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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.

Published August 30, 2026·9 min read·By Mythras
Figure 4 from the Cyberpunk TCG Comprehensive Rules: the game area layout drawn as a black playmat with yellow outlines. A vertical Fixer strip on the left holds die-shaped slots labelled D20, D12, D10, D8, D6 and D4 from top to bottom; the centre holds the Field with Rival Gigs and Friendly Gigs banners above it; three card slots labelled Legends sit bottom-left of centre beside a wide Eddies zone; Deck and Trash stack on the right.

Every card game reaches the point where the teaching document stops being enough. Cyberpunk TCG reached it on 28 August 2026, when WeirdCo published the Comprehensive Rules — the first Cyberpunk TCG document written to settle arguments rather than to explain the game.

The timing is not an accident. The first Beta Events run 10-20 September, retail Pre-Releases follow at the end of October, and Welcome to Night City hits shelves on 6 November. Thirteen days before the first sanctioned play, the game got a rulebook a judge can point at.

WeirdCo is blunt about who it is for. Rule 1.2 reads: "This is a reference material, not a teaching one! To learn how to play the game, check out the Gameplay Guide." That is the correct framing, and it is also why this post exists — the how-to-play primer was written from the Gameplay Guide, and there is a whole layer underneath it that only appeared this week.

What WeirdCo actually published

The document runs to 11 numbered top-level sections plus a credits block, containing 660 individually numbered rules across 41 subsections. It nests six levels deep in places: rule 3.18.1.2.1.1 is a real citation.

#SectionWhat lives there
1Game OverviewOwnership vs control, win conditions, Overtime, lose conditions, conceding
2Golden RulesThe six priority rules that decide every other conflict
3Card InformationEvery printed field, name by name, with a diagram
4Card TypesLegends, Units, Gears, Programs, and what each does on entry
5Game AreasTen named areas, public vs hidden, and what you may look at
6GigsRolling, adjusting, value-pairs, swapping, stealing
7Game SetupDeck legality, the pre-game sequence, the mulligan
8Turn OrderStart Phase, Main Phase, End of Turn
9Attack, Fight, and StealDeclare, React, Fight or Steal, and how an attack ends early
10EffectsThe four effect types and the pending-resolution system
11TermsCosts, game actions, activation shorthand, trigger and effect keywords

Section 5 is worth a note on its own. It defines ten game areas — hand, deck, field, Legends, Eddies, trash, fixer, friendly Gig, rival Gig, and removed-from-game — but the playmat in Figure 4 prints only eight of them. Your hand does not get a zone, and rule 5.13.2 says removed cards "do not have a designated game area, because they are no longer part of the game." You are told to make a visible pile off to one side.

The document carries no version number. The credits block is stamped only "(UPDATED AUG. 2026)". That matters for anyone who intends to cite it in six months: there is currently no way to say which Comprehensive Rules you are quoting.

The ten rulings that bite

These are the ten I would hand to someone who has read the Gameplay Guide and thinks they are done. Each one changes a decision, and each one is new to this document.

#RuleThe ruling
11.11.1Overtime's trigger is two consecutive turns in which both players begin with an empty fixer area — the seventh turn is the usual case, not the rule
22.5If card text contradicts the rules, the card wins
32.6If one effect permits and another prevents, prevention wins, always
42.10.1A negative value is treated as 0 for every reference and comparison, and the order the modifiers landed in does not change the answer
52.10.2Null is not 0. It is not a number, it is neither even nor odd, and against 0 it is the smaller value
64.5.3A Legend with a Null cost cannot be played to the field at all
75.7.2.2A face-up Legend with no Sell Tag cannot be spent for 1 eurodollar
86.4.5Adjusting a Gig to the value it already has fails; so does setting a d6 to 8 (6.4.4)
96.6.2A swap is not a steal and triggers nothing that keys off stealing
109.19.2A Unit with 0 power cannot defeat anything as the result of a fight

Number 1 is the one most likely to be quoted wrongly. The seven-turn version of Overtime has been the standard phrasing everywhere, including on this site. It is right in the ordinary case — you roll in one die per turn from a six-die fixer — but 1.11.1 makes the fixer area the actual condition and hedges the turn count with "usually." If anything ever moves a die into a fixer area or takes one out early, the turn count and the rule come apart, and the rule is what a judge reads.

