Cyberpunk Trading Card Game
Cyberpunk Trading Card Game Rulebook
Table of Contents
Table of Contents
1 Game Overview
Official Rules Document
- 1.1 This is an exhaustive document detailing the comprehensive Official Rules for Cyberpunk Trading Card Game (TCG).
- 1.2 This is a reference material, not a teaching one! To learn how to play the game, check out the Gameplay Guide.
- 1.3 Cyberpunk TCG cards are published in multiple languages. English cards, rules, and clarifications are the official versions, and supersede any conflicting texts in other languages.
Defining the Game
- 1.4 A game of Cyberpunk TCG has two (2) players. Each player is the other’s opponent, or “Rival.”
- 1.4.1 The Official Rules are in second-person for easy reading. Rules addressed to “you” apply to all players in a Cyberpunk TCG game.
- 1.5 The game ends when one player wins the game. When you win, your Rival loses.
- 1.6 The game ends when one player loses the game. When you lose, your Rival wins.
- 1.7 Every game piece has an owner. Every game piece in play also has a controller.
- 1.7.1 You “own” the pieces you bring to the game (your deck, side deck, Gig dice, etc.). You’re the “owner” of these pieces.
- 1.7.2 You “control” the pieces currently in your friendly Gig area, field, Legends area, and Eddies area. You’re the “controller” of these pieces, even if you’re not the owner.
- 1.7.2.1 Pieces you control are considered “friendly” pieces.
- 1.7.2.2 Pieces your Rival controls are considered “rival” pieces.
- 1.7.3 Game pieces can change controllers, but can never change owners.
- 1.7.3.1 When you take control of a Rival’s game piece, follow the rules in Respect Your Rival.
Win Conditions
- 1.10 If you have seven (7) or more Gig dice in the friendly Gig area at the start of your turn, you win the game.
- 1.10.1 The game checks this win condition before the first step of your Start Phase (the Ready Step).
- 1.11 In overtime, if you have seven (7) or more Gig dice in the friendly Gig area at any point, you immediately win the game.
- 1.11.1 Overtime begins after two consecutive turns in which both players begin with an empty fixer area. (Usually, after both players have completed 7 turns each.)
- 1.11.2 If you already have seven (7) or more Gig dice in the friendly Gig area when overtime begins, you win immediately.
- 1.12 If there’s a card effect that specifies an alternate win condition, you win immediately when you meet that condition.
- 1.13 Winning the game occurs instantly, even in the middle of a game action or effect resolution.
- 1.13.1 If both players win simultaneously, the game is considered a tie.
Lose Conditions
- 1.14 When you must draw a card from an empty deck (i.e. there are 0 cards in your deck area), you lose immediately.
- 1.14.1 If you attempt to draw more cards than remain in your deck, the first card you cannot draw counts as drawing from an empty deck. See Draw.
EXAMPLE: A card effect says “Draw 2,” but you only have 1 card left in your deck area. You draw the first card, and attempt to draw the second card. The deck is now empty, so you lose immediately.
- 1.15 If there’s a card effect that specifies an alternate lose condition, you lose if you meet that condition.
- 1.16 At any point, you may concede. When you concede, you lose immediately.
- 1.16.1 To concede during any point of the game you may tell your Rival they are the winner of the game.
- 1.17 Losing the game occurs instantly, even in the middle of a game action or effect resolution.
- 1.17.1 If both players lose simultaneously, the game is considered a tie.
2 Golden Rules
Resolve as Much as Possible
- 2.1 When an effect tells you to do something, you must resolve it. See EFFECTS.
- 2.1.1 If an effect includes “you may,” you may choose not to resolve that part of the effect.
- 2.2 When you activate an effect, you must resolve it.
- 2.3 Resolve card effects in the order they appear on the card.
- 2.4 If you can’t resolve the entirety of an effect, resolve as much of it as you possibly can.
Cards Can Break Rules
- 2.5 If a card’s text contradicts the Official Rules, the card text supersedes the Official Rules.
EXAMPLE: According to the rules, you can’t attack a ready Unit, but a friendly Unit’s card text reads “This Unit can attack ready Units.” The card text overrides that rule, so the friendly Unit can declare an attack on a rival ready Unit.
“Can’t” Supersedes “Can”
- 2.6 If an effect on a card allows or requires you to do something but another effect prevents it, the preventing effect always takes precedence.
EXAMPLE: A Rival plays a Unit with [ADRENALINE], which allows it to attack the turn it’s played. But a friendly Unit’s card text reads “Rival Units can't attack the turn they're played.” The preventing of the attack takes precedence, so the rival Unit can’t attack this turn.
Players Activate with Discretion
- 2.7 If an effect has a cost, you may choose not to pay it and thus not activate the effect.
- 2.8 When cards or effects specify “up to,” you can choose none or 0 (unless there’s a specified minimum).
- 2.9 If a game mechanic makes both players do an effect at the same time. The turn player will resolve first, followed by their Rival.
Negative Numbers
- 2.10 A game value can be a negative number.
- 2.10.1 When a game value is a negative number, it is treated as 0 for all references and comparisons of values.
EXAMPLE: A Unit has 2 power. An effect reduces its power by 3. The Unit has -1 power, but is treated as having 0 power when attacking, fighting, or when a card effect references its power. If it then gains +2 power, that Unit has 1 power. The order of these effects being applied does not alter this outcome.
- 2.10.2 A value of null ( - ) is not treated as a number. It does not count as 0, and it is not even or odd.
Respect Your Rival
- 2.11 Speak to your Rival with civility; no name-calling, yelling, discriminatory acts, intentional misgendering, or other insulting speech.
- 2.12 Respect your Rival’s personal space and possessions.
- 2.12.1 When you take control or wish to review a game piece your Rival owns, ask permission before taking the game piece or ask the Rival to move their game piece to the proper area.
- 2.12.2 Provide reasonable consideration of game pieces owned by Rivals, including handling their game pieces in a respectful manner and with permission as necessary.
- 2.12.3 Do not touch your Rival without their express permission.
- 2.13 Come to the table with proper hygiene.
- 2.13.1 Keep your hands and body clean. Neutralize any distracting smells on your person, including intense body odor or overwhelming perfumes.
3 Card Information
Orientation
- 3.1 The “face” of a card is the side that displays art and card information.
- 3.2 The “back” of a card is the side opposite of the face.
- 3.2.1 Legend cards have a different cardback design than non-Legend cards.
- 3.3 “Face-up” refers to a card displaying its face.
- 3.4 “Face-down” refers to a card displaying its back.
- 3.4.1 While a card is face-down, ignore all card information, except whether or not the card is a Legend. (As indicated by the cardback design.)
