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Cyberpunk TCG Rules FAQ: What 269 Official Rulings Settle

Besides the Comprehensive Rules and the Tournament Rules, WeirdCo publishes a third rules document written as the questions a player asks mid-game: a Rules FAQ with 269 official rulings, 244 of them on specific cards. It settles the GO SOLO question the rulebook left open, half-settles the Sell contradiction, and makes clear which card effects you cannot decline.

Published September 30, 2026·14 min read·By Mythras
Official Cyberpunk TCG card render for Adam Smasher: Ender of Legends, a red-bordered Legend, collector number MS01-WNC 001, art by Michał Dziekan. A hulking dark-armoured cyborg holds a mohawked figure by the throat with a blade in his other hand, against a green-lit industrial backdrop with flames. Cost 09 in the top left with a eurodollar sell tag beneath it, a RAM x2 box in the top right, the ARASAKA and MERC tags, a yellow GO SOLO badge followed by its reminder text, a yellow PLAY badge reading "Defeat a rival Unit," and power 09 in the bottom right.

Besides the teaching Gameplay Guide, WeirdCo keeps four rules references on cyberpunktcg.com: the Comprehensive Rules, the Tournament Rules, a card errata page, and a Rules FAQ. The first two have had posts on this site. The FAQ has not, and it is the one written as the questions a player asks mid-game: can I BLOCKER twice, can I GO SOLO a spent Legend, do I have to defeat my own Unit.

It holds 269 official rulings. Every entry in its data feed carries the same publication stamp, 4 September 2026, and the page's own last-updated stamp is 15 September 2026. Our Comprehensive Rules breakdown ended with questions that document could not answer, and the Tournament Rules deal with event policy rather than card interactions. The FAQ is one question and one short answer per entry, most of them pinned to a named card.

Pre-release weekend starts on 30 October, and the first weekly constructed events follow the week after. Here is what the FAQ settles, sorted by what changes a decision, with every card text checked against the official database on 30 September 2026.

What is in the Rules FAQ

Count
Total rulings269
General rulings on keywords and timing25
Card-specific rulings244
Cards with at least one ruling140 of 151
Legends covered26 of 27
Programs covered34 of 34
Units covered65 of 73
Gear covered15 of 17

The answers are terse: 153 of the 269 begin with "Yes" and 91 with "No." The most-ruled card is Chrome Fang, with five entries. The one Legend with no ruling is Rebecca: Having a Moment, which has no rules text to rule on.

Keyword rulings the rulebook never spelled out

Read the 25 general entries first, because they apply across the game rather than to one card. These are the ones that change play:

QuestionFAQ rulingWhat it means
Can a Unit with ADRENALINE use its Spend ability the turn it is played?NoADRENALINE lifts Lag's attack ban (11.3.1.1), not its Spend ban (11.3.1.2)
Does QUICK let a Unit use its Spend ability the turn it is played?NoSame Lag rule
Can a Unit use BLOCKER the turn it is played?YesBLOCKER spends the Unit, but it is a keyword, not a Spend-icon ability
Once one BLOCKER redirects an attack, can another BLOCKER redirect it again?YesA card ruling adds there is "no limit" to BLOCKER uses per turn
Can BLOCKER redirect an attack on another Unit, not just the Gig area?YesEither target
Can a Legend use BLOCKER from the Legends area?NoIt must be on the field
Can you use more than one QUICK during a single Rival attack?Yes
Can you answer a Rival's QUICK with a QUICK of your own?NoOnly the defending player reacts (9.7.1)
Can you use a QUICK on your own turn?YesAs a Main Phase action (11.26.2)
If a defeat is prevented, does the DEFEATED effect still happen?No
Can you choose the order of several triggers that go pending together?YesMatches rule 10.12
Can a Legend use its Spend ability the turn it is Called?YesLag is a condition on Units entering the field (11.3.1)
Can you adjust a Gig "by up to X" by 0?Yes, but it does not count as adjustingEffects that trigger "when you adjust a Gig" do not fire

Three of those are worth a second read.

The ADRENALINE ruling has a live example. Valentino Street Racer's PLAY effect gives another friendly Unit with cost 5 or less ADRENALINE. Hand it to Kerry Eurodyne: The Last Rockerboy, a cost-4 Unit whose only ability is a Spend (draw 2 if you control an 8+ Gig), and Kerry can attack the turn he lands but cannot use that ability until your next turn. Kerry's own card ruling says the same thing.

