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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.

Published September 4, 2026·10 min read·By Mythras
Official Cyberpunk TCG card render for Dexter DeShawn: One Last Chance, a yellow-bordered Unit from The Heist starter deck. Art by Mooncolony shows a heavyset man with a chrome cybernetic arm sitting in a neon-lit lounge holding a lighter beside an ice bucket of drinks. Cost 03 in the top left, a RAM x2 box in the top right, the FIXER tag, then the rules text printed with three colour-coded keyword badges: a yellow PLAY badge and a green ATTACK badge before "Adjust a Gig by up to 1," and a red DEFEATED badge before "If your Street Cred differs from a Rival's by 10+, draw 2," with power 04 in the bottom right.

Open the Cyberpunk TCG card database and filter by Keyword, and the dropdown gives you nothing — zero options, an empty list, as if the game had none. The tags post on this site flagged that field as broken and moved on, because tags were the subject that day. Keywords are the subject today, and the filter being empty does not mean the data is not there. It is just not where the database's own UI looks for it.

It is in the rules text. Read all 151 cards in WeirdCo's official database and nine distinct bracketed tokens turn up inside the printed abilities: {Play}, {Attack}, {Defeated}, {Call}, {Adrenaline}, {Blocker}, {Go Solo}, {Quick} and {Spend}. Cross-reference those nine against the Comprehensive Rules — updated 1 September 2026, confirmed still current on 4 September — and they resolve to real, numbered definitions in Section 11: four trigger keywords, four effect keywords, and one activation shorthand that the rules pointedly do not call a keyword at all.

What a keyword is under the rules

Section 11 (Terms) splits its keyword content into three named groups, and the split is not cosmetic — it changes what a bracketed word is doing on the card.

  • Rule 11.17, opening Trigger Keywords: "Trigger keywords are a shorthand for specific conditions. When those conditions are met, the effect associated with it automatically enters pending." The worked example is [ATTACK] Draw 1 — whenever the Unit attacks, you draw a card.
  • Rule 11.22, opening Effect Keywords: "Effect keywords are a shorthand for specific effects." No timing condition, just a compressed rules text.
  • Rule 11.15, under Activation Shorthand rather than either keyword section: "The [Spend Icon] symbol is shorthand for an activation cost. It means: 'Spend this Unit or Legend to activate the following effect.'"

The four trigger keywords are CALL (11.18), DEFEATED (11.19), PLAY (11.20) and ATTACK (11.21) — each one shorthand for "when X happens." The four effect keywords are ADRENALINE (11.23), BLOCKER (11.24), GO SOLO (11.25) and QUICK (11.26) — each one shorthand for a specific effect. The card database's search index treats all nine identically, wrapping each in curly braces as {Keyword}. WeirdCo's own rules document does not: eight get square brackets and a section under one of the two keyword headings, and Spend gets neither.

All 9 keywords, by print count

Colour columns are Red / Green / Blue / Yellow, counting the cards on which each token appears anywhere in the printed text — whether the card owns the keyword or only refers to it.

KeywordCategoryRuleCardsCard typesR / G / B / Y
PlayTrigger11.2027Unit 26, Legend 16 / 6 / 7 / 8
SpendActivation shorthand11.1517Legend 13, Unit 3, Gear 13 / 5 / 6 / 3
BlockerEffect11.2413Unit 9, Gear 2, Legend 23 / 4 / 3 / 3
AttackTrigger11.2113Unit 10, Gear 2, Legend 12 / 3 / 4 / 4
QuickEffect11.2612Program 7, Legend 3, Gear 1, Unit 11 / 4 / 3 / 4
Go SoloEffect11.2511Legend 8, Gear 2, Program 14 / 3 / 3 / 1
CallTrigger11.187Legend 72 / 1 / 1 / 3
DefeatedTrigger11.197Unit 5, Gear 1, Legend 11 / 0 / 1 / 5
AdrenalineEffect11.234Unit 3, Gear 10 / 2 / 1 / 1

Two things worth banking straight away. Call appears on nothing but Legends — seven for seven — which follows from the rule itself: Call a Legend (11.11) only ever targets a face-down Legend in the Legends area, so a Trigger keyword built on it has nowhere else to print. And the nine counts add up to 111 keyword instances spread across 86 distinct cards, which means a fair number of cards carry more than one.