- 3.5 “Ready” refers to cards oriented in the vertical position, upright relative to you.
- 3.6 “Spent” refers to cards oriented in the horizontal position, sideways relative to you.
- 3.7 To spend a ready card, turn it 90° until it is fully horizontal.
- 3.8 To ready a spent card, turn it 90° until it is fully vertical and upright.
Card Data
Fig. 1 – Card Diagram
- 3.9 Name
- 3.9.1 The location of a card’s name varies based on card type, but it’s generally presented in a bold text treatment, at a higher font point than other card information.
- 3.9.1.1 On a Legend card, the name is located in the top center.
- 3.9.1.2 On a Unit card, the name is located just above the textbox, aligned to the left.
- 3.9.1.3 On a Gear or Program card, the name is located just above the textbox, aligned in the center.
- 3.9.2 A card’s subtitle is not part of its name.
- 3.9.1 The location of a card’s name varies based on card type, but it’s generally presented in a bold text treatment, at a higher font point than other card information.
- 3.10 Subtitle
- 3.10.1 A card’s subtitle is located directly underneath its name.
- 3.10.2 The subtitle distinguishes between different cards with the same name. If two cards have the same name but different subtitles, they are considered different cards.
EXAMPLE: "V: Streetkid" and "V: Corporate Exile" have the same name, but different subtitles. They are two different cards.
- 3.11 Cost Value
- 3.11.1 A card’s “cost value” (also referred to as just “cost”) denotes the number of (€$) you must pay to play it. See Pay and X €$.
- 3.11.1.1 No matter what area you play a card from (hand, trash, etc.) you must pay the card’s cost unless an effect explicitly tells you to play it “for free,” or provides an alternate payment.
- 3.11.1.2 Effects that reduce, increase, or change the (€$) you pay to play a card do not alter cost value.
- 3.11.2 A Legend may have a “null” cost, represented by ( – ).
- 3.11.2.1 You cannot pay a null cost.
- 3.11.2.2 A null cost can not be increased, decreased, or modified.
- 3.11.2.3 For effects that reference a Legend’s cost, a null cost is considered 0.
- 3.11.1 A card’s “cost value” (also referred to as just “cost”) denotes the number of (€$) you must pay to play it. See Pay and X €$.
- 3.12 Sell Tag
- 3.12.1 If a card in your hand has a “Sell Tag,” you may sell it as an action during your main phase. See Sell.
- 3.12.2 Legends with a sell tag can be spent to pay 1 €$ while face-up in the Legends area.
Figure 2 – Rarity Chart
- 3.16.1 The symbol defines a card’s rarity; how common the card is in its printed set.
- 3.17 Power
- 3.17.1 A card’s “power” determines its success in stealing and fighting. See ATTACK, FIGHT, AND STEAL.
- 3.17.2 A Unit or Legend’s power is equal to the power printed on the card plus the power of its equipped Gear and any current effect modifiers.
- 3.17.3 A Gear’s power modifies the Unit or Legend it is equipped to.
- 3.17.3.1 Units and Legends inherit power from Gears equipped to them.
- 3.17.3.2 A Gear’s power is equal to the power printed on the card.
- 3.17.3.3 A Gear’s power is not modified by card effects, unless the effect specifically targets the Gear.
- 3.17.4 “Base power” refers to the printed power on a Legend, Unit, or Gear, separate from any applied or inherited modifiers.
- 3.18 Textbox
- 3.18.1 A card’s textbox contains its card text.
- 3.18.1.1 A card may have multiple textboxes.
- 3.18.1 A card’s textbox contains its card text.
Figure 3 – RAM Color Symbols
- 3.20.1 A RAM value consists of a number and a color. (i.e. “2 Red,” “6 Yellow,” etc.)
- 3.20.1.1 The RAM number is in the center of the symbol (Fig. 3).
- 3.20.1.2 The RAM color is indicated by the highlighted corners in the symbol (Fig. 3), as well as the card’s border color (if it has one).
- 3.20.2 A card’s overall color is identified by the frame element around the cost and the RAM symbol (Fig. 3).
- 3.20.3 RAM Limits
RAM Limits
A deck’s 3 Legends provide your deck’s “RAM Limits.” All other cards in your deck must be within these RAM Limits.
- 3.20.4 By default, decks have a RAM Limit of 0 in all colors (0 Red, 0 Green, 0 Blue, and 0 Yellow).
- 3.20.5 When you add a Legend to your deck, increase the deck’s RAM Limits by the Legend’s RAM value.
- 3.20.5.1 A deck’s RAM Limit in a color is the sum of its Legends’ RAM in that color.
EXAMPLE: A deck with “Goro Takemura: Hands Unclean” (2 Green RAM), “Saburo Arasaka: Stubborn Patriarch” (2 Green RAM), and “Yorinobu Arasaka: Embracing Destruction” (2 Red RAM), has a RAM Limit of (2 Red, 4 Green, 0 Blue, and 0 Yellow).
- **3.20.5.2** Your deck may include any card with RAM less than or equal to your deck’s RAM Limit for its color.
- 3.20.6 Your deck’s RAM Limits are locked after deck composition. If a Legend is removed from the game during play, your deck’s RAM Limits are not affected.
- 3.20.6.1 RAM values do not dictate ability to play a card, simply whether it’s legal to include in your deck.
- 3.21 Type
- 3.21.1 A card’s type designates it as a Legend, Unit, Gear, or Program. See CARD TYPES.
4 Card Types
General
- 4.1 The card types in Cyberpunk TCG are Legends, Units, Gears, and Programs.
- 4.2 A card can be multiple types simultaneously.
- 4.2.1 Legends on the field are both Units and Legends.
Legends
- 4.3 All 3 of your Legends begin face-down in your Legends area in a random order. See GAME SETUP > Pre-Game Setup.
- 4.3.1 Once per turn, you may Call a Legend to flip a Legend face-up. See TERMS > Game Actions > Call a Legend.
- 4.4 A Legend is only valid in the Legends area or field area. All other areas (trash, hand, deck, etc.) are invalid areas.
- 4.4.1 If a Legend moves to an invalid area, remove it from the game.
- 4.4.2 If a Legend moves to an invalid area, any effects that trigger from the card entering the area enter pending. Remove the Legend from the game before you resolve them. See GAME AREAS > Removed from Game.
- 4.5 You may play a Legend from the Legends area to the field as a Unit by paying its cost.
- 4.5.1 A Legend played in this way enters in the same orientation as it was when it left the Legends area.
- 4.5.2 A Legend played in this way enters with Lag. See Lag.