BLOCKER on arrival only matters on your Rival's turn. Lag wears off at the end of every turn (11.3.2), so a BLOCKER Unit you play in your own Main Phase is ready to block by then anyway. The ruling bites when a Unit enters during your Rival's attack: Goro Takemura: Vengeful Bodyguard's ruling confirms that a Unit you manage to play in your React step, then hand BLOCKER to with Goro, can block that same attack.

The Legends-area BLOCKER ruling hits exactly one card. In the current 151-card database, Goro Takemura: Hands Unclean is the only Legend that prints BLOCKER as its own keyword (Vengeful Bodyguard grants it to Units), and his card ruling repeats the general one. His BLOCKER does nothing until he is on the field.

Official Cyberpunk TCG card render for La Llorona: Ghost of the Past, a red-bordered Unit, collector number MS01-WNC 013, art by Jesus Hervás. An elderly woman with large round earrings stares out from behind a glowing pink neon cross, with a hooded figure in a pale mask at the lower left. Cost 03 in the top left, RAM x1 in the top right, the GANGER and VALENTINO tags, a pink BLOCKER badge with its reminder text, the line "When this Unit uses BLOCKER, increase a Gig by up to 3," and power 03 in the bottom right.

La Llorona is where the chain ruling lives. Her rulings say the Gig increase happens before the fight she just blocked into, that "up to 3" means 0, 1, 2 or 3, and that another Unit's BLOCKER can take the attack off her afterwards: "There is no limit of how many times you can use [BLOCKER] in one turn."

GO SOLO, answered

The Comprehensive Rules breakdown left one GO SOLO question open. The keyword lets a Legend attack the turn it reaches the field, but does it also switch off Lag's ban on Spend abilities? The FAQ answers it directly: a Legend on the field cannot use its Spend ability the turn it was played there. GO SOLO beats half of Lag, which is how that post read the rules.

The rest of the GO SOLO rulings:

  • You can GO SOLO the turn you Call the Legend.
  • You can GO SOLO a spent Legend. It still arrives ready, because GO SOLO plays it "as a ready Unit."
  • A Legend can chip in toward its own GO SOLO. You may spend it for 1 €$ as part of paying its own cost.
  • You can skip GO SOLO entirely. Any Legend with a numeric cost can be paid onto the field under rule 4.5. It then enters with Lag, in whatever orientation it had in the Legends area.
  • A Legend that has gone solo is still a Legend. Synapse Burnout's ruling treats a Legend on the field as both a Legend and a Unit, matching rule 4.2.1.
  • "Can't attack" still wins. MaxTac Suppression Team reads "Rival Units can't attack the turn they're played," and its ruling says a Legend that went solo that turn cannot attack through it. That is Golden Rule 2.6, prevention over permission.

Adam Smasher: Ender of Legends, pictured at the top, gets four rulings of his own. His PLAY effect, "Defeat a rival Unit," fires when he Goes Solo but not when he is Called or flipped face-up. If his cost is reduced, GO SOLO gets cheaper with it. If he leaves the field, he is removed from the game. Put the general rulings on top and the full line reads: Call him, spend him for the first 1 €$ of his own cost of 9, pay the other 8, and he arrives ready to attack after defeating a rival Unit on the way in.

One consequence the FAQ does not spell out, but two of its answers imply. Riot Shield reads "Rivals must pay +2 €$ to use GO SOLO," and its ruling confirms it forces nothing. Because GO SOLO is not the only way onto the field, a Legend with a numeric cost facing Riot Shield can be played under rule 4.5 instead and skip the tax, giving up readiness and a same-turn attack to save 2 €$. That is my reading of the rulings, not a ruling in itself.

The Sell conflict, half settled

The Comprehensive Rules contradict themselves on selling. Rule 5.8.4 says you may Sell "as many cards you want through card effects" and take the Main Phase Sell action once per turn. Rule 11.9.2.2 says "An effect that says to 'Sell' does count as a player's 'Sell A Card' Main phase action." Those cannot both hold, and the rules breakdown flagged it in August.

Official Cyberpunk TCG card render for Bootleg Black Sapphire Show, a yellow-bordered Program, collector number MS01-WNC 066, art by ADIA. A performer in a silver bodysuit and a spiked crown stands with arms outstretched on a stage in front of glowing wings of light, watched by a silhouetted audience, one of them holding a glass. Cost 05 in the top left with a eurodollar sell tag beneath it, RAM x4 in the top right, the BRAINDANCE tag, and the text "Sell the top card of your deck. If you control a Gig with an even value and a Gig with an odd value, draw 2."

