenaline Converter [adrenaline-converter] | Gear | Yellow, cost 2, RAM 4, set welcometonightcityretail | (Equip to a friendly Unit or face-up Legend.) If a Rival controls at least 2 more Gigs than you, this Unit has {Adrenaline}. (This Unit can attack the turn it's played.) Afterparty at Lizzie's [afterparty-at-lizzie-s] | Program | Yellow, cost 2, RAM 2, set spoiler | Adjust a rival Gig by up to ±2. Then, if a friendly Gig has the same value, draw a card. All is Lost [all-is-lost] | Program | Red, cost 1, RAM 2, set welcometonightcityretail | Trash 3. Add a Unit from among them to your hand. Alt Cunningham - Soulkiller Architect, Soulkiller Architect [alt-cunningham-soulkiller-architect] | Legend | Blue, cost 6, RAM 2, Go Solo, set spoiler | GO SOLO When this Legend steals a Gig, you may remove this Legend from the game. If you do, choose a Program from your trash. Play it for free. Alt Cunningham: Mother of Daemons, Mother of Daemons [alt-cunningham-mother-of-daemons] | Unit | Yellow, cost 7, RAM 3, set welcometonightcityretail | When a friendly equipped Unit or Legend is spent, draw 1. 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. Animals Wrecker [animals-wrecker] | Unit | Red, cost 6, RAM 3, set welcometonightcityretail | [Flavour Text] Takes a lot of juice to break bones like they do. Appetite for Destruction [appetite-for-destruction] | Program | Red, cost 3, RAM 4, set welcometonightcityretail | The next time a friendly Unit wins a fight by 3+ power this turn, it also steals a Gig. Arasaka Emergency Radioport [arasaka-emergency-radioport] | Gear | Red, cost 2, RAM 2, set welcometonightcityretail | (Equip to a friendly Unit or face-up Legend.) When this Unit or Legend is spent, you may look at a friendly face-down Legend. If that Legend is ARASAKA or has {Go Solo}, you may Call it for free. (You may only Call a Legend once per turn.) Armored Minotaur [armored-minotaur] | Unit | Red, cost 6, RAM 4, Play, set alpha | PLAY If you have 12+ * (Street Cred), defeat a rival unit with power 5 or less. Augmented Negotiators [augmented-negotiators] | Unit | Yellow, cost 3, RAM 1, set welcometonightcityretail | {Blocker} (You may spend this Unit to redirect a rival Unit's attack to it instead.) When this Unit uses {Blocker}, a Rival discards 1. Bonnie and Clyde [bonnie-and-clyde] | Program | Red, cost 3, RAM 3, set welcometonightcityretail | Defeat a rival Unit with power 4 or less. You may defeat 2 instead if a Rival controls at least 2 Gigs more than you. Bootleg Black Sapphire Show [bootleg-black-sapphire-show] | Program | Yellow, cost 5, RAM 4, set welcometonightcityretail | Sell the top card of your deck. If you control a Gig with an even value and a Gig with an odd value, draw 2. Caliber - Totentanz's Top Dog, Totentanz's Top Dog [caliber-totentanz-s-top-dog] | Unit | Yellow, cost 5, RAM 4, Defeated, set spoiler | DEFEATED A rival discards 1. If the card's cost is equal to the value of a friendly Gig, that rival discards 1 more. Carnage At The Colosseum [carnage-at-the-colosseum] | Program | Red, cost 6, RAM 3, set spoiler | Play this Program for -1 €$ for each friendly Gig with 8+ value, to a minimum of 1 €$. Defeat a rival Unit with less power than a friendly Unit. Chrome Fang [chrome-fang] | Unit | Red, cost 5, RAM 1, set welcometonightcityretail | {Play} Until your next turn, rival Units can't steal friendly Gigs with value higher than their power. Chrome Reverie [chrome-reverie] | Program | Blue, cost 3, RAM 1, set spoiler | A rival Unit can't attack until your next turn. If you control a min Gig, you may Call a Legend for free. (You can only Call a Legend once per turn.) Corpo Security [corpo-security] | Unit | Green, cost 2, RAM 2, set alpha | This unit can't attack. BLOCKER (When a rival unit attacks, you may spend this unit to redirect the attack to it.) Corporate Surveillance [corporate-surveillance] | Program | Green, cost 2, RAM 2, set alpha | Spend a rival unit with cost 3 or less. (Discard programs after they resolve.) Cyberpsychosis [cyberpsychosis] | Program | Yellow, cost 2, RAM 3, set spoiler | You may also play this Program when a Unit attacks by paying this