Number 1 also changes what winning looks like. Outside Overtime, the seven-Gig check happens before the first step of your Start Phase (1.10.1). Inside Overtime, rule 1.11 fires "at any point," mid-effect included. Same threshold, completely different clock.

Card text beats the rulebook, and can't beats can

The Golden Rules are six short subsections and they are the most useful thing in the document, because everything else defers to them.

Rule 2.5 is the standard TCG hierarchy, stated plainly: card text supersedes the Official Rules. WeirdCo's own worked example is a Unit reading "This Unit can attack ready Units," which overrides the closed list of valid attack targets in 9.3.2 — a spent rival Unit (9.3.2.1) or a rival Gig area holding at least one Gig (9.3.2.2), and nothing else (9.3.2.4).

Rule 2.6 is the counterweight. If one effect allows something and another forbids it, the forbidding effect wins. WeirdCo's example pits [ADRENALINE] against a Unit reading "Rival Units can't attack the turn they're played" — the rival Unit does not attack, keyword or no keyword.

The other four are quieter but land in real games:

  • 2.4 — if you cannot resolve all of an effect, resolve as much as you can. Partial resolution is the default, not a failure.
  • 2.7 / 2.8 — you may decline to pay a cost, and "up to X" always includes zero unless a minimum is printed.
  • 2.9 — when both players do something simultaneously, the turn player goes first.
  • 2.11 to 2.13 — conduct. WeirdCo put civility, personal space, asking before touching a Rival's cards, and personal hygiene inside the Comprehensive Rules rather than in a separate tournament policy. Rule 2.13.1 asks you to "neutralize any distracting smells on your person." It is in the rulebook, numbered, alongside the effect timing.

The two number rules: negative is zero, Null is nothing

These two get their own section because they look similar and behave nothing alike.

Negative numbers exist but read as 0. Rule 2.10.1: a game value can go negative, and while negative it is treated as 0 for all references and comparisons. The worked example is a 2-power Unit hit for -3, then given +2: it is at -1, reads as 0, then reads as 1. The document adds explicitly that "the order of these effects being applied does not alter this outcome" — so the game tracks the real arithmetic underneath and only clamps at the point of comparison. If it clamped on the way through, that Unit would end at 2.

Null is not a number at all. Rule 2.10.2 and 11.2.3 cover Null Street Cred, which is what you have when your Gig area is empty. It does not count as 0, it is not even, it is not odd, and rule 5.11.4.2 settles the comparison: "When compared to 0, Null is the smaller number." Any card keyed to odd or even Street Cred simply does not see a player with an empty Gig area. That is a live interaction rather than a curiosity, because WeirdCo's own Color Tree article says Green "wants to form pairs of Gigs with the same value number, match Gig values with unit power, and maintain either odd or even Street Cred" — and three Green cards in the database do exactly that: Field Operator, Pacifica Netrunner and Memory Relapse each check whether your Street Cred is an even number.

Null costs work the same way. Rule 3.11.2 gives Legends a Null cost, written in the rules as a parenthesised dash; you cannot pay it (3.11.2.1), you cannot increase, decrease or modify it (3.11.2.2), and 3.11.2.3 says effects that reference a Legend's cost treat Null as 0. Referenced as 0, unpayable as a cost.

Figure 1 from the Cyberpunk TCG Comprehensive Rules: the V Streetkid Legend card on a black grid background with white callout lines to every printed field, each labelled with its rule number - 3.9 Name, 3.10 Subtitle, 3.11 Cost Value, 3.12 Sell Tag, 3.13 Tags, 3.14 Set Information, 3.15 Card Number, 3.16 Rarity, 3.17 Power, 3.18 Textbox, 3.19 Illustrator Credit, 3.20 RAM and 3.21 Type.