Bootleg Black Sapphire Show is the only card in the 151-card database whose text says "Sell," so its rulings are the only test of the conflict so far. There are three:

  1. You do not reveal the card you sell, or even look at it. The Main Phase Sell action reveals the card to your Rival (11.9.1). This one does not.
  2. The top card is sold even if it has no sell tag. That matches rule 11.9.2.1, which exempts any effect that moves a card into the Eddies area from needing one.
  3. "If I already sold a card during my main phase, can I still sell a card from Bootleg Sapphire's effect?" Yes.

So in that order, the FAQ sides with 5.8.4: selling from your hand first does not stop the effect from selling. The reverse order, casting Bootleg first and then trying to sell from hand, has no ruling. Read literally, 11.9.2.2 would say Bootleg already used your Sell action. Until WeirdCo rules on it, sequence it the way the FAQ has blessed: sell from hand first, then cast Bootleg.

One deckbuilding note: Bootleg is RAM 4, so in constructed it needs two Yellow Legends, as the RAM guide lays out.

Choose one can mean choose nothing

Four Legends share a Call that opens "Choose one effect" with Draw 1 as one of the two options: Dexter DeShawn: Off the Grid, Muamar Reyes: El Capitán, Padre: Man of the Cross and Wakako Okada: Peace and Harmony. The FAQ asks the same question for all four: with no valid target for the other effect, do I have to choose Draw 1? The answer each time is no: "You can still 'choose' the other effect, it just fails." Nocturne OP55 N1 gets the same answer for its three options.

The reason it matters is deck-out. Rule 1.14 ends the game the moment you must draw from an empty deck, and your face-down Legends are shuffled and hidden even from you (5.7.1, 5.7.4.1), so the Legend you Call can turn out to be a Fixer when your deck is empty. Choosing the effect that fails is a legal way to not draw. These four are also a large share of the Pre-release pool: WeirdCo's kit preview lists all four among the ten Legends a kit can contain, and a sealed deck can be as small as 30 cards. The Night City Brawl and Showdown breakdown covers that pool.

The "choose both" cards have the opposite ruling: you get no choice about order. Pyramid Song and Towerfall each let you take both of their effects when a condition is met, and the FAQ says both resolve top to bottom. That is the order the cards need. Towerfall's top effect gives all rival Units -5 power, and its bottom effect bottom-decks all rival Units with power 0, so the power cut always lands first. Towerfall's condition is having less Street Cred than a Rival. The FAQ confirms that a tie gets you one effect, not both.

Two kit rulings for the Pre-release

Every Welcome to Night City Pre-release Kit contains a Gorilla Arms promo, per WeirdCo's 23 September preview: a Yellow Gear reading "The first time this Unit steals 1 or more Gigs each turn, steal a rival Gig with a value not shared by a friendly Gig." Its rulings, spread across three cards:

  • The Unit steals the extra Gig, not you. The whole ruling reads "The Unit," so the extra Gig counts as that Unit stealing.
  • Take Control stops it cold. Play Take Control on a rival Unit that would steal 1 Gig while wearing Gorilla Arms, and the ruling is that it steals 0. The first steal never happens, so Gorilla Arms never triggers.
  • Chrome Fang applies to the extra steal too. Its "can't steal friendly Gigs with value higher than their power" limit covers effect steals like Gorilla Arms.

The second kit ruling is in the Tournament Rules rather than the FAQ, and it matters because of the name rule further down. Sealed decks are exempt: Appendix D.2.1 says "Legends do not need to have unique names." Open a second copy of one of your kit Legends in a booster, and you may play both. The sealed deck rules cover the rest of the format.

The effects you cannot decline

Comprehensive Rules 2.1 says that when an effect tells you to do something, you must resolve it. Rule 2.1.1 carves out "you may," and 2.8 makes anything "up to X" optional down to zero. The FAQ applies that hard: I count 24 card rulings that answer some version of "do I have to?" with yes. One exception is a search that asks you to reveal a card. Sketchy Ripper's "Reveal a Gear and add it to your hand" has no "may" in it, but the FAQ lets you reveal nothing and bottom-deck all three cards. That is not a pass for every search: River Ward: Detective on the Hunt must still trash 1 of the 2 cards it searches, per its own ruling.