card's cost and spending a friendly Unit or face-up Legend. Give an equipped Unit +2 power this turn for each of its equipped Gear. Defeat the Unit at the end of this turn. Deadman Transmitter [deadman-transmitter] | Gear | Red, cost 3, RAM 3, set welcometonightcityretail | (Equip to a friendly Unit or face-up Legend.) If this Unit would be defeated, defeat its "DEADMAN TRANSMITTER" instead. Delamain Cab [delamain-cab] | Unit | Blue, cost 4, RAM 3, set alpha Delamain: Rideshare AI, Rideshare AI [delamain-rideshare-ai] | Unit | Blue, cost 3, RAM 3, set welcometonightcityretail | {Play} Draw 2. (Units with power 0 don't steal Gigs.) Detonate [detonate] | Program | Red, cost 1, RAM 2, set welcometonightcityretail | {Quick} Defeat a rival Gear with power 2 or less. Dexter DeShawn: Off the Grid, Off the Grid [dexter-deshawn-off-the-grid] | Legend | Red, RAM 2, set welcometonightcityretail | {Call} Choose one effect. Give a friendly Unit +2 power this turn. // Draw 1. {Spend}: Increase a Gig by up to 2. Dexter DeShawn: One Last Chance, One Last Chance [dexter-deshawn-one-last-chance] | Unit | Yellow, cost 3, RAM 2, set theheistretailstarterdeck | {Play} {Attack} Adjust a Gig by up to 1. {Defeated} If your ☆ (Street Cred) differs from a Rival's by 10+, draw 2. Dum Dum - Maelstrom Triggerman, Maelstrom Triggerman [dum-dum-maelstrom-triggerman] | Legend | Yellow, RAM 2, Call, set spoiler | CALL You may defeat a friendly Gear. If you do, draw 4 cards. Otherwise, draw 1 card. Dying Night - V's Pistol, V's Pistol [dying-night-v-s-pistol] | Gear | Blue, cost 2, RAM 3, Attack, set alpha | (Equip to a unit or face-up legend.) ATTACK If you have 7+ * (Street Cred), defeat a rival gear card that costs 2 or less. El Sombrerón - La Venganza Lenta, La Venganza Lenta [el-sombreron-la-venganza-lenta] | Unit | Red, cost 4, RAM 4, Attack, set spoiler | ATTACK While fighting a rival Unit, double this Unit's power. Emergency Atlus [emergency-atlus] | Unit | Green, cost 4, RAM 3, set alpha Evelyn Parker - Beautiful Enigma, Beautiful Enigma [evelyn-parker-beautiful-enigma] | Legend | Blue, RAM 2, Call, set spoiler | CALL Decrease a rival Gig's value by 3. [Spend Icon]: Search the top 3 cards of your deck for up to 1 Braindance Program. Add it to your hand. Bottom-deck the rest. Evelyn Parker - Scheming Siren, Scheming Siren [evelyn-parker-scheming-siren] | Unit | Blue, cost 2, RAM 1, set alpha | When a rival steals one or more friendly gigs, if this unit is spent, draw a card. Field Operator [field-operator] | Unit | Green, cost 3, RAM 2, set welcometonightcityretail | {Play} If your ☆ (Street Cred) is an even number, draw 1. Floor It [floor-it] | Program | Blue, cost 3, RAM 2, set alpha | Return a spent unit with cost 4 or less to its owner's hand. (Discard programs after they resolve.) Fool on the Hill [fool-on-the-hill] | Program | Green, cost 2, RAM 3, set welcometonightcityretail | Reveal the top 2 cards of your deck. A Rival chooses whether you add them to your hand or trash them. If you trash them, draw 2. Gilded Matón [gilded-maton] | Unit | Yellow, cost 4, RAM 2, Play, set spoiler | PLAY You may defeat a friendly Gear. If you do, defeat a rival Unit with cost 3 or less. Gorilla Arms [gorilla-arms] | Gear | Yellow, cost 4, RAM 4, set spoiler | (Equip to a Unit or face-up Legend.) The first time this Unit steals a Gig each turn, you may steal a rival Gig with the same number of sides. Goro Takemura - Hands Unclean, Hands Unclean [goro-takemura-hands-unclean] | Legend | Green, cost 5, RAM 2, Go Solo, Blocker, set alpha | GO SOLO (Pay this card's cost to play it as a ready unit. It can attack this turn.) BLOCKER (When a rival units attacks, you may spend this unit to redirect the attack to this unit.) Goro Takemura - Losing His Way, Losing His Way [goro-takemura-losing-his-way] | Unit | Green, cost 4, RAM 3, set alpha | This unit has +1 power during your turn for each face-up legend in your legends area. Goro Takemura - Vengeful Bodyguard, Vengeful Bodyguard [goro-takemura-vengeful-bodyguard] | Legend | Green, RAM 2, Call, Blocker, set spoiler | CALL Ready this Legend. When a rival Unit attacks, [Spend