Official Cyberpunk TCG card render for Goro Takemura: Vengeful Bodyguard, a green-bordered Legend. Art by Daniel Valaisis shows Goro in a trenchcoat firing a pistol as armoured mechs collapse around him against a rain-lit Night City skyline. A Null cost symbol, a dash inside a hexagon, sits in the top left in place of a number; a RAM x2 box sits in the top right; the ARASAKA and CORPO tags sit above the text "QUICK 1 eurodollar, [Spend icon glyph]: Give a friendly Unit with cost 4 or less BLOCKER this turn. If you control a value-pair of Gigs, also give it +1 power this turn. When a friendly Unit uses BLOCKER, you may discard 1. If you do, draw 1," with QUICK and BLOCKER printed as pink badges and the Spend cost shown only as a small icon with no accompanying word; power 0 sits in the bottom right.

The one token that is not a keyword

Look at the card itself rather than the database entry and the difference the rules draw between Spend and the other eight becomes visible. On Goro Takemura: Vengeful Bodyguard above, QUICK and BLOCKER print as solid pink badges with the word spelled out. PLAY, ATTACK and DEFEATED on Dexter DeShawn print the same way, each in its own colour. Spend does not: the printed card shows a small icon glyph in place of any word, matching rule 11.15's own name for it, [Spend Icon]. The database's {Spend} is a search-friendly stand-in for a symbol, not a transcription of printed text the way {Blocker} or {Play} are.

That is consistent with Section 11's structure, not a database bug. Activation Shorthand (11.15-11.16) sits in its own subsection alongside X €$ cost notation — a way of writing costs, filed next to the trigger and effect keyword sections rather than inside either. Functionally a Spend-costed ability behaves like the effect keywords: it is an activated ability on a Unit or Legend, paid for by spending the card itself (rule 11.15.2). WeirdCo's own document just declines to call it a keyword.

Keywords you own, versus keywords you're given

Reading each of the 111 instances in context splits them a second way that the rules do not spell out but the card pool makes obvious once you look: most keywords only ever print as something a card does to itself, and three can be handed to a different card entirely.

KeywordTotalCard's ownGiven to another cardReferenced, not granted
Play272700
Quick121200
Attack131300
Defeated7700
Call7700
Spend171700
Blocker13931
Go Solo11803
Adrenaline4220

Six of the nine never move: a Unit with {Play} triggers on its own entry, a Program with {Quick} is played reactively by whoever holds it, a Legend's {Call} fires only when that specific Legend is flipped face-up (11.18.1 says "this Legend," not "a Legend"). Adrenaline, Blocker and Go Solo are different, and each breaks in its own direction.

Adrenaline is owned outright by only two of its four cards — Riding Nomad and Modded Kusanagi both print {Adrenaline} as a plain static ability. The other two hand it to somebody else. Adrenaline Converter, pictured below, is a Gear that gives its holder Adrenaline only while a Rival controls at least 2 more Gigs than you — conditional, and read off the equipped card's board state rather than the Gear's own. Valentino Street Racer's {Play} trigger gives Adrenaline to a different friendly Unit with cost 5 or less, for that turn only.

Official Cyberpunk TCG card render for Adrenaline Converter, a yellow-bordered Gear. Art by ADIA shows a bloodied street fighter mid-swing with a chromed cybernetic arm blade against a rain-streaked Night City backdrop. Cost 02 in the top left, a RAM x4 box in the top right, the CYBERWARE and MEDTECH tags, then the text "(Equip to a friendly Unit or face-up Legend.) If a Rival controls at least 2 more Gigs than you, this Unit has ADRENALINE. (This Unit can attack the turn it's played.)" with ADRENALINE printed as a yellow badge, and +3 power in the bottom right.

