1. Game Overview

1.1

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

1.2

This is a reference material, not a teaching one! To learn how to play the game, check out the Gameplay Guide (https://cyberpunktcg.com/gameplay-guide).

1.3

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

1.4

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

1.4.1

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

1.5

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

1.6

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

1.7

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

1.7.1

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

1.7.2

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

1.7.2.1

Pieces you control are considered “friendly” pieces.

1.7.2.2

Pieces your Rival controls are considered “rival” pieces.

1.7.3

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

1.7.3.1

When you take control of a Rival’s game piece, follow the rules in Respect Your Rival (see rule 2.11).

1.7.3.2

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

1.8

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

1.9

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

1.10

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

1.10.1

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

1.11

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

1.11.1

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

1.11.2

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

1.12

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

1.13

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

1.13.1

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

1.14

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

1.14.1

If you attempt to draw more cards than remain in your deck, the first card you cannot draw counts as drawing from an empty deck. See Draw (see rule 11.8).

1.15

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

1.16

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

1.16.1

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

1.17

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

1.17.1

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