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Guides/By game/Cyberpunk TCG

Guide

Cyberpunk TCG: Collector's Guide and Collection Tracker

Cyberpunk TCG is a two-player duelling card game from WeirdCo, made in collaboration with CD PROJEKT RED and set in Night City. You lead a crew of edgerunners anchored by three Legends, take Gigs off your Rival, and race to become a Night City legend. It arrived with the most-funded trading card game campaign in Kickstarter history, and its first set, Welcome to Night City, reaches hobby stores on November 6, 2026. That launch shape is what makes it interesting to collect: set one exists as two parallel runs, backer Beta and retail, and both are already catalogued card for card. This guide covers how the line is built, what is worth chasing, and how to keep a Cyberpunk TCG collection current from the first pack you open.

448 cards across 12 sets, catalogued and ready to track.

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Cyberpunk TCG collector's guide

The crew you build from

  • Johnny Silverhand — Rocking Renegade

    003

    Johnny Silverhand — Rocking Renegade

    Cyberpunk TCG · Foil

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  • The Relic — Experimental Biochip

    063

    The Relic — Experimental Biochip

    Cyberpunk TCG · Foil

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  • Rogue Amendiares — Queen of the Afterlife

    126

    Rogue Amendiares — Queen of the Afterlife

    Cyberpunk TCG · Foil

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Browse every Cyberpunk TCG set

Every card belongs to one of four colours and one of four types: Legends anchor the deck, Units do the fighting, Gear bolts onto them, and Programs fire at the right moment. The art is original work made for the game rather than stills lifted from the source material, and the roster reaches across the whole franchise.

Set one comes in two runs: Beta and retail

Welcome to Night City was printed twice. Kickstarter product carries a Beta symbol and post-campaign retail product does not, so the backer run and the hobby store run are two separate objects with the same card list. HoloHoard catalogues them as separate sets, card for card, with the Beta numbering carrying its own prefix. That means marking a retail copy leaves the Beta copy open on your list, and a collector who backed the campaign and then buys at retail can show both without one overwriting the other. The same split runs through the starter decks and the box toppers.

Set one, catalogued in both printings
ProductKickstarter BetaRetail
Welcome to Night CityBeta checklistRetail checklist
Embracing Power starter deckBeta checklistRetail checklist
The Heist starter deckBeta checklistRetail checklist
Box toppersBeta checklistRetail checklist

The chases: Secrets, Epics and Nova Rares

Packs run Common, Uncommon, Rare and Epic, with Secrets sitting at the top of the ladder. Welcome to Night City puts four of them in the set, and each one is a character card people would want on the art alone. Above and outside that ladder sit the Nova Rares, which do not come out of boosters at all: they arrive as box toppers, as promos, and as pre-release product. That is the part worth knowing before you start, because a complete Cyberpunk TCG collection is never just a booster box problem.

The Secret cards in Welcome to Night City
No.CardType
003Johnny Silverhand: Rocking RenegadeLegend
085Panam Palmer: Strength Through FamilyUnit
109Sasha Yakovleva: Won't Let You DownLegend
116Judy Álvarez: Nothing to DoubtUnit
  • Panam Palmer — Strength Through Family

    085

    Panam Palmer — Strength Through Family

    Cyberpunk TCG · Foil

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  • Sasha Yakovleva — Won't Let You Down

    109

    Sasha Yakovleva — Won't Let You Down

    Cyberpunk TCG · Foil

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  • Judy Álvarez — Nothing to Doubt

    116

    Judy Álvarez — Nothing to Doubt

    Cyberpunk TCG · Foil

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See the full set one checklist

Nova Rares, and where they actually come from

The Nova Rares are the cards that separate a good Cyberpunk TCG collection from a complete one, because each one has its own route into the world. Six of them are box topper Legends, one per Beta booster display and again at retail. Two more are promo cards, Rebecca: Having a Moment and Adam Smasher: Ender of Legends. A Nova Rare Mantis Blades came out of pre-release product. Every one of them is catalogued as its own entry, so they show up on your want list the same way a pack card does instead of living in a note somewhere.

