Learn the mechanics, master the Gig. Complete rules reference for the Cyberpunk 2077 TCG.
Win Conditions
Win Condition
Gig Dice Victory
Start your turn with 6 or more Gig Dice in your Gig Area to win.
Win Condition
Overtime
If both players complete a turn without taking a new Gig from the Fixer Area, the game enters Overtime. The moment you have the majority of Gig Dice, you win.
Lose Condition
Deck Out
The moment you have 0 cards left in your deck, your rival automatically wins.
Game Setup
- Each player draws 6 cards as their starting hand.
- Your 3 Legends start face-down in a random order in the Legends Area.
- All 6 Gig Dice start in the Fixer Area.
- Mulligan: You may shuffle your hand back into your deck and draw 6 new cards, but only once.
- The first player starts with 2 of their Legends already spent.
Turn Phases
Each turn consists of three phases played in order:
Ready Phase
- →Draw a Card: Draw the top card from your deck and add it to your hand. There is no maximum hand size.
- →Gain a Gig: Take a die from your Fixer Area, roll it to set its value, then place it in your Gig Area. You can choose any die except the d20, which must always be taken last.
- →Ready Spent Cards: Turn all your spent (sideways) cards to ready (upright).
Play Phase
- →Sell for Eddies: Once per turn, sell any card in your hand with a Sell Tag. Reveal it to your opponent, then place it face-down in the Eddies area. Each sold card is worth 1 Eddie per turn when spent.
- →Call a Legend: Once per turn, spend 2 Eddies to flip one of your face-down Legends face-up. Don't peek; the randomness is part of the game. FLIP triggers resolve immediately.
- →Play Cards: Spend Eddies equal to a card's cost (top-left corner) to play it from your hand. You can also spend a Legend (turn it sideways) to generate 1 Eddie. Legends ready again each turn, so you can spend all 3 every turn. PLAY triggers resolve immediately. Units can't attack the turn they're played.
Attack Phase
- →Declare Attacker: Choose a ready Unit to attack. Spend it (turn sideways). If it has an ATTACK trigger, resolve that effect now.
- →Choose Target: Attack a spent rival Unit (leads to a Fight) or attack your rival directly (leads to a Steal).
- →Defensive Step: Your rival may Call a Legend (once per turn) or use a BLOCKER Unit to redirect the attack.
- →Resolve: Fight: compare total power. Higher wins, tie means both are defeated. Steal: take any die from rival's Gig Area. Units with 10+ power steal additional Gigs (1 extra per 10 power).
Combat
- Summoning Sickness: Units cannot attack the turn they are played.
- Fight: Compare total power of attacking and defending Units. Higher power wins. Ties mean both Units are defeated.
- Steal: When attacking the rival directly, take any die from their Gig Area. Units with 10+ power steal additional Gig Dice (1 extra per 10 power).
- Call a Legend: Costs 2 Eddies, limited to 1 per turn (usable during Defensive Step).
- Sell: Limited to 1 card per turn.
- Legend Spending: Each turn, spend any or all Legends (turn sideways) for 1 Eddie each. They ready again every turn.
Card Types
Legend
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.
Max per deck: 3

Unit
Crew members placed on the Field. They attack rival Units (Fights) or the rival directly (Steals). Can't attack the turn they're played.
Can attack

Program
Instantaneous effects that resolve once and are immediately discarded. Can be played any time during your Play Phase.
Goes to Trash on play

Gear
Equipment that attaches to a friendly Unit, granting power bonuses and special effects. When the equipped Unit leaves the Field, its Gear follows it.

Keywords & Triggers
Keywords
Blocker: 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.
Go Solo: Pay this card's cost to play it as a ready Unit. It can attack this turn, bypassing summoning sickness.
Timing Triggers
Play: As soon as you pay this card's cost, the effect happens.
Attack: When this Unit attacks, before the fight resolves, the effect happens.
Flip: As soon as this card is flipped face-up (Called), the effect happens.
Resources
€$ Eddies
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).
◆ RAM
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.
☆ Street Cred
The sum of all your Gig Dice values. Some card effects require a minimum Street Cred (☆) to activate.
Gig Dice
Six polyhedral dice track your Gig progress. Each turn, pick one die from the Fixer Area, roll it, and place it in your Gig Area. Collect 6 dice in your Gig Area to win.
d44 sides
d66 sides
d88 sides
d1010 sides
d1212 sides
d2020 sidespick last
Play Areas
Fixer 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.
Gig 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.
Field: Where Units are placed. Units on the Field can attack rival Units or the rival directly. Ready Units can't be attacked.
Eddies Area: Face-down cards used as currency. Created by selling cards with the Sell Tag. Spend (turn sideways) to pay 1 Eddie each.
Legends 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.
Deck: Your draw pile. Draw 1 card at the start of each turn. If it reaches 0 cards, you lose.
Trash: Discard pile for defeated, discarded, or resolved cards.
Deck Building
- Exactly 3 Legends per deck (each must have a unique name)
- 40–50 cards in the main deck (not counting Legends)
- Maximum 3 copies of any single card
- RAM costs of all deck cards must fit within the total RAM provided by your 3 Legends, per color
- Recommended: at least 30% of cards with Sell Tags for economy
- Recommended: at least 4 Units with the Blocker keyword for defense
Ready to build your first deck?