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Cyberpunk CCG Final

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0% found this document useful (0 votes)
209 views6 pages

Cyberpunk CCG Final

Uploaded by

Jorge Tapia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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IN F O

Cyberpunk CCG
Designer: Peter Wacks
Publisher: Social Games This document was created by the guys at www.deaddecks.com.
Released: Dec’ 2003
The primary purpose of this document is to provide a relatively easy-to-understand
interpretation of the rules for Cyberpunk the CCG. All of the instructions made available at
DESIGNER BIO deaddecks.com are written in a similar style using similar terminology, the idea being that
once you’ve gotten acclimated to the flow, format, and verbiage, it will be much easier for
Peter Wacks was already a
you to learn the rules for any number of old, dead card games.
published author and an avid
Sets
gamer prior to designing the
Name Type Released # Cards Set Identifier
Cyberpunk CCG. He’s been

involved with other card games Cyberpunk 2013 Limited Dec 2003 ? 2013

since but none that have gone to Cyberpunk 2020 Core Feb 2004 ? 2020
print. Peter primarily focuses on

his writing and has published a Cyberpunk as a genre (a dystopian future often featuring rapidly advancing technology, corrupt
few novels including Second corporations, and rampant crime) is often credited to a few various authors including Philip K. Dick (the
Paradigm, a non-linear story
movie Blade Runner in 1982 was based on one of his novels) and William Gibson (Neuromancer; 1984).
There are a number of games, novels, movies, and other properties that are said to have been influenced
centered around time travel. by the genre.

RPG PUBLISHER BIO Cyberpunk the CCG is based on the tabletop Cyberpunk RPG that was created by Mike Pondsmith and
R. Talsorian Games publishes published in 1988. This is not an instance where a game lazily uses a property to boost sales. Peter Wacks,
primarily tabletop RPGs and
the lead designer of the CCG, was an avid Dungeon Master for the RPG prior to designing the card game.
He worked closely with Mike Pondsmith on the project and incorporated a large amount of detail from the
related accessories. Mike RPG’s core rules into the CCG (all of the factions, all of the same character types with the same special
Pondsmith founded the abilities, specific characters like Johnny Silverhand, concepts like Cyber implants and Cyberpschosis, the
company in 1985 after he
attributes Empathy and Martial Arts, specific locations like The Afterlife, specific items and vehicles, etc.,
etc.).
created his first tabletop RPG,

Mekton. The Cyberpunk CCG wasn’t published until 2003. There was an initial limited released (known as
Cyberpunk 2013) followed by a full core release in 2004 (Cyberpunk 2020). Many of the cards were identical
RELATED GAMES but many were also re-worked, added, removed, etc. In an interview with the YouTube channel TCG Talk
The other most notable CCG in
in 2020, Peter Wacks cited their lack of experience running a business as the primary reason that the game
ended after it’s second release.
the Cyberpunk universe is
Netrunner, published by WotC in In 2020, Cyberpunk 2077 the video game was released, at least potentially renewing interest in the genre,
1996, which lasted for only a
but it has received negative reviews due to the long delays and a number of bugs released with the game.
Mike Pondsmith worked as a consultant on the game and created an updated ruleset for the RPG called
couple of releases but still has a Cyberpunk Red to coincide with the video games release.
cult following.
Whatever criticism can be made of the Cyberpunk CCG, and some certainly has, light or overly simplistic
In 2012, Fantasy Flight Games gameplay isn’t one of them. With each of the 10 character types having their own inherent abilities (only in
published a “Living Card Game”
the rules, not on the cards themselves), and a total of 9 ways to win the game, there are a ton of options
for strategy and deck building.
based on WotC’s Netrunner
entitled “Android: Netrunner”, Products

which has also since been Name Description

discontinued. 2013 Booster 2013 booster boxes contain 40 packs of 10 cards each.
2013 starter boxes contain 6 decks of 85 cards each, one semi-random theme deck for
In August of 2019, the game 2013 Starter
each of the sponsors: NCPD, The Mob, Militech, Nomads, Gangs, & Militech.
company CMON announced 2020 Booster 2020 booster boxes contain 40 packs of 10 cards each.
“Cyerbpunk 2077 – Afterlife: The 2013 starter boxes contain 6 decks of 85 cards each, one semi-random theme deck for
2020 Starter
each of the Sponsors: NCPD, The Mob, Militech, Nomads, Gangs, & Militech.
Card Game” to be based on the
2020 Foil Set There were 200 foil card sets produced. The foiling is speckled throughout the cards.
video game. As of April 2021,
This starter deck was given out at conventions (GenCon 2003, for one) as a promotional
Afterlife has yet to be released. “Your First Run”
item. It contained “Arasaka”, a Corporate faction Sponsor that was not made available
Starter Deck
in either set.
Card Types

