# 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.