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Cyberpunk TCG: How the Game Works, Deck Building & Card Rarities

Cyberpunk TCG brings the world of Cyberpunk to a competitive trading card game built around crews, iconic characters, cyberware, Eddies, and a battle for control of Night City's Gigs.

Rather than simply giving each player a life total and asking them to reduce their opponent to zero, Cyberpunk TCG revolves around collecting and stealing Gig dice. Your three chosen Legends shape the cards you're allowed to put into your deck, while Units, Gear, and Programs give you the tools needed to fight your Rival and build your reputation.

With the first full set, Welcome to Night City, introducing characters and themes from across the Cyberpunk universe, there is plenty for both TCG players and Cyberpunk fans to learn.

This beginner's guide explains how Cyberpunk TCG works, how to build a legal deck, what RAM and Eddies do, and how the game's card rarities work.

Looking for more card games? Browse our Trading Card Games collection.

Quick Summary: Cyberpunk TCG

  • Players: Two players compete against each other.
  • Legends: Every deck uses exactly three uniquely named Legend cards.
  • Deck Size: Your main deck contains 40–50 cards in addition to your three Legends.
  • Copy Limit: You can normally include up to three copies of the same card.
  • Card Types: Legends, Units, Gear, and Programs.
  • Resources: Cards can be sold to generate Eddies, which are used to pay costs.
  • RAM: Your Legends determine which coloured cards are legal in your deck.
  • Gigs: Dice represent jobs and are the primary objective of the game.
  • Winning: Start your turn controlling at least seven Gigs to win.
  • Rarities: Common, Uncommon, Rare, Epic Rare, Secret Rare, plus collectible Iconic Rare alternate artworks.

What Is the Cyberpunk Trading Card Game?

Cyberpunk TCG is a competitive two-player trading card game produced by WeirdCo and officially licensed by CD PROJEKT RED.

You take control of a crew attempting to establish itself in Night City. Instead of representing a single character, your deck revolves around three Legends supported by Units, Gear, and Programs.

The game's central objective is controlling Gigs, which are represented by polyhedral dice.

That immediately gives Cyberpunk TCG a different tabletop presence from many traditional card games because dice aren't simply used as counters—they are a fundamental part of the objective and progression system.

How Do You Win Cyberpunk TCG?

Your main goal is to control the majority of Night City's Gigs.

If you begin your turn with seven or more Gig dice in your Gig area, you win.

This is an important distinction from some early Alpha information about Cyberpunk TCG. The current rules use seven Gigs as the normal victory condition.

Players aren't simply accumulating their own dice, either. Your Units can attack your Rival and steal their Gigs, allowing control of the objective to move back and forth throughout the game.

What Do You Need to Play?

Each player needs a legal Cyberpunk TCG deck and a standard six-die polyhedral set consisting of:

  • d4
  • d6
  • d8
  • d10
  • d12
  • d20

These become your Gig dice during the game.

You also need exactly three Legend cards and a 40–50 card main deck.

How Gigs Work

Gigs represent jobs your crew is taking on around Night City.

Your dice begin in your Fixer area. During the start of your turn, you choose an available die, roll it, and move it into your Gig area.

You can choose which available die to roll, with one major exception: the d20 is always last.

Each individual die counts as one Gig regardless of the number showing on it.

That means a d4 and a d12 each count as one Gig toward the seven required to win.

What Is Street Cred?

The numbers rolled on your Gig dice aren't irrelevant.

Add together the face values of the dice in your Gig area and you get your Street Cred.

Some card effects require a certain amount of Street Cred before they can be used.

This creates two different reasons to care about your dice:

  • The number of dice determines how close you are to winning.
  • The values on those dice determine your Street Cred.

A high-value Gig can therefore be strategically important even though it still counts as only one Gig toward victory.

Cyberpunk TCG Card Types Explained

There are four primary card types in Cyberpunk TCG.

Legends

Legends are the centerpiece characters of your deck.

You choose exactly three Legends when building your deck, and all three must have unique names.