Name BG Color Category Global Type Deck Description


Matches Sponsors are played during setup. They add an additional victory condition (for
Sponsor Permanent Avatar ---
Faction you only), produce currency, and cannot be attacked or destroyed.
Locations are primarily a currency producer but also have abilities. They provide
Location Orange Permanent Resource Runs Operations Points to your opponent if they are attacked and destroyed, and if it
survives an attack, it fights back and can potentially destroy the attacker(s).
If an Operation is attacked and defeated, it’s ability resolves, it’s destroyed, and
Operation Blue Permanent Mission Runs
the attacking player earns Operations Points equal to it’s Ops value.
All Runners can inherently attack. Each type has one or more inherent abilities
Runner Grey & Red Permanent Character Runs
that are not printed on the card (see Inherent Runner Abilities section).
Cyber lowers a Runner’s Empathy attribute. If it drops to 0, the Runner is Burned
Cyber Silver Permanent Attachment Gear immediately. If their Empathy drops to 1, they become Cyber-Psycho, meaning
they must participate in at least one attack per turn or they’ll be destroyed.
Vehicles are a special type of Equipment that impart a Movement bonus, allowing
Equipment Gold Permanent Attachment Gear
your Runners to attempt more attacks each turn.
Event Green Effect Instant Gear Events, the only effect type, can be played on your opponent’s turn as well.

Attributes

# Name Description
1 Name You really need to read this? It’s the name of the card stupid.
The total Defense of a Location equals E-Sec x 2 + M-Sec (25 in this
M-Sec & E-Sec (Manual
2 example). This value also serves as an attack when attacked by a
& Electronic Security)
group of Runners but not destroyed.
Points awarded for attacking and defeating a Location or Op. Earning
3 Ops (Operation) Points
100 Ops Points is a Victory condition.
4 Faction Icon
A green background means that the data
element does not apply to gameplay. 5 Cost In EuroBucks, the currency/resource of the game.
6 EB Production Exhaust to produce this much currency.
"Entertainment" in this example is a type that only serves as a
keyword to be referenced by other cards. Runners have a character
7 Attributes type here that’s tied to their inherent abilities (see Attributes
section). "Empathy" on Cyber and "Movement" on Vehicles are
examples of attributes with values that appear in this section.
If the Ability begins with a phase name, it can only be activated
8 Abilities
during that phase. If it doesn’t, it’s a constant ability.
Flavor Text, Set ID, #, &
9-10
Rarity
# Name Description
Short Range
1 One of a Runner’s two attack values. SR is used primarily in combat.
Offense (SR)
One of a Runner’s two attack values. LR is used when you attack as well as
Long Range
2 when you activate the inherent ability that all Runners have, Long Range
Offense (LR)
Offense, to boost a Team’s attack value from afar.
3 Defense It’s, uh, your defense.
Power is effectively your Runner’s skill level. It’s referenced by many of the
4 Power inherent abilities, often determing either success or failure. It can also act
as a requirement for activating an ability.
Style points are one of the three default victory conditions. Unlike Ops
5 Style Points
Points, you must have the 100 Style Points in play all at the same time.

Between Locations and Runners, they cover all of the attributes of all types.

Each player in Cyberpunk has two decks: Gear and Runs. The card backs
are how you distinguish which of your decks the card can be placed in. When
the word “Cyberpunk” is in Red text (as as it appears in the image on the left),
the card belongs in your Runs deck. If the word “Cyberpunk” appears in blue,
then the card goes into your Gear deck.
i
Ability Text
DECK RULES
The “//” within an ability doesn’t have an effect. It just indicates the
- 85 Card Minimum
beginning of an ability description.
- 1 Sponsor
If the “//” is followed by either “All” or a specific phase name, it
- 42 Runs (Red) Cards Minimum means that you have to exhaust the card to use the ability and that
you can only activate it during the specified phase.
- 42 Gear (Blue) Cards Minimum

- Max 4 Copies of Non-Legendary If the “//” isn’t followed by a specific phase name or “All” then it’s a
constant ability.
- Max 1 Copy of Legendary
The word “Trashed” means destroyed but some Runner’s do have
inherent abilities that can save Trashed cards. “Burned” also means
destroyed but that it cannot be saved by those types of abilities. The
MISC. RULES rules state in that case that “nothing can prevent it from going
there”.
- When a card’s text contradicts

the game rules, the card wins.