Most of the 24 are pure upside, such as being made to defeat a rival Unit. These are the rulings that can hurt:

CardWhat the FAQ says you must doWhen it hurts
Unlikely BondBottom-deck a ready friendly Unit, even with no rival Unit to hitYou lose a Unit for nothing
Wild in the StreetsDefeat a spent Unit, your own if it is the only oneThe only spent Unit on the field is yours
Offduty MalfiniSpend itself when played, even with no rival UnitA spent Unit is a legal attack target (9.3.2.1)
Delamain: Rideshare AIDraw 2 when playedOne card left in your deck loses you the game (1.14.1)
Rita Wheeler: No Stupid QuestionsDraw 1 then discard 1 the first time she is spent each turnSpending her to attack or BLOCKER with an empty deck loses
Goro Takemura: Vengeful BodyguardThe discard is optional, but taking it forces the drawWith an empty deck, "you will lose the game," in the FAQ's words

Three discounts are compulsory as well. Viktor Vektor: Drop Your Illusions and We Gotta Live Together both make you pay the reduced price even if you would rather pay full, and Nocturne OP55 N1 must be played for 1 €$ when your fixer area is empty.

A discount is not a cost change

Six rulings make the same point: Carnage at the Colosseum, MaxTac Heavy, Octant, Trauma Team Operatives, We Gotta Live Together and Zetatech Berserk. A "play this for less" effect changes "only the amount you pay," never the card's cost.

That matters because plenty of cards check cost. Caliber: Totentanz's Top Dog defeats a rival Unit "with cost 2 or less." Goro Takemura: Vengeful Bodyguard hands BLOCKER only to a Unit "with cost 4 or less." Overwatch: Panam's Gift compares against a discarded card's cost. A MaxTac Heavy you played for 1 €$ is still a cost-7 Unit to all three: out of Caliber's reach, and not eligible for Goro's BLOCKER.

GO SOLO works the other way. The Adam Smasher ruling above says reducing his cost reduces what his GO SOLO costs, because GO SOLO pays "this Legend's cost."

Named V means any V

Official Cyberpunk TCG card render for Dying Night: V's Pistol, a blue-bordered Gear, collector number MS01-WNC 128, art by Ivan Shavrin. A red-haired woman with a hard stare holds up a chunky yellow-and-black pistol against a night city skyline, with orange light streaking across the frame. Cost 02 in the top left with a eurodollar sell tag beneath it, RAM x2 in the top right, the MERC and WEAPON tags, the reminder text about equipping to a friendly Unit or face-up Legend, a green ATTACK badge reading "Decrease a Gig by up to 2. At the end of your turn, if this Unit is named V, ready 2 Eddies," and +2 power in the bottom right.

Dying Night: V's Pistol pays out "if this Unit is named 'V'." Its rulings talk about a Unit "named 'V'" with no subtitle attached, and the Comprehensive Rules explain why no subtitle is needed. Rule 3.9.2: "A card's subtitle is not part of its name." Three cards in the database are named V: V: Streetkid (Red Legend), V: Corporate Exile (Blue Legend) and V: Roamer of the Badlands (Red Unit). Both V Legends have GO SOLO, so either one counts once it is on the field. The rulings add that you still ready the 2 Eddies if you skip the Gig decrease, and still ready them if your V is defeated before the end of the turn.

If you own The Heist starter deck, you already have the pair. The database lists a printing of Dying Night in that deck, and V: Corporate Exile is one of the five Heist cards with no booster printing, as the starter-deck breakdown covers.

The same rule changes deckbuilding. Rule 7.3.1: "You cannot use multiple Legends with the same name." WeirdCo's own worked example under it says V: Corporate Exile and V: Streetkid "are both named 'V,' so you can't use both of them in the same deck." Three pairs of Legends in the current database share a name, and each pair is one-per-deck in constructed:

NameLegends that share it
VV: Streetkid (Red), V: Corporate Exile (Blue)
Goro TakemuraGoro Takemura: Hands Unclean (Green), Goro Takemura: Vengeful Bodyguard (Green)
Jackie WellesJackie Welles: Mama's Favorite (Green), Jackie Welles: Pour One Out For Me (Blue)

The rule restricts Legends only, so a V Unit in the main deck alongside a V Legend is fine, and sealed waives it entirely (Tournament Rules Appendix D.2.1). The RAM guide and the Tournament Rules breakdown on this site both treated the constructed Legend name question as open. Rule 7.3.1's example settles it.