Icon]: If you have a sided-pair of Gigs, give a friendly Unit with cost 4 or less +1 power and BLOCKER this turn. Gunpoint Diplomacy [gunpoint-diplomacy] | Program | Red, cost 4, RAM 3, set welcometonightcityretail | Give a friendly Unit these effects. If you have less ☆ (Street Cred) than a Rival, they instead choose one effect for you. The next time this Unit attacks this turn, it may attack ready Units. // Give this Unit +3 power this turn. Hacked Corpo [hacked-corpo] | Unit | Blue, cost 4, RAM 1, set welcometonightcityretail | {Play} Trash 3. Add a Program from among them to your hand. Hanako Arasaka - In A Gilded Cage, In A Gilded Cage [hanako-arasaka-in-a-gilded-cage] | Unit | Yellow, cost 3, RAM 2, Play, set spoiler | PLAY Reveal the top 4 cards of your deck. Then choose a friendly Gig. Add all cards with cost equal to that Gig's value to your hand. Trash the rest. Hanako Arasaka: Daughter of the Emperor, Daughter of the Emperor [hanako-arasaka-daughter-of-the-emperor] | Legend | Green, RAM 2, set welcometonightcityretail | {Spend} Swap a friendly Gig with a rival Gig. At the start of your turn, draw 1 for each friendly value-pair of Gigs. Heywood Ripperdoc [heywood-ripperdoc] | Unit | Yellow, cost 6, RAM 1, set welcometonightcityretail | {Play} You may defeat a Gear. If its cost equals the value of a friendly Gig, draw 1. Industrial Assembly [industrial-assembly] | Program | Red, cost 2, RAM 1, set alpha | Increase a friendly gig by 4. Then, if you have 7+ * (Street Cred), draw a card. (Discard programs after they resolve.) Jacked-In Voodoo Boy [jacked-in-voodoo-boy] | Unit | Blue, cost 2, RAM 2, set welcometonightcityretail | This Unit can't attack unless you played a Program this turn. Jackie Welles - Pour One Out For Me, Pour One Out For Me [jackie-welles-pour-one-out-for-me] | Legend | Blue, RAM 2, set alpha | The first time you play a blue unit or blue gear each turn, you may increase a friendly gig by 2. Then, if it's at max value, draw a card. Jackie Welles - Ride Or Die Choom, Ride Or Die Choom [jackie-welles-ride-or-die-choom] | Unit | Yellow, cost 6, RAM 3, set alpha | This unit has +2 power for each of your friendly gigs. (Units steal an extra gig for every 10 power.) Jackie Welles: Mama's Favorite, Mama's Favorite [jackie-welles-mama-s-favorite] | Legend | Green, cost 6, RAM 2, set welcometonightcityretail | {Go Solo} (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.) If a friendly Unit would be defeated, you may spend 1 €$ to defeat this Legend instead. (Remove it from the game.) Japantown Jonin [japantown-jonin] | Unit | Red, cost 2, RAM 2, set welcometonightcityretail | {Play} Give a friendly Unit +2 power this turn. (Units with power 0 don't steal Gigs.) Johnny Silverhand: Never Stop Fighting, Never Stop Fighting [johnny-silverhand-never-stop-fighting] | Unit | Red, cost 6, RAM 2, set welcometonightcityretail | The first time this Unit wins a fight each turn, ready it. This Unit wins all fights against CORPO Units. Johnny Silverhand: Rocking Renegade, Rocking Renegade [johnny-silverhand-rocking-renegade] | Legend | Red, RAM 2, set welcometonightcityretail | 2 €$, {Spend} A friendly Unit can attack spent rival Units the turn it's played. If it's a ROCKER Unit, also give it +2 power this turn. This effect costs -1 €$ for each friendly Gig with 8+ value. Judy Álvarez: Braindance Maestro, Braindance Maestro [judy-alvarez-braindance-maestro] | Legend | Blue, RAM 2, set welcometonightcityretail | When you play a BRAINDANCE Program, give a friendly Unit +1 power this turn. {Spend} Trash the top card of your deck. If it's a Program, you may add it to your hand. Judy Álvarez: Nothing to Doubt, Nothing to Doubt [judy-alvarez-nothing-to-doubt] | Unit | Blue, cost 6, RAM 5, set welcometonightcityretail | 1 €$, {Spend} Reveal the top card of your deck. You may play it for free. Otherwise, add it to your hand. Kerry Eurodyne - The Last Rockerboy, The Last Rockerboy [kerry-eurodyne-the-last-rockerboy] | Unit | Red, cost 4, RAM 2, set spoiler | [Spend Icon]: If you have a Gig at max value, draw 2 cards. Kerry Eurodyne: Axe, Attitude, Audience, Axe, Attitude, Audience [kerry-eurodyne-axe-attitude-audience] | Legend | Yellow, RAM 2, set welcometonightcityretail | When you roll in a Gig from your fixer area, you may ignore the result and reroll it once. When you roll a min or max value on a Gig, draw 1. If it's a d20, draw 3 instead. Kiroshi Optics [kiroshi-optics] | Gear | Yellow, cost 1, RAM 1, Attack, set alpha | (Equip to a unit or face-up legend.) ATTACK Look at a friendly face-down legend without revealing it. La Llorona: Ghost of the Past, Ghost of the Past [la-llorona-ghost-of-the-past] | Unit | Red, cost 3, RAM 1, set welcometonightcityretail | {Blocker} (You may spend this Unit to redirect a rival Unit's attack to it instead.) When this Unit uses {Blocker}, increase a Gig by up to 3. Les Élémens [les-elemens] | Program | Blue, cost 5, RAM 4, set welcometonightcityretail | Bottom-deck a Rival's lowest-power Unit. (If there are multiple, choose 1.) Live with the Aftermath [live-with-the-aftermath] | Program | Yellow, cost 3, RAM 3, set welcometonightcityretail | Each player defeats one of their Units. Lizzy Wizzy: Delicate Weapon, Delicate Weapon [lizzy-wizzy-delicate-weapon] | Unit | Blue, cost 5, RAM 2, set welcometonightcityretail | {Play} You may play a Program with cost 3 or less from your hand or trash for free. Bottom-deck it after you play it. {Blocker} Lucyna Kushinada [lucyna-kushinada] | Legend | Blue, RAM 2, set promo Maelstrom Goons [maelstrom-goons] | Unit | Yellow, cost 3, RAM 2, set welcometonightcityretail | When this Unit steals a Gig, if it's equipped, a Rival discards 1. Maelstrom Zealots [maelstrom-zealots] | Unit | Green, cost 4, RAM 1, set welcometonightcityretail | When this Unit loses a fight, defeat the opposing rival Unit. (Units with power 0 don't steal Gigs.) Maman Brigitte [maman-brigitte] | Unit | Blue, cost 5, RAM 4, Play, set spoiler | PLAY You may discard 2 Programs. If you do, bottom-deck a rival unequipped Unit. Maman Brigitte: Spirit of Death, Spirit of Death [maman-brigitte-spirit-of-death] | Unit | Blue, cost 5, RAM 4, set welcometonightcityretail | {Play} You may discard 2 Programs. If you do, bottom-deck a rival unequipped Unit. Mandibular Upgrade [mandibular-upgrade] | Gear | Yellow, cost 1, RAM 2, Blocker, set alpha | (Equip to a unit or face-up legend.) BLOCKER (When a rival unit attacks, you may spend this unit to redirect the attack to it.) Mantis Blades [mantis-blades] | Gear | Red, cost 1, RAM 1, set alpha | (Equip to a unit or face-up legend.) MaxTac AV [maxtac-av] | Unit | Green, cost 5, RAM 2, set welcometonightcityretail | {Play} You may swap a friendly Gig with a rival Gig. MaxTac Heavy [maxtac-heavy] | Unit | Green, cost 7, RAM 3, set welcometonightcityretail | Play this Unit for -1 €$ for each of a Rival’s Units, to a minimum of 1 €$. MaxTac Squadron [maxtac-squadron] | Unit | Green, cost 3, RAM 3, set welcometonightcityretail | At the end of your turn, if this Unit is spent, ready a friendly face-up Legend. MaxTac Suppression Team [maxtac-suppression-team] | Unit | Yellow, cost 5, RAM 1, set welcometonightcityretail | Rival Units can't attack the turn they're played. Memory Relapse [memory-relapse] | Program | Green, cost 4, RAM 2, set welcometonightcityretail | Spend a rival Unit. It can't ready until your next turn. If your ☆ (Street Cred) is an even number, draw 1. Meredith Stout - Stone Cold Corpo, Stone Cold Corpo [meredith-stout-stone-cold-corpo] | Unit | Red, cost 4, RAM 2, set spoiler | When a rival decreases the value of your friendly Gig, you may choose a card from your trash and add it to your hand. Minotaur [minotaur] | Unit | Red, cost 7, RAM 2, set embracingpowerretailstarterdeck | {Play} If you have more ☆ (Street Cred) than a Rival, defeat a rival Unit with power 5 or less. Misty Olszewski: Mender of Broken Spirits, Mender of Broken Spirits [misty-olszewski-mender-of-broken-spirits] | Unit | Blue, cost 3, RAM 2, set welcometonightcityretail | This Unit can't attack. At the end of your turn, choose a card type. Then, reveal the top card of your deck. If it's the chosen type, add it to your hand and ready 1 Eddie. Otherwise, trash it. (Card types include Unit, Gear, and