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Cyberpunk Trading Card Game box art

Cyberpunk Trading Card Game

Game ID: GID0452440
Game Info
Year
2026
Players
2
Playtime
30 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

TCG where players build edgerunner crews from Cyberpunk 2077 completing Gigs earning Eddies and building Street Cred

Description

TCG where players build edgerunner crews from Cyberpunk 2077 completing Gigs earning Eddies and building Street Cred

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video TW2mX5bVymQ Rules Teach at 0:23 sentiment: positive
video_pk 40884 · mention_pk 124003
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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)
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