Game Info
Year
2026
Players
2
Playtime
30 min
Collection
Your Tier
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Mechanic profile
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Description
TCG where players build edgerunner crews from Cyberpunk 2077 completing Gigs earning Eddies and building Street Cred
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Rules Teach
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video NTiyZTPsM4M
Good Time Society Playthrough at 0:25
video_pk 82216 · mention_pk 206496
Click to watch at 0:25 · YouTube ↗
Pros
none
Cons
none
Thematic elements
- Array
- Array
- Cyberpunk corporate intrigue, street-level cybernetics and body augmentation
- Array
- Night City, Cyberpunk world
- Array
- Array
- Array
- positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Blockers are incredibly powerful.
- The flavor of this game is rich and interesting.
- It's alpha kit mode. Go to Kickstarter if you want to see it reach its destiny.
- Night City legend.
References (from this video)
No references stored for this video.
Video 0tBUThnboWA
Game Night Picks - Pair Of Dice Paradise Top List at 7:30 sentiment: positive
video_pk 80632 · mention_pk 196836
Click to watch at 7:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Raised 28 million dollars
- Appeals to both new and veteran gamers
Cons
none
Thematic elements
- Crews of Edgerunners with characters from across the franchise compete to become a legend of Night City.
- Night City
Comparison games
- Slay the Spire
- Brass: Pittsburgh
Mechanics (from transcript analysis)
- Dice Rolling — Dice are part of a core mechanism.
- Trading Card Game — Described as a 'Cyberpunk trading card game'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Thank you from everyone who has to pronounce the name of this game multiple times.
- The real takeaway here is that Recall provides lots of opportunities to craft compelling combos, and also watch out for Tuesdays.
- Now, I really like Rebirth, but this game sold out long but it sold out long before I was able to find my own copy of it.
- And it's just too many castles, so stop being wasteful everybody and enjoy your 12 castles like Norman over there, who you don't see complaining about his number of castles because Norman Norman gets it. Norman understands the plastic castle economy in Rebirth.
- Viewer Urs Poe suggested the category of, quote, 'Games that cause the most grief.' Oh boy, here we go.
- Well, nothing turns friends into former friends like 1959's malevolent masterpiece, Diplomacy.
- He wrote that line, too.
- Should the casino go next to the swimming pool? Or do you think the alien abduction site should go next to the retirement home? What would the mayor think?
References (from this video)
No references stored for this video.
Video TW2mX5bVymQ
Rules Teach at 0:23 sentiment: positive
video_pk 40884 · mention_pk 124003
Click to watch at 0:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The gig dice system is the most unique part of Cyberpunk TCG
- Clear, modular card design with Legends, Units, Gear, and Programs
- Short, seven-turn game length supports quick play and iterative testing
- RAM-based constraints create meaningful deck-building decisions
Cons
- Complex rule set with interlocking systems may present a steep learning curve
- Dice-driven variability can affect early pacing and balance
- Tracking RAM, color identity, and cell tags adds cognitive load for new players
Thematic elements
- deck-building, crew warfare, street cred, and cybernetic enhancements within a neon-drenched urban sprawl
- Night City in the Cyberpunk universe
- expository, card-by-card gameplay explanation and live setup demonstration
Comparison games
none
Mechanics (from transcript analysis)
- Board state and economy — Multiple zones (gig dice area, legend area, Eddies area, playfield); cards move between zones; some cards enable selling or converting cards into resources.
- Card types and interactions — Legends (leaders), Units (crew), Gear (equipment), Programs (one-time effects); gear attaches to units; programs resolve immediately.
- Combat and keywords — Units attack individually; power determines outcomes; blockers can redirect; ties destroy both; go solo allows legends to act as units.
- Deck Building — 40-50 card deck with no more than three copies of any card; three legends with unique names; RAM and color-identity gating the build.
- Deck-building constraints — 40-50 card deck with no more than three copies of any card; three legends with unique names; RAM and color-identity gating the build.
- Gig dice system — Players start with standard polyhedral dice, roll a die each turn (except the d20 must be last), and the total is added to street cred, driving certain card interactions.
- Gigs and victory — Gigs are the victory/resource mechanism; win by running rivals out of gigs, depleting their deck, or other gig-based conditions; seven gigs in a turn can auto-win; ongoing fatigue may lead to overtime.
- Multi-Use Cards — Legends (leaders), Units (crew), Gear (equipment), Programs (one-time effects); gear attaches to units; programs resolve immediately.
- Phases and actions — Phase progression includes ready, play, and attack; actions include selling for eddies, flipping legends, go solo, and resolving programs.
- RAM and color identity — RAM values limit what cards can be played; legends determine the deck's color identity (Red, Yellow, Blue, Green).
- Resource Management — Eddies are spent to pay costs; legends can be spent as eddies; face-down legends can be revealed as eddies or used as resources; face-up legends with a cell tag can also be used too.
- Resource system (Eddies) — Eddies are spent to pay costs; legends can be spent as eddies; face-down legends can be revealed as eddies or used as resources; face-up legends with a cell tag can also be used too.
- Variable Phase Order — Phase progression includes ready, play, and attack; actions include selling for eddies, flipping legends, go solo, and resolving programs.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Cyberpunk TCG is a brand new official
- TCG live on Kickstarter right now.
- dice goblins.
- The gig dice system is the most unique part of the Cyberpunk TCG.
- It's only a seven turn game.
- Gigs are also the key to victory and the prize for combat.
- At the beginning of each turn, you'll acquire a gig, choosing any die except the d20, which must be chosen last.
- This is your legends going out and making some money for your crew.
- The top of your playmat is divided into your friendly gig area and your rival gig area.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3