Blocker owns 9 of its 13, and the other 4 split two ways. Goro Takemura: Vengeful Bodyguard's {Quick} {Spend} ability gives a friendly Unit Blocker for a turn, and separately rewards you when any friendly Unit uses Blocker — a payoff for a keyword the Legend itself never carries. Mandibular Upgrade and Riot Shield are both equip Gear that grant Blocker to whatever they're attached to, same mechanism as Adrenaline Converter. Valentino Guerrera is the one pure reference: "this Unit can attack ready Units with {Blocker}" names the keyword only to restrict a target, never granting or requiring it.

Go Solo owns 8 of its 11 — the eight costed Legends covered in the Comprehensive Rules breakdown, the only Legends able to leave the Legends area under rule 4.5.3. The other three don't grant Go Solo to anything; they interact with a Go Solo a Legend already has, in three different directions. Arasaka Emergency Radioport checks whether a face-down Legend "is ARASAKA or has {Go Solo}" before offering a free Call. Riot Shield, pictured below, taxes it: "Rivals must pay +2 €$ to use {Go Solo}." And Nocturne OP55 N1 discounts it, letting "a friendly Legend... use {Go Solo} for -2 €$ this turn, to a minimum of 1 €$." None of the three creates a new instance of the ability — they all reference one that some other card already prints.

Official Cyberpunk TCG card render for Riot Shield, a green-bordered Gear. Art by TOPDOG Entertainment shows a MaxTac trooper crouched behind a glowing Militech riot shield in a dust storm. Cost 02 in the top left, a RAM x2 box in the top right, the WEAPON tag, then the text "(Equip to a friendly Unit or face-up Legend.) BLOCKER (You may spend this Unit to redirect a rival Unit's attack to it instead.) Rivals must pay +2 eurodollars to use GO SOLO," with BLOCKER printed as a pink badge and GO SOLO as a yellow badge, and +1 power in the bottom right.

Four cards stack three keywords

Sixty-five cards in the 151-card pool print no bracketed keyword at all. Sixty-five print exactly one. Seventeen print two. Four print three, and nothing in the current database prints more than three:

CardColour, typeKeywords
Dexter DeShawn: One Last ChanceYellow UnitPlay, Attack, Defeated
Dum Dum: Maelstrom TriggermanYellow LegendCall, Quick, Spend
Goro Takemura: Vengeful BodyguardGreen LegendBlocker, Quick, Spend
Sasha Yakovleva: Won't Let You DownBlue LegendAttack, Defeated, Go Solo

Dexter DeShawn: One Last Chance, this post's hero image, is the only card carrying all three of the game's Trigger Keywords at once — one ability text printed under both {Play} and {Attack} ("Adjust a Gig by up to 1"), a separate one under {Defeated}. Sasha Yakovleva mixes categories: an Effect keyword she owns outright ({Go Solo}) plus two Trigger keywords for the turns she's on the field as a Unit. The other two three-keyword cards, Dum Dum and Goro Takemura: Vengeful Bodyguard, both pair {Quick} with {Spend} — an activated ability you can fire as a reaction, paid for by spending the card itself — which turns out to be tied for the most common two-keyword combination in the pool: five cards run it in total, the two three-keyword ones plus Overwatch: Panam's Gift, River Ward: Detective on the Hunt, and Rogue Amendiares: Queen of the Afterlife. {Call} paired with {Spend} also lands on five cards, one of them Dum Dum again — see the next section.

The Fixer pattern in Call and Spend

One combination in the two-keyword list is not just common, it is a clean design pattern once you check the tags on the cards that carry it. Five Legends pair {Call} with {Spend} — Dum Dum: Maelstrom Triggerman, covered above as a three-keyword card, is one of them, but its Call ability ("You may defeat a friendly Gear. If you do, draw 2. Otherwise, draw 1.") doesn't share the shape the other four do. Those four open their Call ability the same way — "Choose one effect" between two small options, then a separate Spend-activated ability underneath:

  • Dexter DeShawn: Off the Grid — Call: give a Unit +2 power or draw 1. Spend: increase a Gig by up to 2.
  • Muamar Reyes: El Capitán — Call: protect a Unit from being defeated in a fight, or draw 1. Spend: adjust a Gig by 1.
  • Padre: Man of the Cross — Call: spend a rival Unit, or draw 1. Spend: set a Gig to match another Gig's value.
  • Wakako Okada: Peace and Harmony — Call: give a rival Unit -2 power, or draw 1. Spend: decrease a Gig by up to 2.