Program.) Modded Kusanagi [modded-kusanagi] | Unit | Blue, cost 6, RAM 2, set welcometonightcityretail | {Adrenaline} (This Unit can attack the turn it's played.) At the end of your turn, return this Unit to its owner's hand. Modded Muramasa [modded-muramasa] | Unit | Blue, cost 5, RAM 2, set welcometonightcityretail | At the end of your turn, if you have less ☆ (Street Cred) than a Rival, ready this Unit. Mox Inciters [mox-inciters] | Unit | Blue, cost 3, RAM 2, set welcometonightcityretail | {Play} A rival Unit must attack next turn if it can. {Blocker} (You may spend this Unit to redirect a rival Unit's attack to it instead.) MT0D12 Flathead [mt0d12-flathead] | Unit | Blue, cost 5, RAM 3, set alpha | If you have 7+ * (Street Cred), this unit can't be blocked. Muamar Reyes: El Capitán, El Capitán [muamar-reyes-el-capitan] | Legend | Yellow, RAM 2, set welcometonightcityretail | {Call} Choose one effect. A friendly Unit can't be defeated in a fight this turn. // Draw 1. {Spend} Adjust a Gig by 1. Nadia: Fighting Through Grief, Fighting Through Grief [nadia-fighting-through-grief] | Unit | Green, cost 6, RAM 2, set welcometonightcityretail | If a Rival controls more Gigs than you, this Unit can attack their Gig area the turn it's played. NetWatch Netdriver [netwatch-netdriver] | Gear | Blue, cost 3, RAM 2, set welcometonightcityretail | (Equip to a friendly Unit or face-up Legend.) When this Unit or Legend is spent, draw 1. Nocturne OP55 N1 [nocturne-op55-n1] | Program | Blue, cost 3, RAM 2, set welcometonightcityretail | If your fixer area is empty, play this Program for 1 €$. Choose one effect. Draw 2. // A Unit can't attack until your next turn. // A friendly Legend may use {Go Solo} for -2 €$ this turn, to a minimum of 1 €$. Octant [octant] | Unit | Red, cost 7, RAM 4, set welcometonightcityretail | Play this Unit for -1 €$ for each friendly Gig with 8+ value, to a minimum of 1 €$. Offduty Malfini [offduty-malfini] | Unit | Yellow, cost 4, RAM 2, set welcometonightcityretail | {Play} Spend this Unit and a rival Unit. Over the Edge [over-the-edge] | Program | Red, cost 3, RAM 2, set welcometonightcityretail | Defeat a Unit with power equal to or less than the value of a friendly d20. Overwatch: Panam's Gift, Panam's Gift [overwatch-panam-s-gift] | Gear | Green, cost 4, RAM 4, set welcometonightcityretail | {Quick} 1 €$, {Spend} Discard 1. Defeat a spent rival Unit with cost equal to or less than the discarded card's cost. Pacifica Netrunner [pacifica-netrunner] | Unit | Green, cost 4, RAM 2, set welcometonightcityretail | {Play} If your ☆ (Street Cred) is an even number, a rival Unit can't ready until your next turn. Padre: Man of the Cross, Man of the Cross [padre-man-of-the-cross] | Legend | Green, RAM 2, set welcometonightcityretail | {Call} Choose one effect. Spend a rival Unit. // Draw 1. {Spend} Set a player's Gig to the same value as another player's Gig. Panam Palmer - Nomad Cavalry, Nomad Cavalry [panam-palmer-nomad-cavalry] | Legend | Green, RAM 2, Call, set spoiler | CALL Ready this Legend. When a friendly Unit attacks, [Spend Icon]: Choose a Gear from this Legend and equip it to that Unit. If you do, ready that Unit. Panam Palmer: Strength Through Family, Strength Through Family [panam-palmer-strength-through-family] | Unit | Green, cost 6, RAM 4, set welcometonightcityretail | During your turn, you may Call a Legend for free. {Attack} Discard 1. If you do, draw 1 for each friendly face-up Legend. Peace Offering [peace-offering] | Program | Green, cost 1, RAM 1, set spoiler | You may set a Gig's value to the value of another Gig. Then, if you control a value-pair, draw 1. Pepe Najarro: Working Doubles, Working Doubles [pepe-najarro-working-doubles] | Unit | Green, cost 4, RAM 2, set welcometonightcityretail | {Attack} If you control a value-pair of Gigs, ready up to 2 MERC Legends in your Legends area. Placide - Voodoo Sentinel, Voodoo Sentinel [placide-voodoo-sentinel] | Unit | Blue, cost 8, RAM 2, Play, Attack, set spoiler | PLAY ATTACK You may discard a Program from your hand. If you do, bottom-deck a rival Unit. Psycho Squad [psycho-squad] | Unit | Blue, cost 4, RAM 1, set