- Abilities may be used during an


opponent’s turn as long as it’s

the appropriate phase


Area
- The active player takes the first

action, then it alternates


The rules don’t contain a sample layout so the image to
clockwise. Each phase & sub-
the left is really just a best guess. Your opponent(s)
phase ends when all players
would have the same sections on their side of the board,
pass on taking further actions.
including their own Runner area.

The Stash actually goes underneath your Sponsor. It’s for


TURN OVERVIEW
storing extra Cyber and Equipment. Per pg. 18 of the

1. Draw rules, the Stash isn’t considered to be “In Play”, for the

2. Straighten purposes of any ability that targets an entity that’s “In

3. Shopping Play”.

a. Purchase

b. Equip Gameplay Overview


4. Legwork
Given the sheer amount of permanents that often come in to play, inherent abilities, discounts, multipliers, etc.,
a. Pay OPPs Ops
gameplay requires being very attentive and keeping up with a board full of variables. Given the vast differences
b. Declare Teams
between the stats of Ops and Locations compared to Runner’s stats, Teams are effectively a requirement, requiring
5. Action
you to continually calculate multiple variables to determine whether or not to attack.
a. Hits

b. Runs PAY RULES PLAY RULES


6. Damage Control ▪ No more than one Cyber for each body part may
▪ You can combine multiple sources of EB to pay

for a single card. be attached to a single Runner.

▪ You cannot pay for more than one card with the ▪ If any player has a Legendary card in play, no

same EB source. other player can play a copy of that card.

▪ Any EB that you overpay is lost. ▪ No more than one type of each Equipment,

▪ When a card matches your Sponsor’s faction, it except for Weapons, can be attached to a

costs 2 less (down to a minimum of 1 EB). This Runner, but only one Weapon can be active.

does not apply to paying for your opponent’s Ops. ▪ All card types enter play unused.

▪ Cyber & Equipment may be played in your Stash.