Nineteen Legends can never touch the field

Rule 4.5 says you may play a Legend from the Legends area to the field as a Unit by paying its cost. Rule 4.5.2 says it arrives with Lag. Rule 4.5.3 then removes most of the candidates: "Legends with cost Null ( - ) do not have a cost, and cannot be played to the field."

Run that against the card database and the split is exact. Of the 27 Legends listed, 19 print a Null cost and can never leave the Legends area under their own power. The eight that print a real cost are V: Streetkid (5), V: Corporate Exile (5), Goro Takemura: Hands Unclean (5), Sasha Yakovleva: Won't Let You Down (5), Royce: Psycho on the Edge (6), Jackie Welles: Mama's Favorite (6), Rogue Amendiares: Preem Solo (7) and Adam Smasher: Ender of Legends (9).

All eight of those carry [GO SOLO]. Every one of the 19 Null-cost Legends does not. There is not a single exception in either direction in the current database, which reframes what the keyword is doing. Rule 11.25.1 defines [GO SOLO] as "Pay this Legend's cost to play it as a ready Unit. It can attack this turn. If it leaves the field, remove it from the game" — but rule 4.5 already grants the paying-to-play part, and rule 4.4.1 already removes a Legend that moves to an invalid area, the field and the Legends area being the only valid ones (4.4). Two clauses do work the base rules do not: "as a ready Unit" overrides 4.5.1, which would otherwise bring the Legend in wearing whatever orientation it had in the Legends area (Legends can be spent there — 5.7.6 — and only ready again at 8.6.3), and "It can attack this turn" overrides one half of Lag.

Only one half, and that is the part worth reading twice. Lag carries two restrictions, not one: 11.3.1.1 says lagging Units cannot attack, and 11.3.1.2 says they cannot activate [Spend Icon] effects (restated at 8.14.1). [GO SOLO] speaks to attacking and says nothing about [Spend Icon], so under rule 2.5 it beats 11.3.1.1 and leaves 11.3.1.2 standing. A Legend played to the field is still lagging until the end of the turn (11.3.2).

On today's card pool that restriction has nothing to bite. Seventeen cards in the database print a [Spend Icon] effect, and the split is almost comically tidy: 13 of them are Legends, all 13 of those are Null-cost Legends that can never reach the field under 4.5.3, and the other four are three Units and a Gear. Not one of the eight costed Legends prints one. So 4.5.2 applies to every Legend that can reach the field and costs those eight nothing today — which is not the same thing as the rule being dormant, and the difference is the kind a judge is paid to notice. It bites Units already: a Unit with a [Spend Icon] effect enters with Lag under 4.7, so 11.3.1.2 locks that effect off for the turn it is played, and Lag does not fall away until the end of that turn (11.3.2).

The Sell Tag has a matching wrinkle. Rule 5.7.2 lets you spend Legends as 1 eurodollar each "whether face-up or face-down," and 5.7.2.2 then adds that a face-up Legend without a Sell Tag may not be spent. Currently that bites exactly one card: 26 of the 27 Legends in the database print a Sell Tag, and the one that does not is Rebecca: Having a Moment, the promo with no rules text at all. Face-down Legends are unaffected either way, since 3.4.1 says a face-down card's information is ignored.

Zero power defeats nothing

Official Cyberpunk TCG card render for Sasha Yakovleva, Won't Let You Down: a blue-bordered Legend with cost 05 and a eurodollar sell tag in the top left, a RAM x2 box in the top right, art of a dark-haired woman in a pink shirt hanging upside down in cabling with a pink HI mask, the tags MAINE'S CREW, MERC and NETRUNNER, GO SOLO, ATTACK and DEFEATED keyword text, and a power reading 0+ in the bottom right.

Section 9 splits a fight into a loser check and a defeat step, and the gap between them is where the 0-power rules live.

Rule 9.17.2: a Unit loses a fight when it has equal or lower power. Rule 9.17.3: on equal power neither wins and both lose. Then rule 9.19.1 turns losing into defeat — except 9.19.2 stops it dead: "A Unit with 0 power cannot defeat a Unit as the result of a fight."

