The Night City Rules game concept thread (first one)…

April 24th, 2006

Ok, so this is a bit out of order, but this was the original brainstorm thread.  I continued it with the thread in the earlier article.  In this thread, we hadn’t come up with the name “Night City Rules” — we were still calling it the meta-game.


So, what is the meta-game? Before I can get into that, you need to know my thoughts when it comes to putting collectible card games online. I don’t believe the current approach, i.e. an exact copy of the print game, is one that yields a fun game.

Playing a ccg card game online simply can’t compare to playing it face to face.

Because of that belief, I don’t think playing matches should be the focus of cyberpunk ccg online. Rather, playing a match should be a means to an end. Pursuing that end is what should generate the “fun” factor in the online game.

This is where the meta-game comes in. When you first register, you are actually applying to be a citizen of Night City (that is why the log in screen is set up like it is). You will need to allign yourselves with initial sponsors or groups. We can have the equivalent of guilds form. When you play, you do so for your sponsor. If things go well, that helps your sponsor and everyone associated with that sponsor — when enought things don’t go well long enough, bad things will happen — like some of your cards may decide to defect from your collection….

And that brings up a second point, the cards are not some collection that you just add to until you have more cards than you know what to do with — they are resources you use to achieve your objectives. Use them enough, and they get used up.

Now forgive me if this wanders a bit, but I am doing a bit of a brain dump. From this we can derive a set of mechanics we will all be happy and proud of.

Once you become a citizen of Night City, there will be two types of missions you can run (a mission is a match or series of matches):

  1. Gutterpunk
  2. Sponsored

All missions will pay out EB. Also, executing a successful mission my result in a “rare card” drop.

Gutterpunk missions do not decay the cards you played with. You can run gutterpunk missions over and over to earn EB and not worry about wearing out your card resources. However, Gutterpunk missions do not advance your sponsors needs or protect them. Any Gutterpunk mission played face-to-face (in any sanctioned tournament in a store, con, etc) will generate twice the EBs and guarantee a rare card drop.

Sponsored missions on the otherhand, if played online, will add some wear and tear to the cards you used. If you win, the chances of a rare card droped are doubled in your favor. You will also earn more EB. If the sponsored mission is done in a sanctioned tournament, you will still get the rewards, but not endure any wear and tear.

If you participate in a sanctioned tournament no matter what your win record you will be guaranteed at least one rare drop for each tournament you were in and earn a minimum amount of EB.

We can have a lot of fun using the RP game to build a story line over the meta-game.


The ‘plot’ lines we discussed at SoCal I believe are the best meta-game ideas we could implement. Essentially my thought is that the process of actually playing the game is the process of telling a story. A direct implementation of the game online as it currently stands will provide little to the game in the way of fun or improvement. Sure there will be the opportunity to play standard punk online, but this will not be the core of the idea.

If I elect to register then I choose my Sponsor upon registration. Within that Sponsor I now have the ability to develop my own ‘team’ or section. For example, I may elect to play NCPD in which case I become a District Station. I may end up recruiting ‘team’ members who become cops within my district station. we can run ops, compete against others, for the benefit of our district station – in other words a victory benefits us all. Similarly a loss affects us all.

I may choose to run with Gangs in which case I might elect to be the Red Chrom Legion. I recruit my fellow gang members. One of us is elected Leader. As our player rankings go up and we accrue wins, we may challenge our leader for gang leadership, etc.

Our Gang may decide to run in a big tournament, and we may do well in general which improves our visibility, or we may choose to take down another gang.

If I am a gang I begin with Street cards only. As I run against Corps to improve my position, I get to win their Corp cards. If I go against the NCPD I get to win cop cards. This has the element of ‘stolen’ or ‘earned’ resources from other factions as a result of operations or misions. The most successful gangs then have the most corp/cop cards, etc

This forms gangs, alliances, corps can ‘pay’ a gang to run another corp – for example I may pay you a booster if you can run and defeat a corp player – reducing his resources, thus making him able to be more easily taken by another corp.

My thoughts are that this needs to be more reflective of the ‘world’ in which the game is set rather than a direct mirror of the face to face game. In this world, people truly can aspire to become a gang leader, a corporate fixer, a hired solo, or a beat cop.

Just some thoughts to start the ball rolling.


From a realism point of view, limiting to one sponsor is a good thing to do. However, from a “fun factor” thing — I think people need to be able to play multiple sponsors.

I think to maintain continuity — if you do certain types of missions, you will gain the ability to go “undercover” — in other words, you win a sponsor card.

