The card types in Cyberpunk TCG are Legends, Units, Gears, and Programs.
A card can be multiple types simultaneously.
Legends on the field are both Units and Legends.
All 3 of your Legends begin face-down in your Legends area in a random order. See GAME SETUP > Pre-Game Setup (see rule 7.4).
Once per turn, you may Call a Legend to flip a Legend face-up. See TERMS > Game Actions > Call a Legend (see rule 11.14).
A Legend is only valid in the Legends area or field area. All other areas (trash, hand, deck, etc.) are invalid areas.
If a Legend moves to an invalid area, remove it from the game.
If a Legend moves to an invalid area, any effects that trigger from the card entering the area become pending. Remove the Legend from the game before you resolve them. See GAME AREAS > Removed from Game (see rule 5.13).
You may play a Legend from the Legends area to the field as a Unit by paying its cost.
A Legend played in this way enters in the same orientation as it was when it left the Legends area.
A Legend played in this way enters with Lag. See Lag (see rule 11.3).
Legends with cost Null ( - ) do not have a cost, and cannot be played to the field. See Cost Value (see rule 3.11).
To play a Unit, reveal the card to your Rival, pay its cost, and place it ready in the field area.
Units enter the field with Lag. See Lag (see rule 11.3).
You may spend a Unit to declare an attack on a valid attack target. See ATTACK, FIGHT, AND STEAL (see section 9).
Gear cards can be equipped to your Units and Legends to grant them additional power and/or effects.
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 (see rule 11.9).
By default, a Gear can be equipped to a friendly Unit or friendly face-up Legend.
You can only equip Gear to a card in the field or Legends area.
There’s no upper limit on the number of Gears equipped to a single Unit.
Gears have two textboxes, referred to as the “top textbox” and “bottom textbox.”
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.
Effects described in the top textbox apply to the Gear itself, and are not inherited by the Unit or Legend it’s 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.
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.
A Unit or Legend does not inherit Tags or other characteristics from a Gear equipped to it.
When a Legend or Unit moves to a different area (field, trash, hand, etc.), all of its equipped Gear moves with it.
When a Gear moves with a Unit or Legend to an area other than the field or Legends area, the Gear isn’t equipped to the Unit or Legend in that area.
If an equipped Legend moves to an area other than 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.
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 (see rule 11.15).
Programs provide immediate one-time effects.
To play a Program, reveal the card to your Rival, pay its cost, resolve its effect(s), and immediately move it to your trash.
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.
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.