welcometonightcityretail | [Flavour] Their protocol stops at “shoot first.” Pyramid Song [pyramid-song] | Program | Blue, cost 3, RAM 3, set welcometonightcityretail | Choose one effect. If a friendly d4 is a min Gig, choose both instead. Give a rival Unit -4 power this turn. // Bottom-deck a rival Unit with power 0. Rebecca: Having a Moment, Having a Moment [rebecca-having-a-moment] | Legend | Red, set PRM01 Reboot Optics [reboot-optics] | Program | Yellow, cost 2, RAM 2, set alpha | Give a friendly unit +4 power this turn. Defeat it at the end of the turn. (Discard programs after they resolve.) Riding Nomad [riding-nomad] | Unit | Green, cost 6, RAM 3, set spoiler | This Unit can attack spent rival Units the turn it's played. Riot Shield [riot-shield] | Gear | Green, cost 2, RAM 2, set welcometonightcityretail | (Equip to a friendly Unit or face-up Legend.) {Blocker} (You may spend this Unit to redirect a rival Unit's attack to it instead.) Rivals must pay +2 €$ to use {Go Solo}. Rita Wheeler: No Stupid Questions, No Stupid Questions [rita-wheeler-no-stupid-questions] | Unit | Blue, cost 4, RAM 2, set welcometonightcityretail | {Blocker} (You may spend this Unit to redirect a rival Unit's attack to it instead.) The first time this Unit is spent each turn, draw 1, then discard 1. River Ward - Detective on the Hunt, Detective on the Hunt [river-ward-detective-on-the-hunt] | Legend | Yellow, RAM 2, Call, set spoiler | CALL Draw a card. When a Unit attacks, [Spend Icon]: Choose a Gear from your hand with cost 2 or less. Equip it for free to a friendly Yellow Unit with no equipped Gears. Rockn' Rockerboy [rockn-rockerboy] | Unit | Yellow, cost 5, RAM 1, set welcometonightcityretail | [Flavor] Scream your throat raw for something. Anything. Rogue Amendiares: Preem Solo, Preem Solo [rogue-amendiares-preem-solo] | Legend | Yellow, cost 7, RAM 2, set welcometonightcityretail | {Go Solo} (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.) When a friendly Legend steals a Gig, if its value is even, draw 1. If its value is odd, a Rival discards 1. Rogue Amendiares: Queen of the Afterlife, Queen of the Afterlife [rogue-amendiares-queen-of-the-afterlife] | Unit | Blue, cost 5, RAM 2, set welcometonightcityretail | The first time another friendly Unit steals a Gig with value less than its power each turn, ready 2 Eddies. {Quick} 2 €$, {Spend} A rival Unit loses power equal to this Unit's power this turn. Royce - Don't Call Me Simon, Don't Call Me Simon [royce-don-t-call-me-simon] | Unit | Red, cost 5, RAM 2, Play, set spoiler | PLAY Defeat a rival Unit with power 2 or less. If you have more ☆ (Street Cred) than a Rival, defeat a rival Unit with power 3 or less instead. Royce - Psycho on the Edge, Psycho on the Edge [royce-psycho-on-the-edge] | Legend | Red, cost 6, RAM 2, Go Solo, set spoiler | GO SOLO During your turn, this Legend has +2 power for each equipped Gear. Ruthless Lowlife [ruthless-lowlife] | Unit | Red, cost 2, RAM 1, set alpha | When a rival steals one or more friendly gigs, if this unit is spent, the value of those gigs becomes 1. Saburo Arasaka - Stubborn Patriarch, Stubborn Patriarch [saburo-arasaka-stubborn-patriach] | Legend | Green, RAM 2, set alpha | Your Arasaka units have +1 power when attacking. (Units steal an extra gig for every 10 power.) Saburo Arasaka: Stubborn Patriarch, Stubborn Patriarch [saburo-arasaka-stubborn-patriarch] | Legend | Green, RAM 2, set embracingpowerretailstarterdeck | Friendly ARASAKA Units have +1 power while attacking. (Units steal an extra Gig for every 10 power.) Safety Override [safety-override] | Program | Yellow, cost 2, RAM 3, set welcometonightcityretail | {Quick} The next time a friendly Unit loses a fight this turn, defeat the opposing rival Unit. Sandayu Oda - Hanako's Guardian, Hanako's Guardian [sandayu-oda-hanako-s-guardian] | Unit | Green, cost 7, RAM 2, Play, set spoiler | PLAY Spend a rival Unit for each friendly value-pair of Gigs. This Unit can attack rival Units the turn it's played. Sandevistan [sandevistan] | Gear | Green, cost 3, RAM 4, Play, set alpha | (Equip to a unit or face-up legend.) PLAY This unit can attack