Put a 0-power Unit into a fight with another 0-power Unit and both lose the fight, and neither is defeated. The loss is real — 9.19.3 is explicit that a Unit prevented from being defeated "is still a loser that has lost the fight" — so anything keyed to losing a fight still fires. Nothing goes to the trash.

Sasha Yakovleva: Won't Let You Down makes this concrete rather than hypothetical. She is a Blue Legend, cost 5, RAM 2, with [GO SOLO] and a printed power of 0. Her [ATTACK] trigger reveals the top card of your deck, adds it to your hand and gives her power equal to that card's cost for the turn — and the sequencing means it lands in time. Rule 9.5 puts all effects triggered by attacking into pending the moment the attack is declared, and rule 11.21.2.2 requires them resolved "before your Rival's react step." The Steal Step reads her power afterwards, at 9.23.1.

Which matters, because the steal formula punishes 0 exactly as hard. Rule 9.23.2.1: a 0-power attacker steals 0 Gigs. Rule 9.23.2.2 gives the formula for everything else, rounded down, where P is the attacker's power:

X = (P / 10) + 1

So 1 to 9 power steals one Gig, 10 to 19 steals two, 20 to 29 steals three, and it keeps going. Declare an attack on the Gig area with Sasha before her trigger resolves and you would steal nothing; the rules resolve it in the order that saves you.

Official Cyberpunk TCG attack-step diagram showing three stages: spend the attacking Unit and declare a target, the Rival react window with Call a Legend, Quick and Blocker options, and the two outcomes, Fight against a Unit or Steal against the Gig area

Pending effects are the timing system

Cyberpunk TCG has no stack and no priority passing. Section 10 gives it something smaller instead, and this is the part of the document with no equivalent anywhere in the Gameplay Guide.

An effect that triggers while something else is resolving becomes pending (10.2.4). Pending effects wait; you cannot take a game action while any are outstanding (10.11.1). The ordering rules are short enough to memorise:

SituationRuleWho decides
You control several pending effects10.12You resolve them in any order you like
Both players have pending effects10.13Turn player clears all of theirs first
New effects trigger mid-resolution10.14Finish the current one, then take the new ones
Two mandatory replacement effects collide10.28.1The affected player chooses which applies
A mandatory and an optional replacement collide10.28Mandatory applies first
A game mechanic and a mandatory replacement collide10.30The game mechanic wins

Two consequences worth carrying to a table. First, rule 10.15: once an effect is pending, later changes to the game state do not stop it resolving unless the effect itself carries a condition that must hold at resolution. You cannot fizzle a pending effect by removing its source. Second, rule 10.21 says the same thing about activated effects specifically — activate it, and it resolves even if the card that produced it leaves.

Compared with Riftbound's chain and HOT FEPR ordering, this is a deliberately smaller system: no shared stack, no windows to hold priority in, and a single React Step as the non-turn player's only reaction window — rule 9.7.1 says you may take reactions "only during the React Step of an attack, and only if you are the defending player." They still act outside it, just not by reacting: they clear their own pending effects after the turn player clears theirs (10.13), and they choose between colliding mandatory replacement effects aimed at them (10.28.1). The trade is that almost everything resolves immediately and in the order the turn player prefers.

Three places the document argues with itself

It is a first edition of a 660-rule document, so this is not a scandal. It is, however, worth knowing before you cite it at an event.

1. Whether an effect-driven Sell burns your once-per-turn action. Rule 5.8.4 says a player is "allowed to Sell as many cards they want through effect but only allowed to Sell once per turn from their hand through game action." Rule 11.9.2.2 says the opposite: "An effect that says to 'Sell' does count as a player's 'Sell A Card' Main phase action." One of those permits unlimited effect-driven selling and the other spends your action on the first one. Rule 8.11.1 caps only the game action and does not break the tie.

