
Learn to play Cyberpunk TCG
Build your first crew and learn how to contest Night City. Cyberpunk TCG combines cards, resources and Gig dice. ExBurst provides The Heist and Embracing Power starter decks, a guided course and an AI opponent so you can practise without assembling a physical deck.
Open the interactive tutorial ↗Guide and simulator available in 11 languages. No account or download required.
Understand Gigs and the win condition
Gigs are dice you control, not their total face value. The normal win condition checks whether you begin your turn with at least seven Gigs. Their face values also contribute to Street Cred, which some cards care about. Keeping seven Gigs until your next turn is different from merely reaching seven during an attack.
Meet your crew and your resources
The practice starters contain a main deck and three Legends. Units fight on the Field. Gear equips cards; Programs provide effects. Eddies pay costs, while Legends begin in their own area. Read the printed card text as well as the numbers: restrictions, timing and keywords change what a play accomplishes.
Prepare a turn before spending
Follow the opening setup and mulligan prompts. On your turn, check your ready Eddies and hand before committing to a play. Selling a card makes it a resource, so weigh its future effect against the need to pay for another card now. Plan which threats and reactions you can afford rather than spending every Eddie immediately.
Attack Units or contest Gigs
Your attacks can remove an eligible rival Unit or contest the rival’s Gigs. A newly played Unit normally has Lag and cannot immediately attack or block. Check available blockers, attack effects and the reaction window before resolving combat. The guided course separates attacking a Unit from stealing Gigs so you can see the difference.
Learn reactions and card effects
Quick effects and triggered abilities have specific timing. When the game asks for a target or a choice, read the prompt before confirming. Gear, Programs and Legend abilities can alter the result you expected. Do not treat a printed effect as a permission to ignore its cost or timing; the lessons demonstrate these interactions one at a time.
An example of a useful decision
Suppose you have six Gigs and can take one from your rival. Reaching seven is useful, but the rival may take one back before your next turn. Compare attacking immediately with keeping a blocker or resources for a reaction. Count the Gigs separately from Street Cred, and plan how to protect your position through the opposing turn.
Practise with the two starter decks
Start with the first-Gig lesson, then continue through the board, resources, actions, combat and card interactions. The course contains 19 lessons, ending with a complete-turn exercise. Pick The Heist or Embracing Power for yourself and the AI. Replay an unfamiliar lesson before increasing difficulty. For detailed rulings and errata, use the publisher’s resources below.