Cyberpunk TCG
The Official Cyberpunk Trading Card Game from WeirdCo, licensed by CD PROJEKT RED — the most-funded tabletop campaign in Kickstarter history at $28.3M. Rules primers, the seven-Gig-dice win condition, dice-stealing combat, deckbuilding, and release coverage.
September 2026
2 posts
Cyberpunk TCG Keywords Explained: All 9, 86 Cards Use One
Cyberpunk TCG's official card database has a Keyword filter with zero options in it, so nothing tells you the game has keywords at all unless you read every card. It does: nine bracketed tokens, split by the Comprehensive Rules into four trigger keywords, four effect keywords and one activation shorthand it does not call a keyword. Eighty-six of the 151 cards print at least one, four cards print three, and three keywords turn out to be things one card gives another rather than something every printed instance owns.

Cyberpunk TCG Tags: 39 Printed, 10 With Payoff Cards
Cyberpunk TCG prints 39 tags across the 151 cards in its official database, and the Comprehensive Rules give them a real definition — an effect naming a tag references every card carrying it. Then only 13 cards in the whole pool name a tag at all, covering 10 of the 39. Arasaka is the deepest supported one with four; Netrunner has 13 cards and nothing that cares.
August 2026
9 posts
Cyberpunk TCG Comprehensive Rules: 10 Rulings That Bite
WeirdCo published the Cyberpunk TCG Comprehensive Rules on 28 August 2026 — 11 numbered sections and 660 numbered rules, thirteen days before the first Beta Events. It is the first public document that answers rules arguments rather than teaching the game, and ten of its rulings change decisions you would otherwise make from the Gameplay Guide alone. It also contradicts itself in three places.

Cyberpunk TCG: 11 Cards You Cannot Pull From a Booster
The official Cyberpunk TCG card database now lists 131 cards, and eleven of them have no printing in either Welcome to Night City booster set. Five belong to the Embracing Power starter deck, five to The Heist, and one — Rebecca: Having a Moment — is not in any product you can buy. Seven of the eleven are Legends, which is 28% of a card type you are required to run three of.

Cyberpunk TCG Sealed Deck Rules: RAM Does Not Apply
Until this week the sealed half of Cyberpunk TCG was a card count and nothing else. WeirdCo published the rest of it on 19 August 2026, and the headline is that the constructed format's defining constraint — the per-colour RAM ceiling your three Legends set — is switched off entirely. Your Legends stop being a deckbuilding licence and become three cards you flip.

Every Cyberpunk TCG Legend Is RAM 2. That Turns Deckbuilding Into One Decision
WeirdCo tells you your Legends set your deck's RAM ceiling and leaves it there. Run the rule against the 151 cards in the official database and it collapses into something much harder: every Legend that prints a RAM value carries RAM 2, so you have exactly six RAM to spend, and how you split it decides which of the 36 gated non-Legend cards you can reach at all.

WeirdCo Will Not Reprint Welcome to Night City. Here Is What That Actually Commits To
On 7 August WeirdCo published four supply commitments for Cyberpunk TCG, and one clause does most of the work: after the launch print runs, it will not reprint the same set or configuration again. Five days later Cardmarket committed to full European support, starting after the first fulfilment wave. Together they tell you what a Welcome to Night City single is going to cost you.

Cyberpunk TCG Organized Play: Every Tier, Explained
WeirdCo announced a World Championship before it sold a single retail booster. Its Organized Play page lays out eight named event types across two ladders, and buried inside it is the mechanical detail nobody is repeating: in-store sealed decks are a minimum of 30 cards and 3 Legends, not the 40 to 50 you build in constructed.

I Played the Cyberpunk TCG at Gen Con: What an Hour at WeirdCo HQ Actually Covers
The Cyberpunk TCG Learn to Play at Gen Con 2026 was free, one hour, 18+, capped at 60 players and sold out, with an alt-art foil Rebecca promo for anyone who finished. Here is what a one-hour teach can realistically land in a game with no life total, why the dice make it a harder teaching job than any other card game on that floor, and the three cards WeirdCo revealed mid-show that prove it.

Cyberpunk TCG Raised $28.3 Million - Here Is What Actually Ships, and When
WeirdCo took $28,353,088 from 50,773 backers on a $100,000 goal - the most-funded tabletop campaign in Kickstarter history and the third-biggest Kickstarter of any kind, ever. Now it has to ship. Here is the confirmed timeline, the real difference between Beta and retail product, why the 1 October date you keep reading is wrong, and everything WeirdCo has pointedly not said yet.

How to Play the Cyberpunk TCG — Gig Dice, Eddies and Street Cred, Explained
WeirdCo raised $28.3 million to build a trading card game where the win condition is a pile of dice. Here is how the Cyberpunk TCG actually works under the beta rules, what the four colors do, and why the release date most sites are printing is out of date.