2. The four effect types are named as five. Rule 10.4 lists them as "triggered effects, activated effects, permanent effects, and replacement effects." Rule 10.4.3, immediately below, defines a "persistent effect" — and persistent is the term used by the section heading and by all six rules from 10.22 to 10.23.1 (10.22, 10.22.1, 10.22.2, 10.22.3, 10.23, 10.23.1). The type is named once and then never called that again.

3. Reminder text is missing a "not." Rule 3.18.1.2.2.1 reads: "Reminder text is not effect text, and does influence gameplay." Read literally, that says the parenthetical italic text on a card both is not effect text and does affect the game. Figure 1 shows why it matters: on V: Streetkid, [GO SOLO]'s entire definition is printed as reminder text.

Two cross-references have drifted too. Rule 1.14.1 points at "10.2.1 TERMS > Game Actions > Draw," but Draw is rule 11.5 and 10.2.1 is an effects rule. Rule 10.2.1 cites a Golden Rule called "Do as Much as You Can"; the section is titled "Resolve as Much as Possible." Both resolve fine by name and neither by number.

None of this is fatal. All of it is the sort of thing that gets fixed in a second revision, which is exactly why a version number would help.

What is still unknown

  • Which Sell ruling stands. 5.8.4 and 11.9.2.2 cannot both be right and WeirdCo has not published an errata channel.
  • Whether there will be numbered revisions. The document is stamped "UPDATED AUG. 2026" and nothing else.
  • Whether a judge FAQ is coming. The Comprehensive Rules answer rules questions; nothing published answers policy questions like slow play, deck checks or penalties.
  • How the rules interact with sealed. Rule 7.3 defines a legal deck as 3 Legends plus 40 to 50 cards, which is the constructed rule. Sealed runs on a 30-card floor with no RAM ceiling, and the Comprehensive Rules defer to "current regulations for the game format" (7.3.6) without naming them.
  • Whether [GO SOLO] is meant to cancel Lag outright. As written it cancels only the attack half (11.3.1.1); the [Spend Icon] half (11.3.1.2) survives on a Legend played to the field. No costed Legend prints a [Spend Icon] effect today, so nothing tests it.

Quick reference

  • Published: 28 August 2026, at cyberpunktcg.com/comprehensive-rules. No version number.
  • Size: 11 numbered sections plus CREDITS, 41 subsections, 660 numbered rules.
  • Purpose: reference, not teaching (rule 1.2). The Gameplay Guide remains the beginner document.
  • Priority order: card text beats rules (2.5), prevention beats permission (2.6), turn player acts first on simultaneity (2.9 and 10.13).
  • Overtime: two consecutive turns with both fixer areas empty (1.11.1), usually after seven turns each; seven Gigs then wins the instant you hold them.
  • Steal count: X = (P / 10) + 1, rounded down; 0 power steals 0 (9.23.2).
  • Legends: 19 of 27 print a Null cost and can never be played to the field (4.5.3).
  • Known internal conflicts: the Sell action (5.8.4 vs 11.9.2.2), permanent vs persistent effects (10.4 vs 10.22), and the reminder-text line (3.18.1.2.2.1).