- 4.5.3 Legends with cost Null ( - ) do not have a cost, and cannot be played to the field. See Cost Value.
Units
- 4.6 To play a Unit, reveal the card to your Rival, pay its cost, and place it ready in the field area.
- 4.7 Units enter the field with Lag. See Lag.
- 4.8 You may spend a Unit to declare an attack on a valid attack target. See ATTACK, FIGHT, AND STEAL.
Gears
- 4.9 Gear cards can be equipped to your Units and Legends to grant them additional power and/or effects.
- 4.10 To play a Gear, reveal the card to your Rival, pay its cost, and equip it to a friendly Unit or friendly face-up Legend. See Equip.
- 4.10.1 By default, a Gear can be equipped to a friendly Unit or friendly face-up Legend.
- 4.10.2 You can only equip Gear to a card in the field or Legends area.
- 4.10.3 There’s no upper limit on the number of Gears equipped to a single Unit.
- 4.11 Gears have two textboxes, referred to as the “top textbox” and “bottom textbox.”
- 4.11.1 The top textbox contains effects for the Gear. These effects are relevant when you play the Gear, and generally not relevant after a Gear is equipped.
- 4.11.2 Effects described in the top textbox apply to the Gear itself, and are not inherited by the Unit or Legend it’s equipped to.
EXAMPLE: A Gear’s top text box contains the reminder text “(Equip to a friendly Unit or face-up Legend.)” You equip this Gear to a friendly Unit. That Gear cannot be equipped to another friendly Unit, nor face-up Legend.
- 4.11.3 The bottom textbox contains effects inherited by the Unit or Legend the Gear is equipped to. Read the bottom textbox as if it's printed on that Unit or Legend.
- 4.11.3.1 Effects described in a Gear card’s bottom textbox apply only to the Unit or Legend the Gear is equipped to, not the Gear itself.
- 4.11.3.2 A Unit or Legend does not inherit Tags or other characteristics from a Gear equipped to it.
- 4.12 When a Legend or Unit moves to a different area (field, trash, hand, etc.), all of its equipped Gear moves with it.
- 4.12.1 When a Gear moves with a Unit or Legend to an area outside of the field or Legends area, the Gear isn’t equipped to the Unit or Legend in that area.
EXAMPLE: An equipped Unit has the effect “At the end of your turn, return this Unit to its owner's hand.” When you move the Unit to your hand, you also move its equipped Gear to your hand. Once the cards are in your hand, the Gear is no longer equipped to the Unit. So, if you play the Unit from your hand next turn, the Gear does not move with it.
- 4.12.2 If an equipped Legend moves to an area outside of the Field or Legends area, the Gear follows the Legend to the new area. The Gear is no longer equipped in the new area, so it stays there when you remove the Legend from play.
- 4.12.3 When you bottom-deck an equipped Unit, place the cards at the bottom of your deck in a random order. Randomize them amongst any other cards bottom-decked at the same time. See Bottom-deck.
Programs
- 4.13 Programs provide immediate one-time effects.
- 4.14 To play a Program, reveal the card to your Rival, pay its cost, resolve its effect(s), and immediately move it to your trash.
- 4.14.1 When you reveal a played Program, place it on the table to allow your Rival to read and understand its effects before you resolve it.
- 4.14.2 After you pay a Program’s cost, the card is considered outside of your hand, field, trash, or any other game area until you finish resolving its effects (though it’s not considered “Removed from Play”). After you resolve the program, it enters your trash.
5 Game Areas
Figure 4 – Game Area Layout
General
- 5.1 Fig. 4 illustrates the game areas in a game of Cyberpunk TCG.
- 5.2 All areas are considered separate from one another and each have specific game rules associated with them.
- 5.2.1 Keep relevant gameplay and pieces in their designated playmat areas.
- 5.2.1.1 If you alter the arrangement of these areas (such as accommodating a smaller play space), you must inform your Rival.
- 5.2.1 Keep relevant gameplay and pieces in their designated playmat areas.
- 5.3 A game area may be “public” or “hidden.”
- 5.3.1 If a game area is public, these rules apply.
- 5.3.1.1 Face-up cards in a public area are known to all players. You can look at information on all face-up cards at any time.
- 5.3.1.2 Face-down cards in a public area aren’t publicly known. You can’t look at them unless directed by an effect.
- 5.3.2 If a game area is hidden, these rules apply.
- 5.3.2.1 Cards in a hidden area aren’t publicly known. You can’t look at them unless directed by an effect.
- 5.3.2.2 If a card enters a hidden area, ignore any information on the card and remove any existing modifiers attached to it.
- 5.3.1 If a game area is public, these rules apply.
6 Gigs
- 6.1 1 polyhedral die represents 1 Gig. Gigs are also referred to as “Gig dice” (and variations thereof).
- 6.1.1 Gig dice are represented by d4, d6, d8, d10, d12, d20. These designations refer both to the number of sides on a die and the highest value a die can reach.
- 6.1.2 You control the Gigs in your Gig area. They are considered “friendly Gigs”.
- 6.1.3 You don’t control the Gig dice in your fixer area. They are not considered friendly Gigs.
- 6.1.4 You can’t target Gig dice in the fixer area to fulfill or resolve effects.
- 6.2 Whenever you roll a die, you may use any method you want as long as it is timely and meets these requirements:
- 6.2.1 Your roll method properly randomizes the die faces.
- 6.2.2 The result is immediately visible when the die stops rolling.
- 6.2.3 No one touches the rolling die or interferes with its trajectory until it is completely still and shows a definitive result.
- 6.2.4 The die lands on a definitive result, not cocked between faces.
- 6.2.5 If your roll breaks any of the above rules, ignore the result and roll it again properly.
- 6.2.6 When you move a die to the area of play after rolling, you must preserve the value.
EXAMPLE: A d4 has four sides with possible values of 1, 2, 3, and 4. If its current value is 4, then it’s a max Gig.
- 6.3.3 The highest value on a die is always equal to its number of sides, and the lowest value on a die is always 1. This is true even if the specific die represents the number differently.
EXAMPLE: If the faces of your d10 are labelled 0-9, the 0 represents “10” and is considered the highest value, while the 1 is considered the lowest value.
- 6.4 Adjust a Gig by changing its value.
- 6.4.1 “Increase” a Gig by adjusting to a higher number.
- 6.4.2 “Decrease” a Gig by adjusting to a lower number.
- 6.4.3 “Set” a Gig by adjusting it to a specific value.
- 6.4.4 You cannot adjust a Gig to a value that isn’t on its face. (i.e. set a d6 to 8). If an effect tells you to do so, the effect fails.
