Cyberpunk TCG basic rules: the turn, Gigs and combat

An overview to start playing. It paraphrases: the official Comprehensive Rules always prevail, and on EdgeDeck the server is what applies them.

How you win

You win if you start your turn with seven or more Gigs in your Gig area. You lose if you must draw from an empty deck, or if you concede. Gigs are dice (d4, d6, d8, d10, d12 and d20) that come from your Fixer area: each turn you pick one, roll it and move it to your Gig area with the value rolled. The sum of your Gigs is your Street Cred (★), which some cards check.

The cards

The turn

Attacking, fighting and stealing Gigs

A ready Unit without Lag can attack a spent rival Unit or the rival's Gig area. The defender may react: Call a Legend, use a Blocker so the fight is against another Unit, or quick effects. In a fight the powers are compared: the lower one is defeated; power 0 defeats nobody. If the attack reaches the Gig area, the Unit steals Gigs: one plus one for every ten points of power, chosen one at a time, keeping their values.

Decks

A deck has three Legends and 40 to 50 cards, with a RAM limit per colour and a sideboard of up to seven cards for best of three. The EdgeDeck deck builder checks these rules when you save.

More of the guide

EdgeDeck · Cyberpunk TCG Online

Simulador no oficial hecho por fans; sin afiliación con los editores del juego. Unofficial fan-made simulator, not affiliated with or endorsed by the game's publishers.