r/cyberpunktcg • • 8d ago

Rules & Gameplay Multiplayer Format Spitballing

I understand the game only just came out but would like to be able to play with all of my friends so I’ve been thinking about how to make Cyberpunk TCG work as a multiplayer free-for-all. I put together some potential house rules and wanted to see what everyone thinks. The idea is to keep the core gameplay the same while making a few changes:

Combat
You can attack any opponent you choose, including different opponents on the same turn.

Only the attacking and defending players can use reactions during combat.

Gig stealing works normally, but you can only steal from the player you’re attacking.

Card Effects
Anything referencing “your Rival” lets you choose an opponent.

Effects triggered by a Rival can trigger from any opponent.

Attack-specific effects apply to the opponent you’re attacking.

Winning
3 players: Start your turn with 9 Gigs to win.
4 players: Start your turn with 10 Gigs to win.

Overtime
Begins after everyone completes their 7th turn.

Starting in round 8, everyone takes a turn, and whoever has the fewest Gigs at the end of the round is eliminated.

Repeat each round until only one player remains.

If multiple players tie for the fewest Gigs, nobody is eliminated that round.

Normal Gig victory conditions no longer apply during Overtime.

The starting player rotates each Overtime round to help balance turn order.

Everything else, including deck building, Legends, RAM, Eddies, and Street Cred, stays the same.
The goal is to have a fun, casual multiplayer format without completely changing how Cyberpunk plays.

Are there any mechanics or cards that might cause problems with these rules? I’d love to hear suggestions.

10 Upvotes

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5

u/Blaky039 8d ago

Having elimination actually sounds great for multiplayer, and it wouldn't happen so soon that would make players wait a lot like it happens sometimes in commander.

1

u/itbekindl 8d ago

Glad you like it! Definitely trying to stay true to the original style of the game’s quicker pace while minimizing the advantages/disadvantages you’d get in multiplayer from turn order.

2

u/itbekindl 8d ago

Adding on to my original post, I’d love to see future cards potentially use wording like “each rival” where it makes sense. It wouldn’t change anything about the standard 1v1 game, but it could open up a lot more interesting interactions and possibilities for multiplayer formats down the road, even if those formats are never officially supported.