- 6.4.5 A Gig’s value cannot be adjusted to the value it already has. If an effect tells you to do so, the effect fails.
EXAMPLE: If a Gig is at a min value, it cannot be changed to its min value by an effect. You may choose it for an effect that could adjust it to a min, but nothing would happen.
- 6.5 A value-pair is 2 dice with the same value in the same Gig area.
- 6.5.1 A Gig can only count towards a single value-pair at a time.
EXAMPLE: A Unit’s card text reads “Draw 1 for each friendly value-pair of Gigs.” And your Gig area contains three Gig dice with the same value: a d4, d6, and d8. The d4 and d6 may be counted as a value-pair, and then there are no more Gigs to pair with the d8. So, there is exactly one friendly value-pair of Gigs. Draw 1 card.
- 6.6 To swap a Gig is to choose a friendly Gig die and a rival Gig die, then move the friendly Gig die to the rival Gig area and the rival Gig die to the friendly Gig area at the same time.
- 6.6.1 The values on both Gigs remain the same throughout the swap, and cannot be adjusted during it.
- 6.6.2 A swap is not considered stealing, and doesn’t trigger any effects related to stealing.
- 6.7 To steal a Gig is to take control of a rival Gig, such that it becomes a friendly Gig.
- 6.7.1 Whenever a Gig is stolen, there is an “actor” that steals it.
- 6.7.1.1 When a Unit/Legend attacks to steal a Gig, they are the actor, the one doing the stealing
- 6.7.1.2 If card text specifies a different actor, the specified actor is the one that steals.
- 6.7.2 When you or a friendly actor steals one or more Gig(s), follow these steps in order.
- 6.7.2.1 Choose the rival Gig(s) to steal.
- 6.7.2.2 Move the Gig(s) to your Gig area.
- 6.7.2.2.1 When an actor steals multiple Gigs simultaneously, choose the Gigs first, then move them all at the same time.
- 6.7.1 Whenever a Gig is stolen, there is an “actor” that steals it.
EXAMPLE: A Unit’s card text reads “When a rival Unit would steal a Gig, you may discard 1 with cost equal to that Gig's value. If you do, the Gig isn't stolen.” A rival Unit attacks your Gig area to steal 2 Gigs. Your Rival chooses to steal Gigs with values 3 and 10. You discard a card with cost 3, so the rival Unit only steals the value 10 Gig.
- 6.7.5 A Gig’s value can’t change during stealing. If an effect adjusts the Gig’s value, you must resolve it either before choosing the Gig(s), or after the Gig(s) change control.
7 Game Setup
Required Game Pieces
- 7.1 To play a game of Cyberpunk TCG, you must bring these items to the table: a 6-set of polyhedral dice, a legal deck of Cyberpunk TCG cards, and any other game pieces required by current regulations for the game format.
- 7.2 Your 6-set of polyhedral dice must contain one of each: a four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided (d12), and twenty-sided (d20) die.
- 7.2.1 Your dice must be balanced: all of a die’s faces must have an equal chance of occurring on a properly randomized roll.
- 7.2.2 Numbers on all die faces must be legible to both players.
- 7.2.3 When a die is in play, its current value must be immediately obvious to both players without significant discernment.
- 7.2.4 Your dice must follow current regulations for the game format.
- 7.3 A legal deck of Cyberpunk TCG cards contains 3 Legend cards and a “main deck” of 40-50 non-Legend cards.
- 7.3.1 You cannot use multiple Legends with the same name. See Name.
EXAMPLE: The Legends “V: Corporate Exile” and “V: Streetkid” are both named “V,” so you can’t use both of them in the same deck.
- 7.3.2 Your main deck must contain no fewer than 40 and no more than 50 cards.
- 7.3.3 Your main deck cannot include more than three (3) copies of a card with an identical name and subtitle combination (even if they have different card numbers).
- 7.3.4 Your main deck may only include cards within its RAM Limits. See RAM & Color.
- 7.3.5 If a card’s effect includes a restriction or exception to these deck requirements, your deck must adhere to that effect.
- 7.3.6 All cards must be legal according to the current regulations for the game format.
- 7.3.7 Card sleeves must follow current regulations for the game format.
Pre-Game Setup
- 7.4 Both players must complete instructions 7.5-7.9 in listed order before they begin the game.
- 7.5 Determine which player goes first.
- 7.5.1 You and your Rival agree upon and then execute a method to randomly choose a player.
TIP: We recommend both players roll a d20, and choose the player that rolled the higher number. If there’s a tie, both players roll again.
- 7.5.2 The player chosen via the random method decides and indicates to their Rival whether they will go first or second.
- 7.6 Shuffle your main deck.
- 7.6.1 You may shuffle by any method you want, as long as it’s timely and properly randomized.
- 7.6.2 When both players finish shuffling, present your deck to your Rival. Your Rival may “cut the deck” for you, if they choose.
- 7.6.3 Place your main deck in the deck area of your playmat.
- 7.7 Randomize and place your Legends.
- 7.7.1 Shuffle and randomize your 3 Legend cards with the same randomization method you used for your main deck.
- 7.7.2 When both players finish shuffling, present your Legends face-down to your Rival. Your Rival may “cut the deck” of Legends for you, if they choose.
- 7.7.3 Place all 3 Legend cards face-down in your Legends area.
- 7.7.4 The player going first spends their 2 left-most Legends. These two Legends don’t ready on the starting turn.
- 7.8 Place your Gig dice in the fixer area.
- 7.8.1 From the bottom up, place your d4, d6, d8, d10, d12, and then d20 in your fixer area.
8 Turn Order
Structure
- 8.1 Your turn consists of two phases. It progresses in order: Start Phase, Main Phase.
- 8.1.1 Your turn concludes with an automatic “End of Turn” check after your Main Phase, but before the start of your Rival’s turn.
- 8.2 Your turn begins automatically after your Rival’s turn ends.
- 8.2.1 If you are going first, begin your turn after both players have completed Pre-Game Setup.
- 8.3 During your turn, you progress the phases. When a phase ends, the next begins automatically.
- 8.4 Within each phase, you take actions.
- 8.4.1 Within the Start phase, all actions are mandatory.
- 8.4.2 Within the Main phase, all actions are optional.
- 8.5 Within each action, you complete steps. You must complete steps in order.
Start Phase
- 8.6 When your turn starts, your Start Phase begins immediately. You must take these actions in this order.
- 8.6.1 Check if you control 7 Gig Dice. See GAME OVERVIEW > Win Conditions.
- 8.6.2 Resolve any start of turn effects.
- 8.6.2.1 Remove effects that end “at the start of your next turn,” and variations thereof.