spent units this turn. Sasha Yakovleva: Won't Let You Down, Won't Let You Down [sasha-yakovleva-won-t-let-you-down] | Legend | Blue, cost 5, RAM 2, set welcometonightcityretail | {Go Solo} {Attack} Reveal the top card of your deck and add it to your hand. This Unit gains power equal to that card's cost this turn. {Defeated} A Rival discards 1. Satori - Sword of Saburo, Sword of Saburo [satori-sword-of-saburo] | Gear | Red, cost 2, RAM 2, Attack, set alpha | (Equip to a unit or face-up legend.) ATTACK If this unit wins a fight against a rival unit, draw a card. Saul Bright: Stormrider, Stormrider [saul-bright-stormrider] | Unit | Green, cost 8, RAM 2, set welcometonightcityretail | Other friendly Units have +2 power while attacking. At the end of your turn, ready up to 3 friendly Units. Screw: Lovelorn Fool, Lovelorn Fool [screw-lovelorn-fool] | Unit | Red, cost 5, RAM 2, set welcometonightcityretail | {Defeated} Add another Unit from your trash to your hand. Secondhand Bombus [secondhand-bombus] | Unit | Yellow, cost 2, RAM 1, Blocker, set alpha | This unit can't attack. BLOCKER (When a rival unit attacks, you may spend this unit to redirect the attack to it.) Shattered Memories [shattered-memories] | Program | Red, cost 4, RAM 2, set welcometonightcityretail | Each player discards their hand and may draw 5. If the total number of discarded cards equals the value of a friendly Gig, draw 2. Sketchy Ripper [sketchy-ripper] | Unit | Yellow, cost 2, RAM 2, set welcometonightcityretail | {Attack} Search the top 3 cards of your deck. Reveal a Gear and add it to your hand. Bottom-deck the rest. (Units with power 0 don't steal Gigs.) Swordwise Huscle [swordwise-huscle] | Unit | Red, cost 3, RAM 1, set alpha Synapse Burnout [synapse-burnout] | Program | Green, cost 1, RAM 1, set welcometonightcityretail | {Quick} A friendly Unit has +1 power for each friendly face-up Legend while fighting rival Units this turn. T-Bug - Amateur Philosopher, Amateur Philosopher [t-bug-amateur-philosopher] | Unit | Yellow, cost 3, RAM 1, set alpha Take Control [take-control] | Program | Green, cost 2, RAM 2, set welcometonightcityretail | {Quick} A rival Unit steals 1 fewer Gig this turn. If that Unit is an AI, DRONE, or VEHICLE, draw 1. Tetratronic Rippler [tetratronic-rippler] | Gear | Blue, cost 1, RAM 2, set welcometonightcityretail | (Equip to a friendly Unit or face-up Legend.) When this Unit or Legend is spent, search the top card of your deck. You may trash it. (Otherwise, keep it on the top of your deck.) The Heist [the-heist] | Program | Yellow, cost 2, RAM 2, set welcometonightcityretail | Trash 4. Add a Gear from among them to your hand. If that Gear's cost equals the value of a friendly Gig, you may play it for free instead. The Relic: Experimental Biochip, Experimental Biochip [the-relic-experimental-biochip] | Gear | Yellow, cost 5, RAM 4, set welcometonightcityretail | {Defeated} Play another Unit with cost 9 or less from your trash for free. Then, bottom-deck this Unit. Three Mouths, One Desire [three-mouths-one-desire] | Program | Blue, cost 2, RAM 3, set welcometonightcityretail | Search the top 3 cards of your deck. Add 1 to your hand. You may add 1 more for each friendly min Gig. Bottom-deck the rest. Towerfall [towerfall] | Program | Blue, cost 6, RAM 4, set welcometonightcityretail | Choose one effect. If you have less ☆ (Street Cred) than a Rival, choose both instead. Give all rival Units -5 power this turn. // Bottom-deck all rival Units with power 0. Trauma Team Operatives [trauma-team-operatives] | Unit | Yellow, cost 6, RAM 2, set welcometonightcityretail | Play this Unit for -1 €$ for each Unit in your trash, to a minimum of 1 €$. Trust No One [trust-no-one] | Program | Blue, cost 1, RAM 1, set welcometonightcityretail | Decrease a Gig by up to 3. Then, if you control a min Gig, draw 1. Tyger's Whisper [tyger-s-whisper] | Unit | Green, cost 2, RAM 1, set welcometonightcityretail | {Play} You may Call a Legend for free. (You can only Call a Legend once per turn.) (Units with power 0 don't steal Gigs.) Unlikely Bond [unlikely-bond] | Program | Blue, cost 4, RAM 2, set welcometonightcityretail | Bottom-deck a ready friendly Unit. If you do, bottom-deck a spent rival Unit. V - Corporate Exile, Corporate Exile [v-corporate-exile] | Legend | Blue, cost 5, RAM 2, Go Solo, set alpha | GO SOLO (Pay this card's cost to play it as a ready unit. It can attack this turn.) V - Streetkid, Streetkid [v-streetkid] | Legend | Red, cost 4, RAM 2, Go Solo, set spoiler | GO SOLO DEFEATED Discard the top 3 cards of your deck. Then, choose 1 Braindance Program from your trash and add it to your hand. V: Roamer of the Badlands, Roamer of the Badlands [v-roamer-of-the-badlands] | Unit | Red, cost 5, RAM 2, set welcometonightcityretail | When this Unit steals a Gig, increase it by up to 5. At the end of your turn, if you control 2 or more Gigs with 8+ value, draw 1. Valentino Guerrera [valentino-guerrera] | Unit | Red, cost 3, RAM 2, set welcometonightcityretail | If you have more ☆ (Street Cred) than a Rival, this Unit can attack ready Units with {Blocker}. Valentino Street Racer [valentino-street-racer] | Unit | Green, cost 3, RAM 2, set welcometonightcityretail | {Play} Give another friendly Unit with cost 5 or less {Adrenaline} this turn. (A Unit with Adrenaline can attack the turn it's played.) Viktor Vektor - Sit Down and Relax, Sit Down and Relax [viktor-vektor-sit-down-and-relax] | Legend | Yellow, RAM 2, Flip, set alpha | FLIP Search the top 5 cards of your deck for up yo 2 gear that costs 2 or less each. Reveal them and add them to your hand. (Place the other cards on the bottom of your deck in a random order.) Viktor Vektor: Drop Your Illusions, Drop Your Illusions [viktor-vektor-drop-your-illusions] | Unit | Yellow, cost 5, RAM 2, set welcometonightcityretail | Play your first CYBERWARE Gear each turn for -3 €$, to a minimum of 1 €$. Viktor Vektor: You Might Feel a Little Pinch, You Might Feel a Little Pinch [viktor-vektor-you-might-feel-a-little-pinch] | Unit | Yellow, cost 3, RAM 2, set welcometonightcityretail | {Play} Play a CYBERWARE Gear with cost 2 or less from your trash for free. Equip it only to another friendly Unit. Wakako Okada: Peace and Harmony, Peace and Harmony [wakako-okada-peace-and-harmony] | Legend | Blue, RAM 2, set welcometonightcityretail | {Call} Choose one effect. Give a rival Unit -2 power this turn. // Draw 1. {Spend}: Decrease a Gig by up to 2. We Gotta Live Together [we-gotta-live-together] | Program | Green, cost 5, RAM 2, set welcometonightcityretail | If a Rival controls at least 2 more Gigs than you, play this Program for 3 €$. Play up to 2 Units with cost 3 or less from your trash for free. Westbrook Netrunner [westbrook-netrunner] | Unit | Blue, cost 4, RAM 2, set welcometonightcityretail | {Play} Until your next turn, rival Legends can't steal friendly Gigs with value less than their power. Wild in the Streets [wild-in-the-streets] | Program | Green, cost 5, RAM 4, set welcometonightcityretail | Defeat a spent Unit. Wraith Marauders [wraith-marauders] | Unit | Green, cost 5, RAM 2, set welcometonightcityretail | When this Unit steals a Gig, ready another friendly Unit with power equal to the Gig's value. Yorinobu Arasaka - Embracing Destruction, Embracing Destruction [yorinobu-arasaka-embracing-destruction] | Legend | Red, RAM 2, set alpha | The first time a friendly Arasaka unit attacks each turn, draw a card. Then, if you have less than 20 * (Street Cred), discard 1 card from your hand to your trash. Yorinobu Arasaka: Steel Dragon, Steel Dragon [yorinobu-arasaka-steel-dragon] | Unit | Red, cost 7, RAM 3, set welcometonightcityretail | {Play} You may play a Unit with cost 4 or less from your hand or trash for free. It can attack rival Units this turn. The first time an ARASAKA Unit is defeated each turn, draw 1. Zetatech Berserk [zetatech-berserk] | Gear | Green, cost 6, RAM 2, set welcometonightcityretail | Play this Gear for -1 €$ for each friendly face-up Legend, to a minimum of 1 €$. Zetatech Faceplate [zetatech-faceplate] | Gear | Yellow, cost 2, RAM 2, set spoiler | (Equip to a friendly Unit or face-up Legend.) When this Unit or Legend is spent, adjust a Gig by up to 1. Then, if you control 3 or more Gigs with different values, draw 1.