Cyberpunk TCG was a huge hit on Kickstarter, becoming the most funded card game in the platform's history. But how exactly is the game played? We'll break down everything you need to know about the cards, play areas, and mechanics, as well as the stages of play.
Surprisingly, the game shares quite a bit of DNA with Disney Lorcana, but this isn't too deep, and there are plenty of great features and mechanics within the game that help establish its identity rather than being a clone of another TCG.
Cyberpunk TCG Card Reading
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Cost (top left) |
The cost of a card is the number of Eddies required to play the card. |
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Sell tags (below cost) |
A sell tag appears on cards that can be flipped over to Eddies. |
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Tags (below the card name) |
Tags show which group a card belongs to and can affect in-game activity. |
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Keywords/Abilities (under tags) |
If the card has timing triggers (Play, Attack, Flip, Blocker, Go Solo) or abilities, they are described here. |
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Type (top right) |
Card type. It becomes one of the following: Legend, Unit, Program, or Gear. |
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RAM (type below) |
A card can only be included in a deck if its RAM value is equal to or less than the Legend card, and it must be the same color. |
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Power (bottom right) |
These are the numbers used for offense and defense. The highest power wins. |
There are other notable aspects of the cards, but they do not affect gameplay. The rarity of the card is located in the bottom center of the card. A total of 7 rare items. These are:
- trite
- rare
- rare
- epic rare
- Secret Rare
- Iconic Rare
- Nova Rare
The last card information is collection number (bottom left). Although not confirmed, it's likely that all future expansions will have their own numbered set, rather than continuing where the previous set left off.
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Terms to Know
Here are some terms throughout the guide that may require some context:
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terminology |
meaning |
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expenses |
Rotate the card 90 degrees to indicate that it has been played that turn. |
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ready |
Return used cards to their starting positions. |
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attack |
When a unit with an attack ability declares an objective, the ability resolves before combat. |
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blocker |
Only cards with the block keyword can prevent attacks or be declared block cards. |
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play |
Cards with the Play keyword have their abilities resolve as soon as their cost is paid. |
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Go solo |
Similar to Swift in Magic: The Gathering, Go Solo cards can attack on the turn they are used. |
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splash |
This ability is resolved the moment the card is turned face up. |
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gig |
A Gig is one of the dice that you and your opponent are trying to get to win the game. |
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legend |
This is a special leader card within your territory. |
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unit |
cards that can attack |
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program |
Cards with immediate effects are discarded. You can play it at any time during the play phase. |
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gear |
This card is attached to a unit and grants additional power or abilities. |
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street cred |
This is the number on your performance die. These can change over time and interact with card abilities. |
play area
Cyberpunk TCG areas of play will make a bit more sense once you look at the rules in more detail, but it's best to have an idea of what we mean when we talk about the different areas.
As you can see from the image above Standard layout of a cyberpunk playmat. There are a total of 8 zones:
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legend |
This is where you place three legend cards to start the match. |
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Eddie |
This is where you keep the cards you decide to use as Eddies to pay for other cards. |
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intermediary |
This is where your performance dice come into play. |
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field |
This is where the cards you play are kept until they are sent to the trash. |
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friendly performance |
This is a tracker for gigs. |
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rival performance |
This is about tracking your opponent's performance. |
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deck |
Your deck is here. |
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trash |
This is where you place your discarded/used cards. |
How to play
Victory Conditions
when you win the game Start your turn with 6 performances At your friendly venue.
You can win the game even if your opponent has no cards left in their deck. This is From that moment on, there are no more cards left to draw.This is not a case where you need to draw a card and can't.
setting
To set up your Cyberpunk TCG game, you first need to: Shuffle the 3 legend cards and place them face down in the appropriate area.Then place the performance die in the fixer area. Shuffle the rest of the deck and draw 6 cards. This is your starting hand.
You can mulligan once, but only once, and there is no penalty for taking this action.
preparation stage
First, you draw a card At the beginning of each turn. There is no limit to your maximum hand size, so you don't have to play a card to get back to 6 until the end of the turn.
Next you Take dice from your solver area. Any die will work except the d20, which should always be taken last. Roll a die to set a Street Cred value and then place it on the venue.
Then you need to: Prepare the rest of your cardsThis means returning the spent cards to their original positions, but this is not necessary on the first turn. If you are taking your first turn, you must play two Legendary cards to start the game.; This prevents you from going first and gaining a huge advantage.
stage of play
During the play phase, you can: Sell cards to the EddiesBut you can only do this once per turn. Cards with the sell tag can be revealed to your opponent and then placed face down in the Eddies area. This card can be used the turn it is played. This is similar to Lorcana's Inkwell.
You can then select: call the legendAgain, only once per turn. Each Legendary costs 2 Eddies, and paying this cost allows you to flip one face up and resolve keywords or abilities if needed.
Finally, you can play a card from your hand if you have Eddies to pay for it. Legend card (face up) or Down, they can be used as Eddies to cover the cost of other cards. But the legend card Must be consumed in circulation Used as Eddies.
Legends can be paid by using two face-down Legends as Eddies. You can then turn over one of your used Legends and prepare it. That means they actually paid Eddie to play.
attack phase
The attack phase plays out slightly differently depending on whether you choose to do so or not. Attack units consumed by the opponent or attack the opponent directly..
To attack a unit you must: Consume units or legends and resolve attack triggers. That may be so. Your opponent can then call a Legend or have a unit with blocking take the attack instead.
The fight is Solved by comparing the power levels of both cardsThe taller of the two winners and the loser (with all gear attached) head to the trash.
In case of a tie, both units and attached cards are discarded.
When attacking an opponent directly, The process starts the sameConsumes units and resolves attack triggers.
Again, your opponent may call in a legend or have a unit with a blocker ability. make a hit for them.
If they cannot or choose not to, you can: Steal dice from your opponent's venue.. If your unit's power level is up to 9, you can take 1 die, but you can take an additional die for every 10 points of power your unit has. For example, a unit with power 10-19 takes 2 dice, a unit with power 20-29 takes 3 dice, and so on.
However, each attack is treated as an isolated event. You can't attack with multiple creatures, and their total power can't be added together.. You can choose the order in which attacks are resolved. If you pay attention to specific keywords and abilities, these will offer their own benefits.
these Turns continue until one player begins his turn with 6 performances in his territory. Or the player is out of cards.
Alpha Access and LGS Participation
if you want Get early access to the Cyberpunk TCG for free.You can download the alpha deck from the official website. Print the cards, roll the dice and play.
This will help you get familiar with the rules and flow of the gameplay before the full product launches later this year.
if you I want to buy Cyberpunk TCG from my local game store and participate in the event.You can register through the WierdCo website.
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