Cyberpunk TCG simulator · fan project SERVER

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Opponent
Difficulty — how well it plays
Play style — MaxTac's strength, a different taste
Rivals — somebody with a deck of their own, and a way of playing it

Seat
Advanced

Every game is saved, including resigned ones, and can be replayed with both hands face-up once it is over.

Choose a deck

Import a deck

Legal constructed decks only (§7.3): 3 Legends, 40–50 main-deck cards, at most 3 copies of a card, each card within its own colour's RAM. An imported deck is saved to your callsign and either seat can use it. It is yours alone unless you make it public, which you can change later from the deck picker, where it is marked “yours”; public decks show who imported them.

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StartedYouRivalOpponentSeatResult TurnsUndos

Campaign

Sim this matchup

The same AI plays both decks, taking turns going first. The result says which deck this AI wins with — how well it plays each deck's plan comes before deck strength. And 25 games is a quick look: a split closer than about 70–30 could be chance. One sim at a time per player, up to 25 games.

Sign in

A callsign is 2–24 letters, digits, spaces or . ' _ -. The passphrase is at least 8 characters, and there is no reset — keep it somewhere safe. Your imported decks and games follow your callsign to any device you sign in on. A new player starts with their own copies of the two starters, Embracing Power and The Heist.

Settings

How this table works

How an attack resolves

  1. 1Declare§9.3

    Pick a ready Unit that can attack (not one with Lag), and a target: a spent rival Unit, or the rival Gig area if it holds a Gig. Spend the attacker.

  2. 2Attack effects§9.5–9.6

    "While attacking" bonuses apply and Attack effects resolve.

    Attacker or defending Unit gone from the field → the attack ends

  3. 3React Step§9.7–9.12You are here

    The defending player may take as many reactions as they like, in any order. Nothing is fought or stolen yet.

    Block §9.9
    Spend a ready Blocker. It becomes the defending Unit, replacing the target — a steal becomes a fight. Block again and the new Blocker replaces the last.
    Quick §9.10
    Play a Quick Program or use a Quick ability, paying its cost.
    Call a Legend §9.8
    1 €$, once per turn.

    Each reaction's effects resolve before the next (§9.11) — "when this Unit uses Blocker" happens here. Then react again, or end the React Step.

    Attacker or defending Unit gone from the field → the attack ends (§9.13)

  4. What is the target now?§9.14
  5. 4aA Unit → Fight§9.16–9.20

    "While fighting" bonuses apply. Compare power:

    • Higher power wins; the other loses and is defeated.
    • A tie: both lose, both are defeated.
    • A 0-power Unit defeats nothing.

    Fight effects resolve before the defeat.

    4bThe Gig area → Steal§9.21–9.25

    "While stealing" effects apply. The attacker steals by power:

    • 0nothing
    • 1–91 Gig
    • 10–192 Gigs
    • 20+3 Gigs

    The attacking player chooses which; prevention effects apply, then they move together.

  6. The attack ends§9.26–9.29

    Pending effects resolve, "while attacking" bonuses fall away, and the attacking player's Main Phase goes on.

Example: two Blockers

Maman Brigitte (3) attacks your Gig area. You block with La Llorona A — the target is now A, and her Blocker effect raises a Gig by 3. The React Step is still open, so you block with La Llorona B — B replaces A, and raises a Gig again. You end the React Step: Brigitte fights B, 3 against 3, and both are defeated. A was never fought; she stays spent.