Abilities
Turns SETUP

No Actions
1. DRAW: Draw 3 cards in any combination from either deck. Each player completes the actions
If you run out of cards, for each undrawn card, your opponent gains their choice of 5 Ops or 5 Style Points. below at the beginning of a new
2. STRAIGHTEN: Renew all of your exhausted cards. game:
3. SHOPPING
a. PURCHASE: Pay for and play any number of cards. 1. Play your Sponsor
b. EQUIP: Transfer any number of your Cyber or Equipment. For each: 2. Shuffle both of your decks
i. Move your Cyber or Equipment from it’s current location to a target you control. separately
You may move cards from your Stash to a Runner, a Runner to a Stash, or from a Runner to 3. Offer your opponent(s) the
option to cut both decks
another Runner. Cyber cannot be moved once it’s been attached to a Runner.
4. Draw 4 cards in any
ii. Exhaust either the Runner or an unused attached Vehicle, unless it was a Runner to Runner
combination from either deck
transfer, then just exhaust the transferred Equipment.
5. Determine who goes first by
4. LEGWORK
having all players cut their
a. Pay double the EB cost of any number of your opponent’s incomplete Ops for the option to attack
Gear deck and comparing
that Op later this turn. the Style points of the
b. Declare any number of Teams of 1-4 Runners each. exposed card.
A runner can only be reassigned once each Legwork phase. Runner’s stay on a Team until reassigned. Events count as a ½ style
c. Your opponent(s) may now declare any number of Teams of 1-4 Runners each in clockwise order. point.
5. ACTION
a. HITS: Attack an opponent’s Location, Op, or Stash with an unused Team or group. Each team may
only attack each opponent once per turn and must have at least 1 Movement available to attack. CYBER-PSYCHO
Teams without Vehicles attached have 1 Movement per turn by default. For each attempted Hit:
i. Declare an attacking Team or group of 1-3 un-Teamed Runners. An Empathy value of 1 on a Runner
ii. Declare the attack target. Opponent’s Ops may only be targeted if paid for during Legwork. means they are Cyber-Psycho and
If the target is a Stash, you must pay 1 EB for each card in that Stash.
must attack every turn or be
iii. If the target opponent declares a defending Team:
1. Both players have the option to take an action, beginning with the defender, until destroyed. They cannot be Busted
they both decline further action. by the Cops. If their Empathy is 0,
Style Guide 2. If your Team’s ATTACK is greater than the defending Team’s total Defense value,
it’s Burned immediately.
: : Mandatory the defending Team is DEFEATED.
: Optional 3. If the defending Team’s ATTACK is greated than your Team’s total defense, then
BOLD CAPS: Phase
Underlined: Calc. Value your team is DEFEATED. Both Teams can be DEFEATED.
VICTORY CONDITIONS
Italics: Detail Description 4. If you did not DEFEAT the defending team, your Team becomes exhausted.
Capitalized: Game Term 5. If you did not DEFEAT the other Team and/or were DEFEATED, you must either 1. End a turn with 100+ Ops
ALL CAPS: Sidebar
return to the beginning of the ACTION phase to attempt another Hit with a Points Scored
Reference
different Team or group, or start your RUNS phase. 2. End a turn with 100+ Style
6. If you won, calculate your Remaining Offense (original ATTACK – opponent’s Points In Play
Defense) and your Remaining Defense (original Defense – opponent’s ATTACK). 3. Fulfill a Sponsor’s Victory
iv. If your Remaining Offense is greater than the ATTACK of the target, Trash the target, gain Conditions (see Sponsor
it’s Ops points (for a Stash, 3 x the # of cards in the Stash), subtract 1 from your Team’s Victory Conditions section at
Movement total, and either attempt another HIT or advance to your RUNS phase. the end of this document).
v. If your team has 1 or more Movement, you may exhaust an attached Vehicle and leave the
Team unused instead of attacking again. If your Movement = 0, your team is now used.
ATTACK
vi. If your Remaining Offense is less than the ATTACK of the target, then compare the target’s For a Team, it’s the total SR &
ATTACK to your Team’s Defense. If the ATTACK is greater, your TEAM is DEFEATED and you LR of all unused Runner’s and
must either return to the beginning of the ACTION phase to attempt another Hit with a their unused equipment. For a
Location, it’s M-Sec + E-Sec x 2.
different Team or group, or start your RUNS phase.
For a Stash, M-Sec and E-Sec
vii. If the target’s ATTACK is less than or equal to your Team’s Defense, your team is now used both equal 5x the # of cards in the
for the turn. Stash.
b. RUNS: Attack your own Op with an unused Team with 1 or more Movement any # of times. For each:
DEFEATED
i. Compare ATTACK values. If your Team’s is greater, Burn the Op, gain it’s Ops points,
For each Runner, if they have
subtract 1 from your Team’s Movement total, and either attempt another RUNS phase or attached Equipment, trash the
advance to DAMAGE CONTROL. Your team may use a remaining Movement to renew. Equipment and exhaust the
ii. If the Op is not DEFEATED, compare it’s ATTACK to your Defense. If it’s greater, your Team Runner. If they do not have
Equipment, trash the Runner.
is DEFEATED. If it’s less, your Team becomes used.
6. DAMAGE CONTROL: Discard down to 8 cards and end your turn.
Attributes
PUNKNAUGHT CHASSIS
The Attributes of any given card appear to be only keywords, but there are a handful that have either corresponding
There is a page in the rulebook
Abilities or specific related rule alterations. There are 10 character types in the game, all of which are an attribute, but they
dedicated to one card, the all have one or more corresponding abilities that are not printed on the card (see table below), not even listed as a separate
Punknaught Chassis. It’s a attribute. The other two Attributes in the game with related rules are “Legendary” and “Martial Artist”, also listed below.