The tags post counted seven cards carrying the FIXER tag. These four are among them — and so are the other three, which means every single FIXER card in the 151-card pool prints at least one keyword, against a 57% carry rate (86 of 151) across the database as a whole. The other three are Dexter DeShawn: One Last Chance, this post's three-keyword hero card, Tyger's Whisper (a lone {Play}), and Rogue Amendiares: Queen of the Afterlife — which is also one of the five cards running the {Quick} {Spend} pairing from the previous section. A "choose an effect off Call, then a Gig-adjusting Spend" shape belonging specifically to four of the seven Fixer Legends is a real, checkable pattern in the current pool, not a rule anywhere in the Comprehensive Rules.

What this does not tell you

The keyword filter is still empty as of 4 September 2026. Checked directly against /api/cards/cyberpunk/filters the same day this was written: the keywords filter option list is [], identical to what the tags post found on 2 September. Nothing about this analysis changes that; it is read entirely off rules_text, not off a keyword field the database actually populates.

This is not playtest data. Welcome to Night City does not reach retail until 6 November 2026. A count of how many cards print {Quick} says nothing about how often a Quick effect matters in a real game — only that the text exists to matter.

Badge colour on the printed card does not map cleanly to category. PLAY and GO SOLO both print as yellow badges despite one being a Trigger keyword and the other an Effect keyword; QUICK and BLOCKER share a pink badge despite naming unrelated effects. The Trigger/Effect split is a Comprehensive Rules classification, not something the card frame visually sorts for you.

The database's tally can still move. Nine keywords and 86 carrying cards is the count as read from all 151 rows on 4 September 2026. WeirdCo has added cards to this pool before without warning — the tags post noted two numbering gaps closing between 31 August and 2 September — so a keyword that reads "zero cards grant it" today is a statement about the pool on this date, not a permanent one.

Quick reference

  • Nine bracketed keywords across 151 cards: Play (27), Spend (17), Blocker (13), Attack (13), Quick (12), Go Solo (11), Call (7), Defeated (7), Adrenaline (4).
  • Category, per the Comprehensive Rules: four Trigger keywords (Call 11.18, Defeated 11.19, Play 11.20, Attack 11.21), four Effect keywords (Adrenaline 11.23, Blocker 11.24, Go Solo 11.25, Quick 11.26), and Spend, which is Activation Shorthand (11.15) and not called a keyword by the rules at all.
  • Cards carrying at least one: 86 of 151. Sixty-five carry none, 65 carry exactly one, 17 carry two, 4 carry three.
  • Three-keyword cards: Dexter DeShawn: One Last Chance (Play, Attack, Defeated), Dum Dum: Maelstrom Triggerman (Call, Quick, Spend), Goro Takemura: Vengeful Bodyguard (Blocker, Quick, Spend), Sasha Yakovleva: Won't Let You Down (Attack, Defeated, Go Solo).
  • Keywords one card can give another: Adrenaline (2 of 4 granted), Blocker (3 of 13 granted, 1 referenced without granting), Go Solo (3 of 11 referenced — taxed, discounted or checked for — with none of the three granting it outright).
  • Call only ever appears on Legends — 7 for 7 — because the game action it shorthands, Call a Legend (11.11), has no other legal target.
  • Keyword filter status: empty ([]) on the official database as of 4 September 2026.