- 8.6.2.2 Resolve effects that occur “at the start of your turn,” “at the start of each turn,” and variations thereof.
- 8.6.3 Ready all spent cards in your Legends area, Field, and Eddies area.
- 8.6.4 Draw 1. (Add one card from the top of your deck to your hand.)
- 8.6.4.1 If there are no cards in this area when you attempt to draw, you lose immediately. See GAME OVERVIEW > Lose Conditions.
- 8.6.5 “Roll in” a Gig from your fixer area.
- 8.6.5.1 Choose a Gig from your fixer area.
- 8.6.5.1.1 You may only choose the d20 if there are no other Gigs in your fixer area.
- 8.6.5.2 Roll the chosen Gig. The top face when it stops rolling is its value.
- 8.6.5.1 Choose a Gig from your fixer area.
Main Phase
- 8.9 At any point during your Main phase while you are not taking an action, you may choose to pass your turn to your Rival. When you do, immediately begin the End of Turn check.
- 8.10 During your Main phase, you may take valid Main phase actions in any order.
- 8.10.1 Unless stated otherwise, you may take any action any number of times.
- 8.11 Sell a Card
As an action during your Main phase, you may “Sell a Card.”; sell 1 card from your hand with a Sell Tag in the top-left corner. See Sell.
- 8.11.1 You may only take the “Sell a Card” game action once per turn.
- 8.11.2 When you sell a card, it becomes an Eddie. See Eddies Area.
- 8.12 Call a Legend
As an action during your Main phase, you may spend 1 €$ to Call a Legend. See Call a Legend.
- 8.12.1 You may only take the “Call a Legend” game action once per turn.
- 8.12.2 You may also “Call a Legend” during the React Step during your Rival’s turn.
- 8.13 Play a Card
As an action during your Main phase, you may play a card from your hand. See Play.
- 8.14 Activate an Effect
As an action during your Main phase, you may activate any activated effects on friendly Units or Legends. They may be used during the open state of the main phase. For the full rules on activating effects, see EFFECTS > Activated Effects.
- 8.14.1 You cannot activate [Spend Icon] effects on Lagging Units. See Lag.
- 8.15 Attack
As an action during your Main phase, you may attack with a Unit. For the full rules on attacking, see ATTACK, FIGHT, AND STEAL.
End of Turn
- 8.16 When your turn ends, you must resolve any end of turn effects in this order.
- 8.16.1 Resolve effects that occur “at the end of your turn,” “at the end of each turn,” and variations thereof.
- 8.16.2 Remove effects that last “this turn” and variations thereof.
- 8.17 When your turn ends, after you resolve any end of turn effects, if Overtime conditions are met, Overtime immediately begins.
- 8.18 When your turn ends, after you resolve any end of turn effects, your Rival’s turn begins automatically.
9 Attack, Fight, and Steal
- 9.1 “Attack” is a game action in which you spend a friendly ready Unit to attack a valid target, which results in the friendly Unit fighting or stealing.
- 9.2 You may attack as a Main Phase action. See TURN ORDER > Main Phase.
Declare the Attack
- 9.3 To attack, you must declare the attack by completing these steps in order.
- 9.3.1 Choose a friendly ready Unit in the field area that can attack.
- 9.3.1.1 Lagging Units can’t attack. See Lag.
- 9.3.2 Choose a valid attack target for that Unit.
- 9.3.2.1 A spent rival Unit is a valid attack target.
- 9.3.2.2 A rival Gig area containing one or more Gigs is a valid attack target. (An empty Gig area is not a valid attack target.)
- 9.3.2.3 Card effects may add to, remove, or restrict a Unit’s valid attack targets.
- 9.3.2.3.1 An effect that allows a Unit to attack only grants the specific permission described by that effect and does not remove other attack restrictions.
- 9.3.2.4 If there are no valid targets, you cannot attack.
- 9.3.3 Spend the friendly Unit.
- 9.3.4 Communicate the attack and the attack target to your Rival.
- 9.3.1 Choose a friendly ready Unit in the field area that can attack.
React Step
- 9.7 During the “React Step” of an attack, the defending player has an opportunity to react. They may take as many reactions as they want, in any order they choose.
- 9.7.1 You may only take reactions during the React Step of an attack, and only if you are the defending player.
- 9.8 You may Call a Legend as a reaction. See Call a Legend.
- 9.9 You may activate the [BLOCKER] effect on a ready Unit as a reaction.
- 9.9.1 When a Unit uses [BLOCKER], it becomes the defending Unit, fully replacing the previous attack target.
- 9.10 You may activate any effects with the [QUICK] keyword as a reaction. See TERMS > Effect Keywords > QUICK.
- 9.10.1 If an effect on a Program in your hand has the [QUICK] keyword, you may play that Program as a reaction.
- 9.11 If a reaction triggers one or more effects, those effects become pending. Both players must resolve all pending effects before the defending player may take another reaction. See EFFECTS > Triggered Effects.
- 9.12 At any point during the React Step, while not taking a reaction and while there are no effects pending resolution, the defending player may choose to end the React Step.
- 9.13 If at any point the attacker or the defending Unit is no longer in the field area, the attack ends. See ATTACK, FIGHT, AND STEAL > Ending an Attack.
Fight Step
- 9.15 The Fight Step only happens if the attack target is a Unit. If the attack target is a Gig Area, the Steal Step happens instead.
- 9.16 During the “Fight Step” of an attack, the attacking Unit and the defending Unit fight.
- 9.16.1 At the start of the Fight Step, apply effects that last “while fighting” and variations thereof.
- 9.17 A “fight” is a game process in which two opposing Units compare power to determine at least one loser and potentially one winner.
- 9.17.1 A Unit wins a fight when it has a higher power than the opposing Unit.
- 9.17.1.1 When a Unit wins a fight, the opposing Unit always loses, regardless of power.
- 9.17.2 A Unit loses a fight when it has equal or lower power than the opposing Unit.
- 9.17.3 If both Units in a fight have the same power, neither Unit wins and both Units lose the fight.
- 9.17.4 If a card effect says that a Unit wins or loses a fight, it supersedes any win or loss status determined by power comparison.
- 9.17.1 A Unit wins a fight when it has a higher power than the opposing Unit.
- 9.18 When you determine the loser(s), any effects triggered by the fight (i.e. “when this Unit fights,” “when this Unit loses a fight,” etc.) become pending. Both players must resolve all pending effects before they may defeat the loser(s).
Steal Step
- 9.21 The Steal Step only happens if the attack target is a Gig area. If the attack target is a Unit, the Fight Step happens instead.