Frequently Asked Questions

Where are the Cyberpunk TCG Comprehensive Rules?
WeirdCo published the Cyberpunk TCG Comprehensive Rules on 28 August 2026 at cyberpunktcg.com/comprehensive-rules, as a browsable web document rather than a PDF. It contains 11 numbered top-level sections and 660 individually numbered rules covering game overview, golden rules, card information, card types, game areas, Gigs, setup, turn order, attack, effects and terms. Rule 1.2 states that it is reference material rather than a teaching document, and directs new players to the Cyberpunk TCG Gameplay Guide instead. The document carries no version number; its credits block is stamped only "UPDATED AUG. 2026".
What are the Cyberpunk TCG golden rules?
Section 2 of the Cyberpunk TCG Comprehensive Rules sets out six golden rules. Resolve as Much as Possible: you must resolve an effect, and if you cannot resolve all of it you resolve as much as you can. Cards Can Break Rules: if card text contradicts the Official Rules, the card text wins. "Can't" Supersedes "Can": if one effect permits something and another prevents it, prevention takes precedence. Players Activate with Discretion: you may decline to pay a cost, "up to X" may be zero, and the turn player resolves first on simultaneous effects. Negative Numbers: a negative value is treated as 0 for all references and comparisons, and Null is not a number at all. Respect Your Rival: conduct rules covering civility, personal space, permission before handling a Rival's cards, and hygiene.
When does Overtime start in Cyberpunk TCG?
Rule 1.11.1 of the Cyberpunk TCG Comprehensive Rules states that Overtime begins after two consecutive turns in which both players begin with an empty fixer area, and adds that this is usually after both players have completed seven turns each. The turn count is the ordinary case rather than the rule itself, because each player rolls one of six Gig dice out of the fixer per turn. Overtime changes when the win condition is checked, not the threshold: outside Overtime you win by holding seven or more Gig dice at the start of your turn, checked before the Ready Step, while in Overtime rule 1.11 makes seven or more Gig dice win immediately at any point, including in the middle of an effect.
Can a Cyberpunk TCG Legend be played as a Unit?
Only if it prints a cost. Rule 4.5 of the Cyberpunk TCG Comprehensive Rules lets you play a Legend from the Legends area to the field as a Unit by paying its cost, but rule 4.5.3 states that Legends with a Null cost do not have a cost and cannot be played to the field at all. In the official card database, 19 of the 27 Legends print a Null cost. The eight that print a real cost are V: Streetkid, V: Corporate Exile, Goro Takemura: Hands Unclean, Sasha Yakovleva: Won't Let You Down, Royce: Psycho on the Edge, Jackie Welles: Mama's Favorite, Rogue Amendiares: Preem Solo and Adam Smasher: Ender of Legends, and all eight of them carry the GO SOLO keyword.
What happens when a 0-power Unit fights in Cyberpunk TCG?
It loses the fight and defeats nothing. Rule 9.17.2 of the Cyberpunk TCG Comprehensive Rules says a Unit loses a fight when it has equal or lower power than its opponent, and rule 9.17.3 says that on equal power neither Unit wins and both lose. Rule 9.19.2 then states that a Unit with 0 power cannot defeat a Unit as the result of a fight, so two 0-power Units both lose the fight and neither goes to the trash. The loss still counts for card effects: rule 9.19.3 confirms that a Unit prevented from being defeated is still a loser that has lost the fight. A 0-power attacker also steals nothing, under rule 9.23.2.1.
How many Gigs does a Cyberpunk TCG attack steal?
Rule 9.23.2.2 of the Cyberpunk TCG Comprehensive Rules gives the formula X = (P / 10) + 1, rounded down, where P is the attacking Unit's power and X is the number of Gig dice stolen. That means 1 to 9 power steals one Gig, 10 to 19 power steals two, 20 to 29 steals three, and the pattern continues upward. Rule 9.23.2.1 handles the exception: an attacking Unit with 0 power steals 0 Gigs. The attacking player chooses which Gigs to take regardless of their values, one at a time, and if the attacker would steal more Gigs than the defending Gig area holds it takes as many as possible.
Do the Cyberpunk TCG Comprehensive Rules contradict themselves?
In three places, as published on 28 August 2026. Rule 5.8.4 says a player may Sell as many cards as they want through effects and only once per turn from hand as a game action, while rule 11.9.2.2 says an effect that says to Sell does count as the player's once-per-turn Sell a Card action. Rule 10.4 names the four effect types as triggered, activated, permanent and replacement, but rule 10.4.3 and the six rules from 10.22 to 10.23.1, under a section heading reading Persistent Effects, call the third type persistent instead. Rule 3.18.1.2.2.1 reads "Reminder text is not effect text, and does influence gameplay," which is missing a negation. Two cross-references have also drifted: rule 1.14.1 cites Draw as 10.2.1 when it is 11.5, and rule 10.2.1 cites a golden rule called "Do as Much as You Can" when the section is titled "Resolve as Much as Possible."

Keep Reading

Sources & Further Reading
Last updated August 30, 2026.

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