The Big Score: Exploring The New Cyberpunk TCG Alpha Kit

What is Cyperpunk TCG ?

If you’ve ever wanted to experience Cyberpunk 2077 in a format you can shuffle, Weird Co. just gave players something real to mess with. The official Cyberpunk 2077 Trading Card Game has entered Alpha testing, with an Alpha Kit that we just received to share with you. The project comes together in collaboration with CD Projekt Red, and it aims for the setting’s core feeling: take a job, push your luck, and hope your plan holds for one more turn.

The pitch lands fast. You chase “Gigs” as your win condition. You build a crew. You spend Eddies to get bodies and tech onto the table. And instead of treating combat like a slow grind, the game keeps the tempo high—more alleyway ambush than polite duel.

In an effort to keep this trading card game connected to the original TTRPG, Weird Co. have introduced a clever dice mechanic (and sweet dice) to the card battle format.  The Alpha Kit leans into recognizable faces like V and Johnny Silverhand, creating a familiar pathway into Night City. 

The goal: stack Gigs, stay alive long enough to count them

Winning comes down to your Gig Area. You win if you start your turn with 6 Gig Dice in that area. There’s also an instant-win clause: hit 7 Gigs at any time and the game ends on the spot.

That one-two punch shapes the whole match. You can sit at five Gigs and feel safe for half a second. Then one swing, one clean steal, and your opponent flips the table state.

How turns work in Cyberpunk TCG

Each turn runs on a rhythm that’s easy to learn and hard to master:

  1. You draw and get paid. The game feeds you cards and Eddies so you can keep moving.

  2. You “deploy” a Gig die. You take a die from your Fixer Area, roll it, and move it into your Gig Area.

  3. You spend Eddies to build your board. Units, Gear, and the occasional big reveal.

  4. You fight over Gigs. Attacks can steal dice. Defense can redirect those attacks—if you planned for it.

The most “Cyberpunk” choice shows up in the economy. Once per turn, you can sell a card from your hand for an Eddie. That means every card carries two meanings: what it does on the table, and what it’s worth when you’re broke. Sometimes you’ll trash a powerful piece of Gear because you need a body right now. It hurts. It also feels correct for Night City.

The cards

The Alpha kit splits cards into four big buckets, with clear roles.

Legends

Legends function like marquee threats. You place them face-down, then pay to Call (reveal) them into play. Because they start hidden and get shuffled, the reveal carries tension. You might flip a bruiser like Goro Takemura or a more tactical pick like T-Bug depending on what’s in your Legend stack.

Units

Units attack, block, and steal Gigs. Their Power matters because it scales how much they take: for every 10 Power, a Unit steals an extra Gig when it hits your opponent. That “10 Power breakpoint” becomes a planning tool. Players will build toward it. Players will also fear it.

Gear

Gear attaches to Units and changes the math—raw stats, utility, or information.

Programs

Programs act as one-time tactical plays. In other card games, you’d call these “instants.” Here, they read like quick hacks, ambushes, and sudden reversals. A Program can clear a blocker, mess with combat, or turn a safe attack into a blowout. Programs also punish sloppy sequencing. If you commit too early, you hand your opponent the perfect window.

Synergy is the real game

Once you understand the turn loop, deckbuilding starts to matter more than any single card. Take Kiroshi Optics as an example. If a Gear effect lets you peek at face-down Legends, you gain something priceless: information. Knowing what’s coming shapes every purchase, every attack, every “do I sell this card for cash?” moment.

Then there’s Sandevistan. In the Alpha, it can attack spent (tapped) units. That changes table etiquette instantly. A player who swings and “expects safety” may learn a quick lesson: exhaustion doesn’t guarantee survival here. The card pressures tempo, punishes greed, and speeds up games in a way that feels on-theme.

Defense isn’t optional

In this Alpha environment, defense is as a requirement. Blockers feel like the glue that keeps your Gig stack from evaporating. When an opponent tries to steal a Gig, you can spend a Blocker to redirect the attack. Cards like Armored Minotaur—or Units carrying defensive upgrades like Mandibular Upgrade—anchor that plan.

Without that line, a high-Power attacker can rip through your Gigs in one clean push. The board state flips quickly. Every round is a tug of war where you can send Units forward and risk your stash or hold Units back and risk falling behind on Gigs. It’s a constant resource argument, and the game seems to want that argument.

Arasaka Faction: controlled, defensive, information-rich

Arasaka builds a board that’s hard to crack. The faction leans into Blockers and durability, then uses Gear to shape outcomes. If you like locking down lanes, choking off clean attacks, and forcing your opponent into awkward trades, Arasaka fits.

Arasaka’s fun comes from control. You watch your opponent assemble a “big turn,” then you blunt it. You keep collecting Gigs while they waste momentum.

Maelstrom Faction: speed, risk, and volatility

Maelstrom plays like a demolition run. The faction centers on “Push” and higher die types—bigger numbers, bigger swings, bigger chances something burns out and hits the discard pile. Maelstrom games tend to end fast because the faction forces it. You win before the opponent stabilizes, or you flame out trying.

If Arasaka feels like security doors and camera coverage, Maelstrom feels like sparks and shouting.

Cyberpunk TCG – Step-by-step

Setup & win condition

  • Win: Start your turn with 6 Gigs in your Gig Area

  • Instant win: Reach 7 Gigs at any time

  • Start: Draw 5 cards, begin with 3 Eddies

  • Legends: Place 3 Legends face-down

  • Dice: Place your d4 in your Fixer Area

Turn structure

  • Start Phase: Check the win condition, gain 3 Eddies, draw 1 card, move the next available die into your Fixer Area

  • Action Phase: Spend Eddies to play Units/Gear; Call one Legend per turn

  • Deploy Gigs: Roll a die from your Fixer Area and move it to your Gig Area

  • Combat: Attack to steal Gigs; 10+ Power can steal 2 instead of 1

  • End Phase: Discard down to 7, refresh Units

Early take: fast, lethal, and built for momentum

Cyberpunk TCG wants you to take chances. Turns move quickly. Combat shows up often. Dice add variance, but the decisions still feel like the driver. You can plan, you can set traps, and you can absolutely get punished for a sloppy sell-or-play call. The rules reward aggression and timing.

If the full release keeps this pace, the Cyberpunk 2077 Trading Card Game could land in a sweet spot: tactical enough for hobby players, direct enough for a casual game night, and mean enough to feel like Night City.

Cyberpunk Trading Card Game Alpha Kit Box

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