- 9.22 If the attacked Gig area has no Gigs in it when the Steal Step begins, no Gigs can be or are stolen.
- 9.23 During the “Steal Step” of an attack, the attacker attempts to steal one or more Gig dice from the defending Gig area.
- 9.23.1 At the start of the Steal Step, before choosing which Gigs are stolen, apply effects that last “while stealing” and variations thereof. Apply any other effects that modify, prevent, or restrict the attacker’s power or ability to steal.
- 9.23.2 The number of Gigs an attacker steals is based on its power.
- 9.23.2.1 If the attacking Unit has 0 power, it steals 0 Gigs.
- 9.23.2.2 If the attacking Unit has 1 or more power, it steals X Gigs (rounded down) according to this formula, where P = the attacking Unit’s power.
X = (P / 10) + 1)
EXAMPLE: A Unit with 1 to 9 power steals 1 Gig. A Unit with 10 to 19 power steals 2 Gigs. Continue this pattern for higher power values.
- 9.23.3 The attacking player chooses which Gigs the attacker will steal from the attacked Gig area.
- 9.23.3.1 An attacking player may choose to steal any Gig in the defending Gig area, regardless of its value.
- 9.23.3.2 If the attacker will steal multiple Gigs, the attacking player chooses the Gigs one at a time.
- 9.23.3.3 If the attacker steals more Gigs than are in the attacked Gig area, choose as many Gigs as possible to steal.
- 9.23.4 After all Gigs are chosen, apply any effects that prevent or restrict one or more of those Gigs from being stolen.
- 9.23.5 After all Gigs are chosen and prevention effects are applied, the attacker steals the Gig(s).
- 9.23.5.1 To steal the Gig(s), move all chosen Gigs from the defending Gig area to the attacking Gig area at the same time.
- 9.23.5.2 Multiple Gigs are stolen at the same time, each stolen Gig is considered a separate stolen Gig.
- 9.23.6 Effects that trigger when a Gig is stolen become pending after a stolen Gig is moved.
- 9.24 Resolve all pending effects. See EFFECTS > Pending Resolution.
- 9.25 After all pending effects from the Steal Step are resolved, the attack ends. See Ending an Attack.
Ending an Attack
- 9.26 An attack ends if any of the following are true:
- 9.26.1 The attacking Unit is no longer in the field area.
- 9.26.2 The attack target is no longer in the area it was attacked in.
- 9.26.3 The attack target is no longer a legal attack target for the attacking Unit.
- 9.26.4 An effect has ended the attack.
- 9.27 An attack can end before reaching the React Step, Fight Step or Steal Step.
- 9.27.1 If an attack ends before reaching the React Step, Fight Step or Steal Step, no fight happens and no Gigs are stolen.
- 9.27.2 If an attack ends while an effect or pending effect is resolving, finish resolving that effect or pending effect.
- 9.28 When an attack ends, resolve any pending effects that are already pending for the current timing window.
- 9.29 After an attack ends and all effects and pending effects for the current timing window have resolved, remove effects that last “while attacking,” “while stealing,” “while fighting” and variations thereof. The turn player’s Main Phase continues.
10 Effects
- 10.1 An effect is card text that affects the game. Card text is the source of effects.
- 10.1.1 Within card text, a line break indicates the end of the effect text.
- 10.1.2 Each separate paragraph on a card is considered a single effect.
- 10.1.3 When an effect refers to “this card,” “this Unit,” “this Legend,” “this Gear,” or another similar phrase, it refers to the source of that effect unless another rule or effect says otherwise.
- 10.1.4 If you control the source of an effect, it is considered “your” effect. You are the one who resolves it.
- 10.2 To “resolve” an effect, follow the instructions of that effect in the order they appear.
- 10.2.1 Always resolve as much of an effect as possible. See GOLDEN RULES > Resolve as Much as Possible.
- 10.2.2 If an effect instructs both players to act at the same time, the turn player performs their actions first, followed by their Rival.
- 10.2.3 Once an effect starts resolving, you cannot play cards, activate effects, or resolve other pending effects until the current effect finishes resolving.
- 10.2.4 Effects cannot interrupt the activation or resolution of other effects. If an effect triggers in the middle of an activation or resolution, it becomes “pending resolution.” See EFFECTS > Pending Resolution.
- 10.2.5 After an effect resolves, perform any required rule processing before resolving a new one or taking any actions.
Valid and Invalid Effects
- 10.5 An effect is “valid” if it can apply according to its text, the game rules, and the current game state.
- 10.6 An effect is “invalid” if it cannot apply according to its text, the game rules, or the current game state.
- 10.6.1 If all of an effect is invalid, ignore that effect.
- 10.6.2 If part of an effect is invalid, ignore the invalid part and resolve as much of the remaining effect as possible.
- 10.6.3 Even if an effect is invalid, it is still considered an effect on the card.
- 10.7 If an effect requires a target or choice with no legal options, the effect is invalid and the controlling player does not make a choice.
- 10.8 If an activated effect requires a target or choice as part of activation cost but no legal target or choice exists, the effect is invalid and you cannot activate it.
- 10.9 If an activated effect has additional activation conditions that are invalid, you cannot activate the effect.
- 10.10 If an effect becomes invalid after it activates or becomes pending, still resolve as much of the effect as possible.
- 10.10.1 If resolving a pending effect requires information about a game piece that is no longer valid, use the information from when the piece was last valid.
Pending Resolution
- 10.11 A “pending” effect is an effect that is waiting to resolve.
- 10.11.1 You cannot take any game actions until all pending effects are resolved.
- 10.11.2 Once an effect becomes pending, it remains pending until it resolves or a rule or effect removes it from pending.
- 10.11.3 After a pending effect resolves, it stops being pending.
- 10.12 If you have multiple pending effects, you may resolve them in any order.
- 10.13 If both players control pending effects at the same time, the turn player resolves all their pending effects before their Rival resolves all of theirs.
- 10.14 If a new effect triggers while resolving one, the new effect enters pending too. Finish resolving the current pending effect before resolving any new pending effects.
- 10.14.1 If both players have a new effect enter pending while resolving an effect, the player currently resolving pending effects finishes resolving all of their pending effects (including the new ones) before their Rival resolves their new ones.
- 10.15 Once an effect is pending, later changes to the game state do not stop that effect from resolving (unless the effect includes a condition that must be true during resolution).
- 10.15.1 If a pending effect includes a condition that must be true during resolution, that condition must still be true when the effect resolves.
Triggered Effects
- 10.16 A triggered effect has a trigger condition.
- 10.16.1 A triggered effect becomes pending when (and only if) its trigger condition is met.