Vehicle that’s one of the victory Inherent Runner Abilities


conditions for the ‘Your Friendly
Type Name Ability
Gangs’ Sponsor. //Any (Response): Target an opposing non-Cop Runner not involved in a Skirmish who is being
used to produce an effect. If the Cops Power exceeds the target’s, the Runner is Busted,
▪ It must be played attached to
meaning he is used and canot be straighted until their next Straighten phase, and the effect is
a Location and is destroyed if cancelled. If the Runner’s Power exceeds the Cops’, then Trash the Cop(s).
Cop Authority
the Location is destroyed. //Action: Target an opposing Runner currently involved in a skirmish with this Cop. See above.
▪ It comes into play with three
You may use more than one Cop together to Bust a runner but if using Teamed Cops, you must
“construction tokens”. use all Cops on the Team. “Cyber-Psycho” Runners (Empathy = 1) cannot be Busted.
Remove one token at the //Any: When using a location to produce EB, add this Runner’s Power to the EB being
produced (Max 2x the Location’s EB).
beginning of each turn. It
Corp Resources //Any: Produce EB equal to this Runner’s Power, divided in half and rounded down.
cannot move from the
Location until all tokens have //Damage Control: Return a Location with cost less than this Runner’s Power from your
discard to your hand. You may partner with other Corps.
been removed.
//Shopping: As you are paying for an Op, lower the cost by this Runner’s Power (Min 0).
▪ You may immediately begin
//Legwork: Lower the cost of running an Opponent’s Op by this Runner’s Power this turn.
adding equipment to it.

▪ Techies can transfer Fixer Street Deal //Action: Target an unused Runner you control currently not in a Hit, Run, or Skirmish. Lower
the cost of using that Runner’s LR by this Runner’s power (Min 0) this turn.
Vehicles or Heavy Weapons
//Damage Control: Return an Equipment or Cyber with cost less than this Runner’s power
to it.
from your discard to your hand. You may partner with other Fixers.
▪ It is not considered a Vehicle //Prevent a Runner with less Power from being Trashed. The saved Runner stays in play used.
and doesn’t impart bonuses You may partner with other Med-Techs.
Med-Tech Medical Tech
to the attached Runners until //Damage Control: Renew a Runner with less Power who participated in a Hit or Run this turn.
You may partner with other Med-Techs.
it has all of the following
Media Credibility //Legwork: Raise a target Location or Ops M-Sec by this Runner’s Power.
Equipment:
//Legwork: Raise or lower a target Location or Ops E-Sec by this Runner’s Power (Min 0; Max
Netrunner Interface
- 8 wheels (any combination of Printed Value on Target).
//Any: Add half this Runner’s Power to any other Runner’s Power this turn.
Vehicles)
Nomad Family
- Total of 2 Trucks & RVs (any //Any team this Runner joins can have a max of 5 Runner’s instead of 4. For unteamed
Runners, the limit increases from 3 to 4.
combo)
//Legwork: Subtract this Runner’s Power from a target Operation or Location’s M-SEC this turn
- Total of 2 Hovers, Rockers Charisma
(Min 0).
Helicopters, or AVs (any //Action: During a Hit, Run, or Skirmish, add this Runner’s power to their SR, LR, or Def until
Solo Combat Sense
the end of the Hit, Run, or Skirmish, adding the whole amount to a single stat.
combo)
//Response: Prevent an Equipment or Cyber with less Power from being Trashed. If the
- 1 and only 1 heavy weapon attached Runner is Trashed, the saved attachment moves to your Stash.
You may partner with other Techies.
- Once completed, it’s a Techie Jury-Rig
functional vehicle with //Damage Control: Transfer a Vehicle or Heavy Weapon you control from one of your Runners
or your Stash to a Punknaught Chassis you control.
cumulative SR, LR, &
Long Range //Action: If the Runner is not involved in the current Hit, Run, or Skirmish, pay 1 EB for each of
All
Defense but with a -1 penalty Offense their LR (including bonuses), then add that value to a target Team’s offense total.

for each card, including itself.


Other Attributes
- Once completed, it can carry
Attribute Description
an entire team and has a
Only one copy of each Legendary card may be included in your deck. When a Legendary card
Legendary
Movement of 1. is already in play, that card cannot be played by other players.