Your Legends begin face-down in a random order. Once per turn, you can spend 1 Eddie to Call a Legend, flipping one face-up without looking beforehand.

Legends provide abilities, help establish your deck's RAM limits, and can also be spent to help pay costs.

Units

Units represent members of your crew.

They enter the field and can fight enemy Units or attack your Rival to steal Gigs.

New Units normally enter with Lag, preventing them from attacking during the turn they are played.

Gear

Gear upgrades your Units and Legends.

This category includes equipment and enhancements that can provide additional abilities or advantages to characters already in play.

Programs

Programs provide immediate effects.

You pay the Program's cost, resolve its effect, and then move it to the trash.

Some Programs can also interact with attacks and other important moments depending on their abilities.

How Eddies Work

Eddies are Cyberpunk TCG's primary currency.

Cards have costs, and you need Eddies to pay them.

The interesting part is how you build your economy.

Once per turn, you can sell an eligible card from your hand. You reveal that card and then place it face-down in your Eddies area.

That card now represents one Eddie.

This creates an important decision every turn: which cards do you keep because you want to play them, and which card are you willing to permanently turn into a resource?

Your Legends can also be spent as 1 Eddie each when paying costs.

How a Turn Works

Each Cyberpunk TCG turn is divided into a Start Phase and a Main Phase.

Start Phase

At the beginning of your turn, you:

  1. Ready your spent cards.
  2. Draw one card.
  3. Gain a Gig by choosing an available die from your Fixer area, rolling it, and moving it to your Gig area.

Before gaining your new Gig, having seven Gigs already secured at the start of your turn wins the game.

Main Phase

Your Main Phase is considerably more flexible.

You can perform available actions in the order you choose, including:

  • Sell an eligible card for an Eddie once per turn.
  • Play cards by paying their costs.
  • Call a Legend once per turn.
  • Attack with eligible Units.

This freedom means sequencing can become important. The order in which you generate resources, deploy Units, reveal Legends, and attack can change how your turn develops.

How Combat Works

When a Unit attacks, you spend it by turning it sideways.

You then choose what you're attacking.

A Unit can attack an eligible spent rival Unit or attack your Rival's Gig area.

Fighting Another Unit

When Units fight, compare their Power.

The Unit with the higher Power defeats the other Unit. If their Power is tied, both Units defeat each other.

Attacking for Gigs

Attacking your Rival directly allows you to steal a Gig from their Gig area.

Powerful Units can steal even more. A Unit with at least 10 Power steals an additional Gig, while a Unit reaching 20 Power can steal another.

This makes combat directly connected to the victory condition rather than existing as a separate damage system.

Ready vs Spent Units

Position matters in Cyberpunk TCG.

A card standing upright is ready. Turning it sideways means it has been spent.

Units generally spend themselves to attack.

One particularly important rule for beginners is that ready Units normally can't be attacked directly.

Attacking therefore creates a risk. Your Unit may accomplish something valuable, but spending it can leave it exposed during your Rival's turn.

Cyberpunk TCG Deck Building Rules

Deck construction is built around your three Legends.

A legal constructed deck normally follows these requirements:

  • Exactly 3 Legend cards.
  • Each Legend must have a unique name.
  • A 40–50 card main deck.
  • No more than 3 copies of the same card.
  • Every card must fall within the RAM limits established by your Legends.

The Legends aren't included in the 40–50 card main-deck total.

What Is RAM?

RAM is one of the most important concepts to understand when building a Cyberpunk TCG deck.

Your three Legends establish your deck's RAM limits.

Cards have coloured RAM requirements, and you can only include cards whose RAM values fall within the limits provided by your Legends.

RAM therefore functions somewhat like a deck-building identity rather than the resource you spend every turn to play cards.

RAM determines whether a card can go into your deck. Eddies determine whether you can afford to play it during the game.

How RAM Colours Affect Your Deck

RAM is divided into colours.

If multiple Legends provide RAM of the same colour, their values combine.

For example, if two Legends each provide 2 Green RAM, your deck has a Green RAM limit of 4.

You could therefore include Green cards with RAM values up to that limit.