  • V — Corporate Exile

    006

    V — Corporate Exile

    Cyberpunk TCG · Foil

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  • Rebecca — Having a Moment

    005

    Rebecca — Having a Moment

    Cyberpunk TCG · Normal

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  • Mantis Blades

    011

    Mantis Blades

    Cyberpunk TCG · Normal

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See the box topper Legends

The starter decks print cards you cannot pull

Embracing Power puts you behind the Arasaka Corporation with Saburo Arasaka, Yorinobu Arasaka and Goro Takemura leading it. The Heist takes the other side of the story with V, Jackie Welles and Viktor Vektor. Both are ready to play out of the box, and both carry cards printed for that deck and nowhere else, which makes them checklist entries rather than a shortcut into the game. Each deck is catalogued on its own so you can see exactly which cards it is the only source of.

  • Saburo Arasaka — Stubborn Patriarch

    013

    Saburo Arasaka — Stubborn Patriarch

    Cyberpunk TCG · Foil

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  • V — Corporate Exile

    012

    V — Corporate Exile

    Cyberpunk TCG · Foil

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  • MT0D12 Flathead

    015

    MT0D12 Flathead

    Cyberpunk TCG · Normal

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See both starter deck lists

Print runs are locked to demand, by design

WeirdCo has been unusually direct about supply, and it changes how this line reads to a collector. If a card becomes hard to get, the company has said it will reprint that card rather than print more booster packs, using promos, supplementary products and organized play prizing instead. Print runs are set from demand data, and WeirdCo says it will not reprint the same set or configuration again. Distribution runs through exclusive regional distributors, hobby stores first. There will be no second Kickstarter. Set one is a finite run on that basis, which is worth knowing while you decide how completely you want to chase it.

The four colours, and what each one wants

Every card is Red, Green, Blue or Yellow, and WeirdCo designs them against a model it calls the Color Tree. Shared ideas sit near the trunk, so every colour can draw a card, pressure a rival and remove a threat in its own way. Further out the branches separate, and that is where each colour gets the things only it can do. The colours are not lifted straight from the video game's attributes, but they take their cue from them, and knowing which is which tells you a lot about a card before you read its text.

The Color Tree in Welcome to Night City
ColourIn three wordsHow it playsDraws on
RedMaximize, amass, overpowerTakes fights head on and wins through power, resilience and direct destruction. Wants Gig values high, rolls its big dice early, and pushes values up or steals high-value Gigs outright.Body
GreenAlign, gather, executePairs Gigs of matching value, lines Gig values up with unit power, and holds its Street Cred odd or even. Leans on family and numbers, calls its Legends early, and strikes the moment things line up.Reflexes
BlueMinimize, hack, disableStays under the radar on low Street Cred, rolls its small dice first and drives Gig values down. Netrunning is its home ground, using programs and braindances to shrink or switch off whatever is in the way.Intelligence
YellowDiverge, equip, repurposeNudges its Gig values apart so no two match and its Street Cred sits far from its rival's. The gear colour, with a taste for sacrificing its own resources and scavenging them back to strip away someone else's.Technical Ability
  • Johnny Silverhand — Never Stop Fighting

    011

    Johnny Silverhand — Never Stop Fighting

    Cyberpunk TCG · Foil

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  • Panam Palmer — Nomad Cavalry

    075

    Panam Palmer — Nomad Cavalry

    Cyberpunk TCG · Foil

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  • Judy Álvarez — Braindance Maestro

    108

    Judy Álvarez — Braindance Maestro

    Cyberpunk TCG · Foil

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Browse cards by colour

Why the colours matter to a collector, not just a player

Colour is the cleanest way to cut this catalogue. A Legend's colour sets the RAM you can spend on that colour in a deck, so a Red Legend is the thing that lets you run expensive Red cards at all, and the Legends are also the cards most likely to be chased on art alone. It also explains the two starter decks: Embracing Power is a Red and Green Arasaka deck about going big and lining things up, The Heist is Yellow and Blue about gear and staying quiet. Pick the colour you enjoy and the collecting goal writes itself.

Colour, RAM and the sell tag

A Cyberpunk TCG deck is three Legends, 40 to 50 other cards, no more than three copies of anything, and it has to fit inside the RAM your Legends allow for each colour. Every Legend carries a colour and a RAM limit, and the three of them together set the ceiling for each colour in the deck, which is why a two-colour build needs Legends in both. That makes the small print on a card the interesting part, so the catalogue records it: colour, RAM, cost, power, card type, traits, keywords, and whether the card can be sold for an Eddie.