Martial Artist This Runner may equip (i.e. use) two Melee weapons at once.
Ambiguity

▪ Draw Cards: It isn’t explicitly stated in the rules whether or not you have to declare which decks you will draw all of your cards from before drawing
any or if you can make that decision one card at a time.
▪ Exhausted Effect: Page 19 of the rules states that “When a card is used, no aspect of it can be utilized again until your next turn.” The obvious
implication, which is referenced in other places, is that abilities and stats aren’t active. It’s unclear if there are other less obvious effects.
▪ Vehicle Capacity: What happens when you have a Vehicle attached to one Runner on a team but it doesn’t have enough capacity for the full team?
▪ Multiplayer Skirmish: The rules imply that there can be a multiplayer Skirmish but doesn’t state how that would be possible. It seems an attack
would be one-on-one.
▪ Defeating Opponent’s Operations: Does the effect of the Operation trigger if your opponent defeats it?
▪ Player Turns: The rules aren’t clear on which actions other players can take during each turn. It mentions rotating turns multiple times but it doesn’t
explicitly say if for example all players have a chance to draw during each draw phase.
▪ Netrunner Ability: What’s the point of raising the E-Sec if it can’t go above the printed value on the card?
▪ Legwork Team Reassignment: The rules state that a Runner can only be reassigned once during a given Legwork phase. In conjunction with the rule
around alternating actions between all players, it sounds like you can assign a Runner to a team, then your opponent(s) do the same, then you can
make once change to that Runner’s assignment before the rotation goes around again.
▪ Number of Hits per Team per Turn: Page 32 of the rules state that each Team may only attempt a hit on each opponent once per turn but page 37
states that each Team may only attempt one hit per turn total. I’m assuming the latter is the more accurate statement.

Sponsor Victory Conditions

Sponsor Faction Victory Condition


End your turn without having your Stash or any of your Locations Hit and with 120 points of Defense on
Arasaka Corporate
Runners you control.
Biotechnica Corporate End your turn with -50 Empathy loss in play on Cyber cards you control.
Make a successful Hit on your opponent’s Stash and end that turn with 120 points of short range offense
Militech Corporate
(SR) on Runner’s you control.
Begin your Turn with 50 points of EB on Locations you control, and at least one of each of the following
The Mob Street
Location types: Bar, Entertainment, Grocery, Retail, Manufacturing, Net, and Medical.
End your Turn with the Location ‘The Open Road’ and at least one of each of the following Vehicle types:
The Nomads Street
Motorcycle, Hover, Truck, R.V., A.V., Helicopter, and Car.
Your Friendly Local End your turn with a complete Punknaught and having played the event “Trashin’ The Corp Zone’ that
Street
Gangs turn.
N.C.P.D. Government Get 50 bust points. You gain one point each time a Cop you control busts an opponent’s Runners.

Definitions

Term Definition
This can generically refer to a Hit or Run. In this document, when it’s capitalized, ATTACK refers to calculating the offense value
Attack
for a Team, Runner, Location, or Operation. The formula appears in the sidebar on the “Turns” page.
Burned This is one of the two words used for Destroyed. If Burned, Runner abilities cannot prevent the card from being destroyed.
Cyber-Psycho The state of a Runner when their Empathy value equals 1, requiring that they must attack each turn or be destroyed.
In this document, this term refers to the process of resolving a battle for any team whose Defense was lower than the attacking
Defeated
Team’s attack value.
In the case of a Team, the total of all Defense fields on your unused Runners and their unused attachments. For Locations and
Defense
Operations, their Defense is their M-Sec + E-Sec x 2.
An attribute that all Runners inherently have, printed in the Attributes section. Cyber attachments lower this value. When a
Empathy
Runner’s Emapathy value becomes 1, they are now Cyber-Psycho and must attack each turn. If it becomes 0, they are Burned.
Hit An attack on an opponent’s Location, Operation, or Stash during the Hits sub-phase of the Action phase.
For any single Runner or Team, Movement is an inherent attribute that is set to 1. The Equipment type, Vehicle, typically
Movement
imparts a Movement bonus, allowing additional Hits or Runs in a single turn.
Operation (Ops)
The points that you earn when you defeat an Operation or a Location. Earning 100+ Ops Points is a victory condition.
Points
Run A Run is an attack made during the Run sub=phase of the Action phase on your own Operation.
Skirmish The battle that ensues between two sets of Runners or Teams when defense is declated.
Stash The area beneath your Sponsor where you can play Cyber and Equipment.
Trashed This is one of the two words used for Destroyed. If Trashed, Runner abilities may save this Runner from being destroyed.
An Equipment type that imparts a Movement bonus to the attached Runner or Team associated with that Runner. The Capacity
Vehicle
of a Vehicle determines how many Runners may benefit from the Movement bonus.

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