Frequently Asked Questions

What are keywords in the Cyberpunk TCG?
Cyberpunk TCG keywords are bracketed shorthand terms printed in card text that stand in for a full rules sentence. The Comprehensive Rules define nine of them in Section 11: four Trigger keywords (Call, Defeated, Play, Attack) that shorthand a triggering condition per rule 11.17, and four Effect keywords (Adrenaline, Blocker, Go Solo, Quick) that shorthand a specific effect per rule 11.22. A ninth bracketed term, Spend, shorthands an activation cost under rule 11.15 (Activation Shorthand) and is not classified as a keyword by the rules document itself, even though the official card database tags it the same way as the other eight.
How many keywords does the Cyberpunk TCG have?
The official Cyberpunk TCG card database carries nine distinct bracketed keyword-style tokens across its 151 cards as of 4 September 2026: Play (27 cards), Spend (17), Blocker (13), Attack (13), Quick (12), Go Solo (11), Call (7), Defeated (7) and Adrenaline (4), for 111 total instances across 86 distinct cards. The database's own Keyword filter lists zero options, so this count comes from reading every card's rules text and cross-referencing the bracketed terms against Section 11 of the Comprehensive Rules rather than from the site's filter UI.
What is the difference between a trigger keyword and an effect keyword in Cyberpunk TCG?
Per the Comprehensive Rules, a Trigger keyword (Section 11.17) is shorthand for a condition — when it is met, the attached effect automatically enters pending, as with [ATTACK], which fires "when this Unit attacks." An Effect keyword (Section 11.22) is shorthand for the effect itself, with no timing condition built in, as with [ADRENALINE], which simply means "this Unit can attack the turn it's played." The four Trigger keywords are Call, Defeated, Play and Attack; the four Effect keywords are Adrenaline, Blocker, Go Solo and Quick.
Is Spend a keyword in Cyberpunk TCG?
Not by the Comprehensive Rules' own classification. Rule 11.15 defines the [Spend Icon] symbol as "Activation Shorthand" — filed in its own subsection alongside cost notation, not under either the Trigger Keywords or Effect Keywords headings that cover the game's other eight bracketed terms. On the printed card it also looks different: the other eight keywords print as a coloured word badge (PLAY, BLOCKER, GO SOLO and so on), while the Spend cost prints only as a small icon glyph with no accompanying text. The official card database's search index still tags it {Spend} alongside the other eight for searchability.
Can a Cyberpunk TCG keyword be given to a card that does not print it?
Three of the nine can. Adrenaline Converter is a Gear that grants Adrenaline to its equipped Unit only while a Rival controls at least 2 more Gigs than you, and Valentino Street Racer's Play trigger gives Adrenaline to a different friendly Unit for the turn — so 2 of the keyword's 4 cards grant it rather than own it. Blocker works the same way on 3 of its 13 cards: Goro Takemura: Vengeful Bodyguard and two equip Gears (Mandibular Upgrade, Riot Shield) all grant Blocker to another card. Go Solo is never granted outright, but 3 of its 11 cards interact with a Go Solo another Legend already has — Arasaka Emergency Radioport checks for it, Riot Shield taxes it, and Nocturne OP55 N1 discounts its cost.
Why does only the Legend card type get the Call keyword in Cyberpunk TCG?
Because the game action the keyword shorthands only has one legal target. Rule 11.11.1 defines "Call a Legend" as paying 1 eurodollar to flip a face-down Legend in the Legends area face-up, and rule 11.18.1 defines the [CALL] trigger as firing "when you flip this Legend face-up through the 'Call a Legend' action" — worded around a Legend specifically. All 7 cards printing the Call keyword in the current 151-card database are Legends; no Unit, Gear or Program prints it, because none of them can occupy the area the action targets.
What is the most common keyword combination on a single Cyberpunk TCG card?
Quick paired with Spend, tied with Call paired with Spend — both land on five cards. Quick-and-Spend: Dum Dum: Maelstrom Triggerman and Goro Takemura: Vengeful Bodyguard (both of which also add a third keyword), plus Overwatch: Panam's Gift, River Ward: Detective on the Hunt and Rogue Amendiares: Queen of the Afterlife. Call-and-Spend: the same Dum Dum, plus four Fixer-tagged Legends — Dexter DeShawn: Off the Grid, Muamar Reyes: El Capitán, Padre: Man of the Cross and Wakako Okada: Peace and Harmony — that all follow the same "choose one effect off Call, then a Gig-adjusting Spend ability" shape Dum Dum does not share.

Keep Reading

Sources & Further Reading
Last updated September 4, 2026.

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