Cyberpunk the CCG is a game based in the near dark future of the
Cyberpunk world. The world of Cyberpunk is a world in which
corporations are the elite ruling class, dark soldiers of fortune rule
the streets, and everybody has a price. It is a world based very
much on authors like William Gibson, Bruce Sterling, Neal
Stephenson, and movies such as Blade Runner, Johnny
Mnemonic (which was based on a Gibson story), and The Matrix.
Combining the elements of these popular worlds, Cyberpunk the
CCG is a game where players take on the role of a Sponsor, chosen
from one of three factions (Street, Government or Corporate) and
spend their Eurobucks (Eb) to buy Locations and recruit Runners,
who they then arm with high-tech Equipment and Cyber and send
on Operations or Hits.
These Hits can create skirmishes between opponents teams,
resulting in massive firefights that can ultimately end with the
destruction of all Runner's involved. One thing to remember, the
Cyberpunk future is both brutal and unforgiving, make a mistake
and you'll pay dearly for it.
Six card types are broken down into two categories, from which a
player builds a Runs Deck and a Gear Deck. Each deck must have a
minimum of 42 cards in it (with a maximum of 4 of any one card -
excepting Legendary cards which are allowed only one), but the
composition is up to the player, and dependant on the chosen
strategy. You may choose to go for an Ops Victory, a Style Victory,
or complete one of your Sponsor's Special Victory conditions.
Runners, like the RPG have designated roles, and each of these
roles has a corresponding ability. You can create an army of cybered
Solos, and allow them to wreak havoc on your opponents Locations
and Runners, or you can be subtle, and build an army of Netrunners
to allow your foot soldiers to easily penetrate your opponents
defences. Build a mobile Nomad Nation behind Santiago, or
assemble a band of rockers behind the legendary Johnny
Silverhand.
You can use Fixers and Techies to recycle trashed Equipment and
Cyber, Corps to recycle Locations, and of course Med-Techs to
prevent your Runners from being trashed. You can even elect to
play a precinct of Cops, and gain points for busting your opponents
Runners when they attempt to use their special abilities.
There are dozens of strategies available, and multiple paths to
victory. This is further compounded by the large number of official
tournament formats currently supported, from individual
Constructed or Sealed Deck, to Team Assault, Bribery and Collusion,
and Infighting.
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