  • Adam Smasher — Ender of Legends

    001

    Adam Smasher — Ender of Legends

    Cyberpunk TCG · Foil

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  • Saburo Arasaka — Stubborn Patriarch

    013

    Saburo Arasaka — Stubborn Patriarch

    Cyberpunk TCG · Foil

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  • Viktor Vektor — Sit Down and Relax

    001

    Viktor Vektor — Sit Down and Relax

    Cyberpunk TCG · Foil

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Explore the Cyberpunk TCG catalogue

How a game of Cyberpunk TCG is won

Knowing the win condition makes the card text read very differently. Gigs are dice: one enters play each turn, rolled out of your fixer area into your Gig area. Start a turn with seven of them and you win. Because each die counts as one Gig whatever it shows, two dice always beat one for winning, even when the numbers say otherwise. Those numbers still matter everywhere else, because your Street Cred is the total of your Gig dice and card after card keys off it. Attack your rival's Gig area to steal Gigs, and a Unit takes an extra one for every ten power it has. Overtime starts after the last player's seventh turn and hands the win to whoever holds the majority. Being asked to draw from an empty deck loses on the spot.

Legends, Units, Gear and Programs

Four card types, each behaving differently enough to be worth knowing before you buy. Legends are the three centrepiece characters the deck is built around: they start face down in random order, and once a turn you spend an Eddie to Call one and flip it face up at random. Units do the fighting and the stealing, and cannot attack the turn they arrive. Gear equips to a friendly Unit or Legend and travels with it wherever it goes. Programs fire once and go straight to the trash. Eddies come out of your own deck rather than a separate resource card, by selling a card with a sell tag from your hand, which is why whether a card is sellable is a real property and not trivia.

  • The Relic — Experimental Biochip

    063

    The Relic — Experimental Biochip

    Cyberpunk TCG · Foil

    View card
  • MT0D12 Flathead

    015

    MT0D12 Flathead

    Cyberpunk TCG · Normal

    View card
  • Overwatch — Panam's Gift

    093

    Overwatch — Panam's Gift

    Cyberpunk TCG · Foil

    View card
See every card type in set one

Tracking it from the first pack

The whole catalogue is already built, so starting a Cyberpunk TCG collection means marking what you own rather than typing cards in. Collections hold what is in your hands, set completion shows how close each printing is to done, and lists cover intent: a want list for the Secrets and Nova Rares you are still hunting, a trade list for the spares that come out of a booster box. Because Beta and retail are separate entries, completion reads honestly on both instead of averaging them into one number. Start with the Cyberpunk TCG card list.

For the deck as well as the binder

Most people who collect this game also play it, and the two pull in different directions: the binder wants one of everything, the deck wants three of a few. Deck lists sit alongside your collection and can hold cards you have not picked up yet, so a build you are working toward stays connected to what you actually own. They share as a link when you want a second opinion on a crew.

Frequently asked questions

Is there a free Cyberpunk TCG collection tracker?
Yes. HoloHoard tracks Cyberpunk TCG collections for free, with the full catalogue already built in, so you mark the cards you own rather than entering them by hand. A free account covers collection tracking, wishlists and set completion; a Premium tier adds deeper analytics and higher limits.
What is the difference between Beta and retail Cyberpunk TCG cards?
Product from the Kickstarter campaign carries a Beta symbol; product sold at retail after the campaign does not. The card list is the same, so they are two printings of the same set. HoloHoard catalogues them as separate sets with their own numbering, so you can track a Beta copy and a retail copy of the same card independently.
What are Nova Rares in Cyberpunk TCG?
Nova Rares sit outside the booster rarity ladder and do not come out of packs. The ones catalogued so far are six box topper Legends, the Rebecca and Adam Smasher promo cards, and a Nova Rare Mantis Blades from pre-release product. Each is its own catalogue entry, so they can go on a want list like any other card.
When does Welcome to Night City release at retail?
Welcome to Night City reaches hobby stores on November 6, 2026, alongside the Embracing Power and The Heist starter decks. Kickstarter backers receive the Beta printing ahead of that date. Both printings are already catalogued on HoloHoard.
What do the colours mean in Cyberpunk TCG?
Cards come in Red, Green, Blue and Yellow, and each colour has its own play identity from WeirdCo's Color Tree model. Red maximizes and overpowers, Green aligns its Gig values and strikes once they match, Blue minimizes and disables through programs, and Yellow diverges its values and specialises in gear. They take their cue from the video game's Body, Reflexes, Intelligence and Technical Ability attributes without being direct copies of them.
Does it work on my phone?
Yes. HoloHoard runs in any mobile browser, so you can mark cards on your phone at a shop or a pre-release event and see the same collection when you get home. Native iOS and Android apps are in the works.
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