Where the FAQ and the rulebook still disagree

  • Activating a Spend ability whose condition you do not meet. Kerry Eurodyne: The Last Rockerboy reads "Spend: If you control a Gig with 8+ value, draw 2." The FAQ says you may activate it without an 8+ Gig and simply not draw. Comprehensive Rules 11.15.3.1 says "If a [Spend Icon] effect also has a condition, the condition must be met at the time of activation and resolution," which read literally forbids exactly that activation. It is not academic. NetWatch Netdriver ("When this Unit or Legend is spent, draw 1") triggers off any spend, and its own ruling says it resolves after the Spend ability. WeirdCo has not said which document wins, so ask the judge before you rely on it.
  • The other half of the Sell question. Covered above: hand-then-effect is ruled, effect-then-hand is not.
  • The copy cap's wording. Tournament Rules Appendix D.1 caps constructed decks at "No more than 3 copies of any unique card name." Comprehensive Rules 7.3.3 caps them at three copies "of a card with an identical name and subtitle combination." With subtitles outside the name (3.9.2), the two readings split on one pair of main-deck cards: Viktor Vektor: Drop Your Illusions and Viktor Vektor: You Might Feel a Little Pinch, both Yellow Units named Viktor Vektor. Rule 7.3.3 allows three of each. The Tournament Rules' shorthand reads as three in total.
  • Zero versus Null. Field Operator's ruling answers "Does 0 count as an even number?" with no. A Gig can never be 0: rule 6.3.3 says the lowest value on any die "is always 1," and a d10's 0 face counts as 10. So the only case the question can describe is an empty Gig area. The Comprehensive Rules call that Street Cred Null, say it "does not count as having 0" (11.2.3), and say it counts as neither even nor odd (5.11.4.1). Different words, same result: no draw.

What the FAQ does not cover

  • Where it ranks. The FAQ never says whether it overrides the Comprehensive Rules. The errata page does say where it stands: its updated text "supersedes all printed text at all levels of play." Riot's Riftbound FAQ, covered here, states outright that it takes precedence over the Core Rules where they differ. WeirdCo's FAQ has no equivalent line.
  • Anything in the Tournament Rules. The FAQ was last updated on 15 September, ten days before the Tournament Rules' 25 September update, and there is nothing in it on sideboards, dice checks or the round clock.
  • Eleven cards. No ruling exists for Animals Wrecker, Emergency Atlus, Hanako Arasaka: In a Gilded Cage, Lizzy Wizzy: Delicate Weapon, Mandibular Upgrade, Mantis Blades, Psycho Squad, Rebecca: Having a Moment, Riding Nomad, Rockn' Rockerboy or Secondhand Bombus.
  • The Legend name rule. It lives in the Comprehensive Rules (3.9.2 and 7.3.1) and the Tournament Rules' Appendix D. The FAQ touches it only through Dying Night.

Quick reference

  • Where: cyberpunktcg.com/rules-faq. 269 rulings: 25 general, 244 card-specific across 140 of 151 cards. Stamped 4 September 2026, last updated 15 September 2026.
  • ADRENALINE and QUICK: neither lets a Unit use its Spend ability the turn it is played.
  • BLOCKER: usable the turn a Unit is played, chainable with no per-turn limit, works against attacks on Units or the Gig area, and dead in the Legends area.
  • QUICK: usable on your own turn, several per Rival attack, but not in response to a Rival's QUICK.
  • GO SOLO: allowed the turn you Call, allowed from spent, and the Legend can pay 1 €$ of its own cost. It still cannot use a Spend ability that turn, and "can't attack" effects still stop it.
  • Sell: an effect Sell after your hand Sell is allowed. The reverse order has no ruling.
  • "Choose one": you may pick the effect that fails. "Choose both" resolves top to bottom.
  • Compulsory: effects without "may" or "up to" must resolve (rule 2.1), and the FAQ lets Sketchy Ripper's search come up empty. Watch Unlikely Bond, Wild in the Streets and anything that draws when your deck is low.
  • Discounts: change what you pay, not the card's cost. Viktor Vektor: Drop Your Illusions, We Gotta Live Together and Nocturne OP55 N1 cannot be declined.
  • Names: subtitles are not part of a name. A constructed deck can hold at most one V, one Goro Takemura and one Jackie Welles Legend. Sealed has no name rule.