Now, based on ready your reply silverhand, I detected three things that we would ask when a player registers:

  1. Sponsor
  2. Team or Section
  3. Runner type

Item 2 is similar to guilds in other games. It should probably be optional at registration.

I don’t know what to do with item 3 yet .. but something tells me we can do something good with it.

Another brain dump – Earning Cards
So, you pick your sponsor. You need to start making money. You do gutterpunk missions to earn EBs. Every now and then, you will win a card drop (this will be a standard booster pack, 1 rare + uncommons, commons).

You can go to your sponsor and use EBs to buy sponsored boosters. These boosters will be weigted towards your sponsor — so you are more likely to get cards from your faction then other cards. Also, NO RARES in these ones.

Rare cards will be a lot more rare in the online game that face-to-face.

Now, I mentioned cards have durability — meaning the more you use them in sponsored missions (vs. gutterpunk missions), the more durability they loose. If they hit 0 durability, the card is destroyed.

To save your cards, you can exchange black ops points for med-kits. You can also exchange black ops points for a standard booster (the ones with rares).

Now, to make things interesting, we can set up conditions where a sponsor can be “hit” — when that happens, there will be random durability loss to a random set of cards for each player in that sponsor.

Wins can increase the msec and esec of your sponsor. The better the sponsors fortifications, the less durability damage you will sustain if there is a successful hit.


I was thinking, based on the above mechanics, this ALSO means that cards can have a different set of attributes for the meta-game.

For example, there might be three versions of Zane. The standard one with 100 points of durability, a more rare one with 150 points of durability, and a super rare one with a durability of 80, but has regeneration — that means he will self heal over time.

In fact, we can do it so that every card comes in those three flavors.

Ok, so you have lots to reply to and I would like to see lots of replies

Here are some questions to get you started:

  • What constitutes a hit?
  • What meta-game attributes should cards have and how would they work?
  • If there is a successful hit, how to we determain what the overall durability loss is, and how do we figure out how to allocate it?
  • How do we keep the sponsors balanced? What if everyone starts ganging up on one sponsor — there card inventory will start gettting depleted making it even harder to win and fortify — how do we stop a downward spiral like that, but still make winning meaningful?

Feel free to reply by comming up with answers to these questions, comments on anything written, OR your own set of questions.


I agree with the ‘fun factor’ point. It should work fairly well though because obviously the more you play a specific sponsor, the higher you climb within that factional grouping. I would think the best way to do it perhaps is to allow you to register one of each sponsor within an account.

This way a player can get to play each sponsor, find the one they like the most and use that the most, however there will need to be a delineation to prevent a player moving cards around in his set so each account will have to allow for several progression paths.

I think the concept of starting on a single sponsor, or a factional unit within that sponsor – a District Station or Precinct for NCPD, a Regional Office for a Corp, a Crime Family for the Mob, a Nation/Sub Nation for Nomads, and a Gang for Gangs would be a great way also to learn the game. When you put people into restricted environments they tend to learn better ways of doing things, its the old Sealed Vs Constructed argument. You become a better player faster through Sealed competition because of the necessity to learn strategic flexibility.

I like the decay factor with cards, it’s brilliant, but it should exist such that it becomes a factor and strengthens the game. Perhaps all Rare cards start with a low decay number of say 10 and each time you use it in a game it reduces by one until it gets to zero when you can no longer use it until it has regained at least one point of strength.

Maybe when a game starts all cards being used in that game lose 1 decay point whereas all cards not being used in that game gain one point. This way you will need to find strategic points in your progression to ‘rest’ your better cards. Then as well as having boosters for winning you might want to give strength points that can be alloted to your cards instead, for example 1 booster or 5 strength points to any 1 card. No card can have more than say 50 points of strength.

OK, my turn for a brain dump:

Players register an account and get a starter and 3x boosters for each Sponsor in the game. These are set structures.

Each player can then take a sponsor on his account and search for an Affiliation – that is a Gang, Family, District Station or Regional Office to belong to. He contacts the Affiliation leader and becomes the lowest level player. At that point in time it would be cool to designate what type of ‘Role’ you wanted to play. Your role dictates what types of cards you get more of – so obviously the best Solo in the game is Morgan, so a player who designates their role as solo will get more Solo oriented cards in boosters.

Then we can expand this and answer the question of what constitutes a hit. The Afilliation leader and his deputies would designate a mission. This would be player controlled. The leader may say that this mission needs 2 Solo’s, 1 Techie and a Nomad to complete – so his team mates go out and challenge members of the Afilliation the Hit is against. Each plays 1 game – if a player wins he completes the mission for himself. Bonus points are awarded if everyone on the team completes a game (victory) against that afilliation.

