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The Cyberpunk CCG Rules (version 2.3s)
Factions represent the area or group a specific card comes from. Most cards have an icon and a colored band, which indicates that card’s Faction. There are currently three Factions, Government (blue tag), Corporate (yellow tag) and Street (gray tag). Any card that does not have a faction icon or tag is considered to have no faction. There are 7 types of cards in the Cyberpunk CCG, all of which have their own specific background colors and characteristics: Sponsors The Sponsor is the group/organization that you represent as a Cyberpunk player. Each of the Sponsor cards has a background that matches one of the Faction Tag colors. This means that the sponsor is considered to be of that faction. Your Sponsor card begins in play, and produces a set amount of EuroBucks. EuroBucks (or “EB”) is the standard currency of Cyberpunk. EB is used to buy cards out of your hand and put them into play. The EB produced by your sponsor is your starting capital. You may use your Sponsor for that money every turn. Each Sponsor also has one or more Special Abilities that can be used to effect game play. Some of these abilities are constantly in effect, while others can only be activated during a certain phase of play. Abilities which can only be activated during a certain phase will list that phase under the abilities section and require that the Sponsor card be Used. Sponsor cards have a unique victory condition that outlines an alternate set of conditions you can use to win the game. If a Sponsor card lists more than one victory condition, all conditions must be satisfied simultaneously in order to win. Locations Locations are buildings and/or businesses located around the streets of Night City and the rest of the Cyberpunk world. Locations along with your Sponsor generate EB and belong to a Faction. Next to the Faction symbol is the EB cost to put that card into play. All Location cards have two security values, which represent how difficult that Locations is for your opponent to attack. Manual Security (M-Sec) represents the physical defenses of the Location. For example: fences, security guards, armored doors, under-fed attack dogs, psychotic henchmen and so on. Electronic Security (E-Sec) represents any electronic defenses, varying from motion detectors and burglar alarms, to automated assault rifles and net based defenses. Each Location also has an Operation Points value which signifies the number of Ops Points your opponent will receive by successfully attacking the Location. Location cards have special Attributes printed in the top of the text box. Some cards may affect Location cards that have certain attributes, and will say so in their own text boxes. For example, the Mob Sponsor’s victory condition stipulates that the Mob can win the game by controlling one of every attributed Location. (Bar, Entertainment, Grocery, etc.). Locations enter play unused. There is no limit to how many Locations you may play in a turn as long as you can pay for each. Operations Operations (Ops) are missions that you send Runners to complete. Ops can range from blowing up buildings to stealing technology; from kidnapping to assassination. Like Locations, Ops have E-Sec, M-Sec and Ops Points values. Some Ops have Special Abilities that come into play when the Op is completed. Some Ops may also have restrictions or other conditions, which affect how or when the Op may be attempted. Each Operation has at least one Attribute printed in the top of the text box. These attributes don’t affect play unless referred to by another card. For example, a card that says “Burn any one Blackmail card in play” refers to a card with the Blackmail Attribute. Runners Runners are the people you hire to execute various tasks. Like any other card, you pay the tagged price (on the Faction Tag) to bring a Runner out of your hand and into play. This is referred to as purchasing a Runner’s loyalty. A Runner’s Short Range Offense (SR) is the Runner’s ability to deal damage in close combat. The Runner’s Long Range Offense (LR) is the Runner’s ability to deal damage from a distance (Sniping). A Runner’s Defense (Def) is the Runner’s ability to resist damage. Power measures how skilled a Runner is at their profession. Power is a reflection of that Runner’s skill in the Special Ability associated with their Role. The Special Ability role is included as an Attribute. A Runner’s Style Points defines how cool a Runner looks while doing his or her job and affects the Style Victory Condition. Runner Roles Cop Special Ability: Authority //Any (Response): Use one or more Cops you control and target an opposing Runner (except another Cop) who is not involved in a skirmish, but is being used to produce an ability or effect (if you use more than one cop, they must be teamed together). If the target Runner has a lower Power than the total Power of the Cops who are busting, then that Runner is “Busted”. The Busted Runner is used and cannot be straightened until his/her controller’s next turn (during the “straighten” phase) and the ability or effect being produced by the busted Runner is cancelled. If the target Runner’s Power equals or exceeds that of the Cop(s) used, then trash the Cop(s) instead, as though they had lost a battle. When using teamed cops to bust a Runner, you must use all Cops on that team. //Action: Use one or more Cops you control in this battle and target an opposing Runner in this skirmish. If the target Runner has a Power lower than the total Power of the Cop(s), that Runner is busted. If the target Runner’s Power equals or exceeds that of the Cops used, then trash the Cops instead (as though they lost a battle). Corp Special Ability: Resources //Any: When using a Location to produce EB, you may use a Corp to add his/her Power to the EB produced by that Location.