- 10.16.2 If multiple triggered effects trigger at the same time, they all become pending.
- 10.16.3 If the same trigger condition is met multiple times, the triggered effect becomes pending once for each time that condition is met.
EXAMPLE: A friendly Unit’s effect text reads "When this Unit steals a Gig, increase it by up to 5.” In this example, the trigger is “When this Unit steals a Gig.” If the Unit steals 2 Gigs at the same time, then the effect “increase it by up to 5” becomes pending twice.
- 10.17 Triggered effects may use timing labels such as [ATTACK], [CALL], [PLAY], or [DEFEATED], or timing text such as “when,” “at the start of,” “at the end of,” and variations thereof. See TERMS > Trigger Keywords.
Activated Effects
- 10.18 You may activate “activated effects” as an action during your Main Phase. See Activate an Effect.
- 10.18.1 You cannot activate an activated effect while resolving another action or effect, nor while any effects are pending resolution.
- 10.19 When an activated effect has a colon, the bolded text preceding the colon is the activation cost, and the text following the colon is the effect that resolves after you pay the activation cost. See Cost.
EXAMPLE: A friendly Unit’s effect text reads "[Spend Icon] Swap a friendly Gig with a rival Gig.” This is an activated effect. During your Main Phase, you may spend the Unit as an activation cost; if you do, you gain the effect “Swap a friendly Gig with a rival Gig.”
- 10.19.1 Choices and costs before the colon are made or paid while activating the effect. Choices after the colon are made while resolving the effect.
- 10.19.2 You must pay all activation costs for an effect. If you can’t pay all required costs, you cannot activate the effect.
- 10.19.3 If an effect has multiple activation costs, pay them in the order that they appear.
- 10.20 Activate an activated effect by completing these steps in order.
- 10.20.1 Choose a valid friendly effect to activate. See EFFECTS > Valid & Invalid Effects.
- 10.20.2 If the activated effect is on a card in a hidden area (like your hand), reveal it.
- 10.20.3 If the effect requires a choice or valid target, choose them.
- 10.20.4 Pay all activation costs in the order they appear. When you do, any effects triggered by the activation become pending.
- 10.20.5 Communicate the effect and any choices/targets to your Rival.
- 10.20.6 Resolve the effect. When you do, any effects triggered by the resolution become pending.
- 10.20.7 Resolve any pending effects.
- 10.21 Once an activated effect is activated, it resolves even if its source leaves the area it was in.
Persistent Effects
- 10.22 A persistent effect continuously applies while it is active.
- 10.22.1 A persistent effect is not activated.
- 10.22.2 A persistent effect never becomes pending.
- 10.22.3 A persistent effect applies only while its source is in the area where that effect is active.
- 10.23 If a persistent effect has a duration, it applies only for that duration.
EXAMPLE: A Unit's effect text reads "Other friendly Units have +2 power while attacking.” The Unit only gains +2 from the moment the Unit attacks until the attack ends.
- 10.23.1 When a persistent effect’s duration ends, that effect stops applying immediately once there are no other pending effects.
Replacement Effects
- 10.24 A replacement effect replaces one action or process with another. (They often use “would” and “instead.”)
EXAMPLE: A friendly Unit inherits the effect text from a Gear that reads "If this Unit would be defeated, defeat its "DEADMAN TRANSMITTER" instead.” The effect “defeat [this Unit’s] "DEADMAN TRANSMITTER"” replaces the game process of defeating the Unit.
- 10.25 A replacement effect applies before (and instead of) the action or process it replaces. The replaced action or process does not occur at all.
- 10.26 If a replacement effect is optional, the player who controls that replacement effect may choose not to apply it.
- 10.27 If it’s not possible to perform the replacement, that replacement effect cannot be applied.
- 10.28 If one or more replacement effects could apply to the same action or process, apply mandatory replacement effects before optional replacement effects.
- 10.28.1 If multiple mandatory replacement effects could apply to the same action or process, the affected player (or the controller of the affected card) chooses which one to apply.
- 10.28.2 If multiple optional replacement effects are chosen to apply to the same action or process, the affected player (or the controller of the affected card) chooses which one to apply.
- 10.29 After a replacement effect is applied, check whether any other replacement effects can still apply to the new action or process.
- 10.29.1 Once a replacement effect has been applied to an action or process, that same replacement effect cannot apply to that same action or process again.
- 10.30 A replacement effect from a game mechanic supersedes mandatory replacement effects.
Effect Choices
- 10.31 If an effect instructs a player to choose, select, or otherwise make a choice, that choice is made when the effect instructs the player to make that choice.
- 10.31.1 If an effect requires a choice and no legal choice can be made, that choice is not made.
- 10.31.2 If an effect requires you to choose a specific number of targets, you must choose that number of targets. If you can’t, choose as many valid targets as possible up to that number instead.
- 10.31.3 If an effect requires a player to choose a number, that player must choose a non-negative whole number.
- 10.32 If multiple choices are required while resolving an effect, make those choices in the order written.
- 10.33 If an effect instructs multiple players to make choices at the same time, the turn player makes their choices first, followed by their Rival.
11 Terms
General Terms
- 11.1 Cost
- 11.1.1 A “cost” details what you must pay to play a card, activate an effect, or perform a game action. See Pay.
- 11.1.1.1 To play a card, you must pay its cost value in the top left corner of the card. See Cost Value.
- 11.1.1.2 An activation cost is a cost that must be paid to activate an effect. See EFFECTS > Activated Effects.
- 11.1.2 A cost must be paid in full; if you cannot pay all required costs, you cannot play the card, activate the effect, nor perform the game action associated with it
- 11.1.2.1 If a cost is replaced by another cost, pay the replacement cost instead of the original cost. The replacement cost must be paid in full.
- 11.1.1 A “cost” details what you must pay to play a card, activate an effect, or perform a game action. See Pay.
- 11.2 [Star] Street Cred
- 11.2.1 Your “Street Cred” is the sum of all Gig dice values in the friendly Gig area.
- 11.2.2 The [Star] symbol is shorthand for Street Cred.
- 11.2.3 When you have no Gigs in your Gig area you have Null ( - ) Street Cred. Null does not count as having 0.
- 11.3 Lag
Game Actions
- 11.4 Play
- 11.4.1 To play a card, reveal it, pay its cost, and then follow the rules for playing that specific card type detailed in CARD TYPES.
- 11.4.1.1 If you can’t pay for or follow the rules for playing the card, you cannot play it. It’s considered “invalid” to play.
- 11.4.1.2 If you play or attempt to play an invalid card, undo the play attempt and return the game to the previous legal game state as much as possible.
- 11.4.2 You can only play cards from your hand unless an effect instructs otherwise.