The game coordinator may elect to have 2 gangs face-off for control of some turf (1/2 a dozen copies of a Rare Location), a gun shipment (1/3 a dozen copies of say an FN-RAL Rifle), or they may be sent to steal a rivals vehicle – where all players put a vehicle up for play and the winning team gets to keep all the vehicles and apportion them out.

Remember that it is in the best interests of the Afilliation leader to evenly distribute the teams spoils because weak runners will cost them resources in conflicts or during confrontations or face-offs.

Keeping sponsors balanced is a little tougher, however the fact everyone has access to all means they will have an interest in all sponsors. I think if one Sponsor becomes ultra-dominant that is the nature of the game and of cyberpunk. I am sure if that happens a lot of players will attempt to take it down to balance the game. I can see now someon forming a gang and then actively recruiting players for his gang simply to take a corp down.

OK, tag, someone elses turn.


I am not sure I like the idea of multiple accounts per person (um, err, though I will be happy to take the extra subscription if they reaallly want to ). An alternative approach.

You register and you get NO cards, NO sponsors. You have to prove yourself to a sponsor. Sponsors will “check out” to you their “gutter” resources. You can then use those cards in the gutterpunk arena. These cards do not go in your permament collection. To gain membership in a sponsor, you will need to generate X eb (through winning matches) and BUY your way in.

You will NOT be able to buy cards with the EB you earn. You will only be able to pay for the membership application with those EB.

But this way, you can try out the different sponsors. This also gives me the ability to tweak things to incent players to flow to one sponsor or another if I think things need to be balanced.

Once you join a sponsor you will be granted cards for your own personal collection (as Silverhand mentioned).

When you do missions you may be earning cards for your sponsors collection and/or your own personal collection.

You do not have to stay with one faction forever. We can have special extraction/betrayal missions that will allow you to switch sponsors.

Next batter….


*takes up the bat*

Okay. First let me say what I like.

1. I like the fact that you have to pick a faction. I like the fact that you have to be affiliated with someone in order to be a part of the game. It saves you from the whole “oh look, I’ve got all the cards so now what do I do?” problem.

It also encourages rivalries, gang wars, corp wars and the cops trying their best to stem the flow of everything.

2. I like the fact that cards have a life cycle and that they can get used up. What I don’t like is that they can be lost if they hit 0.

Wait, compromise.

Maybe you need to have to do a particular run to save 0 life cards. You also have to do the run without them, somewhat like getting the materials to save their lives. Then they go back up to 1 and you have to let them regenerate. Fail the mission, lose the cards.

It’s just an idea, maybe something to banter around.

3. Here’s my idea. It’s somewhat based off of the alternate format we have yet to try out, so hear me out. Why don’t we do something where not only do you get resources for being successful in the hit, but you gain control of turf.

Basically we’d have two “levels” of control. There would be the street level with the gangs and the mobs each working for their pieces of turf. The nomads would play like mercs, jumping from one job to the next until the contracts ran out.

Corps work on the different level. They’re busy playing for the money and the power and not the turf. How successful their hits are determine their levels of influence as well as resources. They can get involved with their own corps, or hire out any of the street groups to do their dirty work, or double cross as they see fit. After all, if they’re going to give them resources, it makes sense that if you want to screw over your hirings you just need to give them certain resources and then tell your opponents what deck they will play.

Basically we can have group vying for power constantly.

We can also set it up so that we can avoid newbie picking off, so if someone wants to start a new gang, by having a threat level. If you don’t bug the big boys, they don’t notice you until you hit a certain power level.

This is what I got so far. So, swing and a hit, or is that strike one?


OK that’s a base hit.

The idea you are heading toward is essentially Reputation, and it should be accumulated through a similar method of IP to the RPG system.

Everyone starts with a reputation of 0.

10 wins gets you to a Reputation of 1.
20 Wins gets you from 1 to 2.
30 wins gets you from 2 to 3….etc

IP is only gained against another player with a higher Reputation. If there is a sizeable disparity then you actually lose IP. You might then give a player a booster each time they gain a new Reputation.



Originally posted by Silverhand

IP is only gained against another player with a higher Reputation. If there is a sizeable disparity then you actually lose IP. You might then give a player a booster each time they gain a new Reputation.

We need to be careful with this, because we don’t want to disincent vetrans from playing with newbies. In fact, we want the opposite.

