Cyberpunk 2077 TCG terms, keywords, and game mechanics
Attack Trigger
Trigger
When this Unit attacks, before the fight resolves, the effect happens.
Blocker
Keyword
When a rival Unit attacks, you may spend this Unit to redirect the attack to it. If the BLOCKER intercepts a direct rival attack, no Gig is stolen even if the BLOCKER is defeated.
Call
Core Mechanic
Spend 2 Eddies to flip one of your face-down Legends face-up, revealing it. You don't choose which Legend — it's random. Limited to once per turn. Can be done during the Play Phase or the Defensive Step.
Deck
Play Area
Your draw pile. Draw 1 card at the start of each turn. If it reaches 0 cards, you lose.
Deck Out
Win Condition
A loss condition: if your deck reaches 0 cards, your rival automatically wins.
Eddies
Resource
Eurodollars, the currency of Night City. Every card has an Eddie cost in the top-left corner. Generated by selling cards with the Sell Tag or by spending Legends (each Legend provides 1 Eddie per turn, every turn).
Eddies Area
Play Area
Face-down cards used as currency. Created by selling cards with the Sell Tag. Spend (turn sideways) to pay 1 Eddie each.
Field
Play Area
Where Units are placed. Units on the Field can attack rival Units or the rival directly. Ready Units can't be attacked.
Fight
Combat
When an attacking Unit targets a spent rival Unit, their total powers are compared. The Unit with higher power wins and the other is defeated (sent to the Trash). In a tie, both are defeated.
Fixer Area
Play Area
All Gig Dice start here. Each turn, pick one die, roll it, and move it to your Gig Area. The d20 must always be taken last.
Flip Trigger
Trigger
As soon as this card is flipped face-up (Called), the effect happens.
Gear
Card Type
Equipment that attaches to a friendly Unit, granting power bonuses and special effects. When the equipped Unit leaves the Field, its Gear follows it.
Gig Area
Play Area
Holds your claimed Gig Dice, including any stolen from your rival. Their sum is your Street Cred. Start your turn with 6+ dice here to win.
Gig Dice
Core Mechanic
Six polyhedral dice (d4, d6, d8, d10, d12, d20) used to track game progress. Each turn you take one die from the Fixer Area, roll it, and place it in your Gig Area. Collect 6 to win. The d20 must always be taken last.
Go Solo
Keyword
Pay this card's cost to play it as a ready Unit. It can attack this turn, bypassing summoning sickness.
Legend
Card Type
Leaders of your crew. Start face-down in the Legends area. Each turn, you may spend any or all of your Legends (turn sideways) for 1 Eddie each. They ready again every turn. Can also be Called (flipped face-up) for 2 Eddies. Some can Go Solo to enter the Field as a Unit.
Legends Area
Play Area
Holds your 3 Legends face-down in a random order. Each can be spent (turned sideways) for 1 Eddie per turn. They ready again every turn. Can also be Called (flipped face-up) for 2 Eddies.
Overtime
Win Condition
If both players complete a turn without taking a new Gig from the Fixer Area (all dice are claimed), the game enters Overtime. The moment you have the majority of Gig Dice, you win.
Play Trigger
Trigger
As soon as you pay this card's cost, the effect happens.
Program
Card Type
Instantaneous effects that resolve once and are immediately discarded. Can be played any time during your Play Phase.
RAM
Resource
Colored resource provided by Legends. Each card in your deck requires a certain amount of colored RAM. Your Legends' total RAM per color sets the maximum RAM value for cards of that color.
Ready
Core Mechanic
A card in its upright position, available to be used. Cards start each turn ready after being readied in the Ready Phase.
Sell Tag
Core Mechanic
A marker on certain cards that allows them to be sold for Eddies. Once per turn, you can reveal a card with a Sell Tag from your hand and place it face-down in the Eddies Area, where it generates 1 Eddie when spent.
Spent
Core Mechanic
A card turned sideways to indicate it has been used this turn. Spent cards are readied (turned upright) during the Ready Phase at the start of your next turn. Legends can be spent each turn to generate 1 Eddie each — this is repeatable every turn.
Steal
Combat
When an attacking Unit targets the rival directly (not a Unit), the attacker takes any die from the rival's Gig Area and adds it to their own. Units with 10+ power steal additional dice.
Street Cred
Resource
The sum of all your Gig Dice values. Some card effects require a minimum Street Cred (☆) to activate.
Summoning Sickness
Core Mechanic
Units cannot attack on the turn they are played. They must wait until the next turn to attack (unless they have the Go Solo keyword, which bypasses this).
Trash
Play Area
Discard pile for defeated, discarded, or resolved cards.
Unit
Card Type
Crew members placed on the Field. They attack rival Units (Fights) or the rival directly (Steals). Can't attack the turn they're played.