Frequently Asked Questions

Where is the official Cyberpunk TCG Rules FAQ?
WeirdCo publishes the Cyberpunk TCG Rules FAQ at cyberpunktcg.com/rules-faq, alongside the Comprehensive Rules, the Tournament Rules and a card errata page. As read on 30 September 2026 it contains 269 official rulings: 25 general rulings on keywords and timing and 244 card-specific rulings covering 140 of the 151 cards in the official database. Every entry is stamped 4 September 2026 and the document was last updated on 15 September 2026. It does not state whether it takes precedence over the Comprehensive Rules.
Can you play two Legends with the same name in Cyberpunk TCG?
Not in constructed. Cyberpunk TCG Comprehensive Rules 3.9.2 states that a card's subtitle is not part of its name, and rule 7.3.1 states that you cannot use multiple Legends with the same name, with WeirdCo's own example that V: Corporate Exile and V: Streetkid are both named "V" and cannot share a deck. The same applies to Goro Takemura: Hands Unclean and Goro Takemura: Vengeful Bodyguard, and to Jackie Welles: Mama's Favorite and Jackie Welles: Pour One Out For Me. Sealed decks are exempt: Tournament Rules Appendix D.2.1 says Legends do not need unique names in sealed.
Can a Cyberpunk TCG Legend use GO SOLO the turn it is Called?
Yes. WeirdCo's Cyberpunk TCG Rules FAQ confirms a Legend can use GO SOLO the turn it is Called, can use GO SOLO while spent (it still enters the field ready), and can be spent for 1 €$ toward its own GO SOLO cost. A Legend played to the field cannot use its Spend ability that same turn, because GO SOLO only overrides the attack half of Lag. Effects such as MaxTac Suppression Team, which stop Units from attacking the turn they are played, still stop a Legend that went solo.
Can you use BLOCKER more than once on the same attack in Cyberpunk TCG?
Yes. The Cyberpunk TCG Rules FAQ states that after one friendly Unit uses BLOCKER to redirect an attack, another Unit can use BLOCKER to redirect the same attack again, and its La Llorona: Ghost of the Past ruling adds that there is no limit to how many times BLOCKER can be used in one turn. BLOCKER works whether the Rival is attacking your Gig area or another Unit, can be used the turn a Unit is played, and cannot be used by a Legend that is still in the Legends area.
Does a card effect that sells count as your Sell action in Cyberpunk TCG?
Partly settled. The Cyberpunk TCG Comprehensive Rules contradict each other: rule 5.8.4 allows unlimited effect-driven Sells, while rule 11.9.2.2 says an effect that says Sell counts as your once-per-turn Sell action. The Rules FAQ's ruling on Bootleg Black Sapphire Show says that if you have already sold a card from hand during your Main Phase, you can still sell with the card's effect, which follows 5.8.4. There is no ruling on the reverse order, so the safe sequence is to sell from hand first and cast the effect second.
Do you have to resolve Cyberpunk TCG card effects you do not want?
Usually, yes. Cyberpunk TCG Comprehensive Rules 2.1 says an effect that tells you to do something must be resolved, with "you may" (2.1.1) and "up to X" (2.8) as the optional wordings, and the Rules FAQ applies that to effects without those words. Unlikely Bond must bottom-deck a ready friendly Unit even with no rival Unit to hit, Wild in the Streets must defeat your own spent Unit if it is the only spent Unit, and Delamain: Rideshare AI must draw 2 even if that draws from an empty deck and loses the game. One exception is Sketchy Ripper's search, which the FAQ lets you resolve without revealing a Gear, though River Ward: Detective on the Hunt must still trash 1 of the 2 cards it searches.
Does a cost reduction change a Cyberpunk TCG card's cost?
No. Six Cyberpunk TCG Rules FAQ rulings, on Carnage at the Colosseum, MaxTac Heavy, Octant, Trauma Team Operatives, We Gotta Live Together and Zetatech Berserk, state that a "play this for less" effect changes only the amount you pay, not the card's cost. A MaxTac Heavy played for 1 €$ is still a cost-7 Unit to effects that check cost. Some discounts are mandatory: Viktor Vektor: Drop Your Illusions and We Gotta Live Together cannot be declined, and Nocturne OP55 N1 must be played for 1 €$ when your fixer area is empty.

Keep Reading

Sources & Further Reading
Last updated September 30, 2026.

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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.

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Official Cyberpunk TCG card render for Saburo Arasaka: Stubborn Patriarch, a green-bordered Legend from the Embracing Power starter deck. Art by ADIA shows an elderly Saburo in a dark kimono standing over a rain-lit Night City skyline with an Arasaka mon behind him. The card carries a eurodollar sell tag in the top left, a RAM x2 box in the top right, the ARASAKA and CORPO tags, the text "Friendly ARASAKA Units have +1 power while attacking" and power 0 in the bottom right.
🎴Card GuidesSep 2, 2026·10 min read

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.

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