- 11.4.3 Effects that allow a player to play a card follows the normal rules for playing that card unless the effect instructs otherwise.
- 11.4.1 To play a card, reveal it, pay its cost, and then follow the rules for playing that specific card type detailed in CARD TYPES.
- 11.5 Draw
- 11.5.1 “Draw” is a game action in which you move the top card of your deck to your hand.
- 11.5.2 When an effect says “Draw X” (where X is a number), take the draw action X number of times. Literally, it means “move the top card of your deck to your hand, X individual times.”
- 11.5.2.1 When you “Draw X,” draw each card individually. Do not take multiple cards from the top of your deck at once.
- 11.5.2.2 When you “Draw up to X,” choose the number of cards you will draw, then draw exactly that number of cards.
EXAMPLE: A Legend’s effect text reads “When a friendly equipped Unit is defeated, search the top 2 cards of your deck and trash 1.” You look at the top 2 cards of your deck, move one to the trash, and place the other one back on the top of your deck.
- 11.13.3 While searching cards in an area, the cards still count towards the total number of cards in that area. The card does not leave the area until (and unless) you move it to a new game area.
EXAMPLE: An effect requires you to search the top 3 cards of your deck. Your deck currently contains only 2 cards. You search as many cards as you can (2), but you do not immediately lose; because you did not draw them, they’re still in your deck.
- 11.13.4 When an effect allows you to search one of your hidden areas for a specific card or criteria, if you fail to find anything, you don’t have to show the hidden information to the Rival player. See Hidden Areas.
- 11.13.4.1 When you search a hidden area for a specific target(s) and you’re not obligated to reveal the searched cards, you may purposely fail to find any or all target(s).
EXAMPLE: An effect says “Search the top 3 cards of your deck. Reveal a Gear and add it to your hand. Bottom-deck the rest.” When you search the top 3 cards of your deck, you find 2 Gear cards. But, because your deck is a hidden area, you may choose not to reveal any of them, and bottom-deck all 3 cards.
- 11.14 Reveal
- 11.14.1 "Reveal" is a game action in which you show designated cards to your Rival.
- 11.14.2 Revealing a card is not removing it from the designated area unless specified after effect resolution. (Such as adding a revealed card to hand.)
- 11.14.3 While revealing a card, make sure it is shown in a face up position, such that either player may read the card.
- 11.14.4 Once a revealed card has been placed back face-down, it is hidden and can no longer be looked at unless otherwise specified.
Activation Shorthand
- 11.15 [Spend Icon] (Spend Icon)
- 11.15.1 The [Spend Icon] symbol is shorthand for an activation cost. It means: “Spend this Unit or Legend to activate the following effect.”
EXAMPLE: A friendly Unit has the effect “[Spend Icon] Draw 1.” The [Spend Icon] symbol is an activation trigger. You must specifically spend this Unit as a cost. If you do, you draw a card.
- 11.15.2 To activate a [Spend Icon] effect, you must spend the card with the express purpose of paying its activation cost. When you spend a Unit or Legend with this symbol for any other reason, it does not trigger the [Spend Icon] effect.
- 11.15.3 After paying the cost to use a [Spend Icon] effect, immediately resolve the effect.
- 11.15.3.1 If a [Spend Icon] effect also has a condition, the condition must be met at the time of activation and resolution.
- 11.15.3.2 If additional effects conditions are met in the process of using a [Spend Icon:] effect, resolve the [Spend Icon] effect, then resolve any other pending effects.
- 11.16 X €$
- 11.16.1 “X €$” (where X is a number) denotes Eddies and/or Legends spent to pay a cost.
- 11.16.1.1 When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation cost) for the effect. It means: “Pay X to activate the following effect.”
- 11.16.1 “X €$” (where X is a number) denotes Eddies and/or Legends spent to pay a cost.
EXAMPLE: A friendly Legend has the text “1 €$, [Spend Icon] Give a friendly Unit +1 power this turn for each of its equipped Gear.“ So, to activate this effect, you must spend this Legend and 1 other Eddie or Legend.
Trigger Keywords
- 11.17 Trigger keywords are a shorthand for specific conditions. When those conditions are met, the effect associated with it automatically enters pending.
EXAMPLE: A friendly Unit has the effect “[ATTACK] Draw 1.” [ATTACK] is a timing trigger. Whenever this Unit attacks, you draw a card.
- 11.18 [CALL]
- 11.18.1 The [CALL] trigger is shorthand for “When you flip this Legend face-up through the ‘Call a Legend’ action, [...]”
- 11.18.2 The effect attached to the [CALL] trigger enters pending when you reveal the Called Legend.
- 11.19 [DEFEATED]
- 11.19.1 The [DEFEATED] trigger is shorthand for ”When this Unit is defeated, [...]”
- 11.19.2 The effect attached to the [DEFEATED] trigger enters pending when the Unit has been declared defeated and is moved to trash.
- 11.20 [PLAY]
- 11.20.1 The [PLAY] trigger is shorthand for “When you play this card, [...]”
- 11.20.2 The effect attached to the [PLAY] trigger enters pending when you meet all the requirements when playing that card type. See CARD TYPES.
- 11.21 [ATTACK]
- 11.21.1 The [ATTACK] trigger is shorthand for “When this Unit attacks, [...]”
- 11.21.2 The effect attached to the [ATTACK] trigger enters pending when you spend the Unit for the purpose of declaring an attack.
Effect Keywords
- 11.22 Effect keywords are a shorthand for specific effects.
- 11.23 [ADRENALINE]
- 11.23.1 The [ADRENALINE] keyword is shorthand for “This Unit can attack the turn it's played.”
- 11.23.2 Units with [ADRENALINE] may attack even if they’re lagging. All other criteria for valid attack targets still apply. See ATTACK, FIGHT, AND STEAL > Declare the Attack.
- 11.24 [BLOCKER]
- 11.24.1 The [BLOCKER] keyword is shorthand for “When a rival Unit attacks, you may spend this Unit to redirect the attack to it instead.“
- 11.24.2 Activate [BLOCKER] as a reaction during the React Step of your Rival’s attack action.
- 11.24.3 When a Unit uses [BLOCKER], it becomes the target of the attacking Unit’s current attack.
- 11.25 [GO SOLO]
- 11.25.1 The [GO SOLO] keyword is shorthand for “Pay this Legend's cost to play it as a ready Unit. It can attack this turn. If it leaves the field, remove it from the game.”
- 11.26 [QUICK]
- The [QUICK] keyword is shorthand for “You may also activate this effect (or play this Program) as a reaction to a rival Unit’s attack.”