(Maximum 2 x the Location’s printed EB, no matter how many Corps are used.) Fixer Special Ability: Street Deal //Shopping: Use your Fixer as you are paying for an Op. Lower the cost of that Op by your Fixer’s Power (minimum 0). Med-Tech Special Ability: Medical Tech //Any: Response: You may use one or more of your Med-Techs to prevent a Runner from being trashed if the total Power of the
used Med-Techs equals or exceeds that of the Runner. The saved Runner is used but remains in play. Media Special Ability: Credibility //Legwork: Use your Media and target a Location or Operation, raise the M-Sec of that Location or Op by this Media’s Power until end of turn. This increase may exceed the printed value on the targeted card. Netrunner Special Ability: Interface //Legwork: Use your Netrunner and add their Power to the E-Sec of one of your Operations or Locations, or subtract their Power from the E-Sec of any one Operation or Location in play (Minimum 0). A Netrunner cannot raise the E-sec of an Operation or Location above the printed value. Nomad Special Ability: Family //Any: Use a Nomad you control to add half of their Power (round down) to any other Runner’s Power until end of turn. Any time a nomad joins a team the legal team limit for that team increases from four to five. If a Nomad joins un-teamed Runners the legal limit increases from 3 to 4. Rockers Special Ability: Charisma //Legwork: Use a Rocker you control and subtract their Power from the M-sec of any one Op or Location (Minimum 0). Solo Special Ability: Combat Sense //Action: Once per Hit, Run, or Skirmish, add the Solo’s Power to their SR, LR of Def. This bonus lasts until the end of the Hit, Run, or Skirmish. These Power points cannot be split up. The whole amount must go to a single stat. Techie Special Ability: Jury-Rig //Response: Whenever an Equipment or Cyber card is trashed, you may use one or more of your Techies to prevent that card from being trashed. The total Power of the Techies used must equal or exceed the cost of that card. Keep the card on the Runner/Location it is attached to, or, if the Runner/Location must be removed from play, move the saved Equipment/Cyber card to your Stash. Cyber Cyber is the generic term for any electronic or bio-engineered upgrades to the human body, generally replacing/enhancing some body part with a cybernetic implant. Each Runner has an Empathy Score (Emp), and all Cyber has an Empathy Loss (-Emp) These numbers regulate how much Cyber can be attached to a Runner. The more Cyber you attach to any Runner, the less human (empathetic) that Runner becomes (subtract the total Cyber –Emp from the Runner’s total Emp). If a Runner’s total Emp decreases to 1 or less, that Runner has reached a psychological breaking point called Cyberpsychosis. Runner's that become Cyberpsychotic cannot be busted by the cops and that Runner MUST participate in a Hit or Run by the end of every one of your turns. If a Cyberpsycho Runner fails to go on a Hit or Run or that Runner’s Emp drops to 0 or less, that Runner is burned at the end of the turn regardless. Every Cyber card has a body part or function listed as an Attribute (Armor, Arms, Legs, Neural, etc.). No more than one of each body part or function can be attached to a Runner. Furthermore, once Cyber is attached to a Runner it cannot be moved. Every Cyber card displays SR, LR, Def, and Style Points. These numbers are considered to augment the numbers of the Runner they are attached to, and get added to the same number on the Runner. Equipment You may attach 1 of every type of equipment card to a Runner (base on Attributes), except for equipment with the Attribute Weapon. Runners may have an unlimited number of Weapons attached, but only one Weapon equipped (in use) at a time. This one-weapon rule does not apply to Cyber weapons, such as Wolvers, or to Runner's with the attribute Martial Artist. Therefore a Runner may have a lethal cybernetic implant attached to them, and still be able to utilize one Weapon. Vehicles are a specialized type of equipment that have additional statistics, listed under Abilities. All vehicles have a Movement Value. For a full description of the Movement characteristic, see “Playing the Game: Action”. Vehicles also have a Carrying Capacity listed under Abilities. This capacity defines how many Runners the Vehicle can carry at a time including the Runner that the vehicle is attached to. Example: The Ghetto Bird has a capacity of 2, meaning it can carry the Runner it’s attached to plus one. Every Equipment card displays SR, LR, Def, and Style Points. These numbers are considered to augment the numbers of the Runner they are attached to, and get added to the same number on the Runner. There is one specialized vehicle called a Punknaught. When first played, the Punknaught Chassis must be attached to a Location not a Runner. If that Location is destroyed, so is the Chassis. Place three construction tokens on the Chassis when it comes into play. Remove one construction token from the Chassis at the beginning of each turn. The Punknaught Chassis cannot be moved from its Location until it has no construction tokens left. Regardless of whether it can be moved, you may immediately begin adding other equipment cards to the Chassis. During your Damage Control phase, you may Use one of your Techies to move a Vehicle or Heavy Weapon you control (from a Runner or from your Stash) and place it under the Chassis.
The Punknaught is not considered a moving vehicle and does not give any bonuses to a Runner it is attached to until it has
all of the following equipped: Once all this is added, the Punknaught becomes a functional vehicle with SR, LR, and Def bonuses equal to the total of the respective bonuses of all attached cards, -1 for each card, including the Chassis itself. So, using the minimum number of cards (2 Cars, 2 Armor, 2 Lift, 1 Heavy Weapon and the Chassis), the total for each bonus stat would be at a –8. This may seem like a significant loss, until you consider that even with a minimum number of cards, the final totals would still make the Punknaught the most formidable vehicle in play. Once completed, the Chassis has a Movement capability of 1 and Carries your entire team. Events Event cards are the unforeseen circumstances and variables in Cyberpunk. Events are the monkey-wrenches you throw into play in order to disable an opponent’s game and/or enhance your own. Like other cards, Events must be bought out of your hand in order to be played. Any abilities listed on the card occur immediately (unless the card stipulates otherwise) and the Event card is Burned (i.e. taken out of play). Some Event cards can only be played during certain phases of a turn, and will say so at the beginning of the Abilities section (“Any” means that Event can be played anytime other than when straightening or drawing cards). An Event card can be played during the appropriate phase of any player’s turn.
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