If your third Legend provides Red RAM, you can also include qualifying Red cards.

This creates an important deck-building trade-off.

Concentrating your Legends in one colour can give you access to higher-RAM cards within that colour, while spreading your Legends across colours provides access to a wider selection of cards but potentially limits the most demanding options.

Cyberpunk TCG Rarities Explained

The debut Welcome to Night City set uses a familiar rarity ladder with an additional collectible alternate-art tier.

Common

Commons form the largest portion of the set and provide many of the basic cards needed to construct decks.

Uncommon

Uncommons appear less frequently than Commons and expand the pool of deck-building effects and options.

Rare

Rare cards occupy the first of the Rare-or-better slots found in booster packs and are less common than the basic Common and Uncommon cards.

Epic Rare

Epic Rares sit above Rare cards in scarcity and represent one of the game's higher collectible tiers.

Secret Rare

Secret Rares are the highest regular rarity in Welcome to Night City.

There are only four mechanically unique Secret Rares in the debut set.

Iconic Rare

Iconic Rares work differently from the normal rarity progression.

They are alternate-art versions of existing cards rather than completely separate gameplay cards.

This is an important distinction for players. You don't need an Iconic Rare version to gain access to an exclusive game mechanic—the regular version provides the same underlying card functionality.

How Many Cards Are in Welcome to Night City?

The debut set contains 140 mechanically unique cards.

The regular rarity breakdown is:

  • 60 Commons
  • 32 Uncommons
  • 32 Rares
  • 12 Epic Rares
  • 4 Secret Rares

There are also 31 Iconic Rare alternate-art cards per print run, bringing a given Beta or Retail version to 171 cards when those alternate artworks are counted.

What's Inside a Cyberpunk TCG Booster Pack?

Welcome to Night City booster packs contain 12 cards.

The announced configuration is:

  • 7 Commons
  • 3 Uncommons
  • 2 Rare-or-better cards

Those Rare-or-better positions can contain cards from the higher rarity tiers, including Rare, Epic Rare, Secret Rare, and Iconic Rare cards.

This gives each booster two opportunities to contain something from above the Common and Uncommon tiers.

What Makes Cyberpunk TCG Different?

Several mechanics give Cyberpunk TCG its own identity.

The most immediately noticeable is the Gig system. Instead of simply attacking a life total, players fight over physical dice that move between each player's side of the table.

The resource system also creates interesting choices because cards from your hand can become Eddies. A card you draw may be exactly what you need later—but selling it could provide the resource required to make a stronger play right now.

Finally, the three-Legend system means choosing your headline characters isn't simply thematic. Those choices directly influence the colours and RAM levels available during deck construction.

Is Cyberpunk TCG Easy to Learn?

The basic objective is relatively straightforward: build your crew, accumulate Gigs, attack your Rival to steal theirs, and begin your turn controlling seven.

The deeper decisions come from resource management, combat timing, Legend selection, RAM restrictions, reactions, and deciding when attacking is worth leaving a Unit spent and vulnerable.

Players familiar with other competitive TCGs should recognize concepts such as deck construction, card costs, combat, activated effects, and card advantage, but the Gig and Eddie systems give Cyberpunk TCG a different structure.

Where Should a New Player Start?

For your first games, a preconstructed or demo deck is the easiest way to learn because you can focus on Gigs, combat, Eddies, and Legends without immediately worrying about deck construction.

Once you understand how a normal turn works, the next step is experimenting with your three Legends.

Start by deciding which characters and strategy you want to build around, check the RAM those Legends provide, and then select Units, Gear, and Programs that fit within those limits.

Keeping your first constructed deck close to the 40-card minimum can also make it easier to consistently draw the cards around which you've built your strategy.

Cyberpunk TCG: A Different Kind of Fight for Night City

Cyberpunk TCG combines recognizable trading card game concepts with several unusual systems of its own.

Your Legends define your deck. Eddies fund your plays. Units fight and steal objectives. Your Gig dice simultaneously track progress toward victory and generate the Street Cred needed

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