I like where we are headed with this, and conceptually I get it. But I am not getting a picture of what it would look like. Part of my problem is that I haven’t played the RP game (/ducks as koipoind tries to kick me in the patoot) and am not familiar enough with the mechanics and lore, the other part is we just haven’t started to visualize what this would look like. So I am going to do what I did the other night. We will walk through a “day in the life” scenario.

Fast foward to the near future, game is out
Herbert just came home from the Game Empire, his local gaming store. He saw a demo of a game called Cyberpunk CCG and really liked it. He picked up a few starters and about 10 boosters. He also signed up for the tournment next week (we like Herbert Smile ). He also found out that there is an online version of the game. He decides he wants to try it out.

Herbert logs onto his computer and goes to the cyberpunkccg site. He finds the download page and dowloads the the online game (it is a tiny download).

He fires up the online game, it dowloads the components it needs and launches. At this point Herbert has the option of loging in or registering. Since he doesn’t have an account, he registers. To register he only needed to select a handle and password.

After registering, Herbert is presented with the option to subscribe for a small monthly fee or try the game for free. Herbert decides to try the game for free (we still really like Herbert, just not with the same enthusiasm as when he bought stuff Razz).

After selecting the free pay option, Herbert has the option of selecting 2 pre-constructed gutterpunk decks. There is one for each sponsor. Herbert selects gangs and cops.

Once he selects his pre-constructed deck, Herbert has the option to do gutterpunk missions — basically, this translates to starting a game in the gutterpunk format. Every time he wins, he earns X EB, the only problem is he has nothing to spend them on.

After winning a couple of games, he decides he like it and subscribes (our enthusiasm for Herbert has taken a big jump). After he subscribes, Herbert has a couple a new option: apply for sponsorship. When he tries to buy more cards with his earned EB, he is told he has to be sponsored first.

Herbert isn’t sure which Sponsor he wants — fortunately, he can run trial missions for each sponsor. When he does this, he gets one starter and 3 boosters. These cards, however have very low durability and only last for about 4-5 games. Furthermore, he can only have one of these at a time. He now has the option of playing with the constructed decks he selected during free play in the gutterpunk format OR play using decks he constucts with these low durability cards to do “sealed” missions.

When he does “sealed missions” he can win EB and on rare occasions, even cards — however, he won’t be able to use those cards until he becomes sponsored. Also, at this point he can only spend his EB on sponsor membership.

After doing a few sealed missions, Herbert earns enough to join a sponsor. Gangs was the cheapest to join (but their joining perks were also the worst)……

….to be continued (batter up. Smile )


OK so Herbert earns enough Eb to be able to join his chosen Sponsor, Gangs. He transfers his Eb out of his account and becomes a legitimate ‘player’ on the streets of Night City.

Herbert can now elect to start up his own Afilliation or apply to join an established one within his Sponsor. Realising that there is strength in numbers he finds on the boards a gang called the Black Queens, a Goth Gang that hang out at The ‘Hole’ in the City Center, and he likes the sound of them. He contacts Manson45, the Gang Leader and applies to join. Manson45 replies that in order to join, Herbert must undergo initiation and gain one victory in 5 individual gutterpunk duels against any five of the Black Queens. Herbert agrees. Over the next few days, Herbert plays 5 gutterpunk duels, managing to defeat both MascaraMan and Eldritch.

Manson45 contacts Herbert and welcomes him into the fold of the Black Queens.

A week after joining, Manson45 tells the gang that they are going to run a heist mission against a low level Corp. Herbert is chosen as one of 7 gang representatives. 7 games ensue, and the Black Queens win 5-2. Each of the members of the losing Corp put up a card which goes to the Black Queens.

The next day, the gang go up against the Red Chrome Legion in a Turf War. Again the Black Queens win, this time each earning a rare Location card for their collections, plus the gang leader wins a booster, which he can apportion out accordingly.

By now Herbert has a number of victories under his belt, and his Reputation has climbed to 1, however most of his good cards are almost out of durability. Herbert decides to send in the wrappers from the actual cards he bought to earn Black Ops Points, which he then elects to trade in for some more cards and additional points of durability on his key cards.

Herbert has a friend, Kevin, who thinks this looks like a great online game and decides to join up as well. Unlike Herbert, Kevin likes the power of being a Cop, and applies to be recruited by the NCPD and stationed at Precinct #9 in Little Italy.

Over the next few weeks, Kevin goes on a number of Operations with the Precinct, taking down Gangs, including Herbert’s, and earns cards, points and a decent Reputation. In his series of games he also manages to accumulate a total of 51 busts which he can elect to do 2 things with – either pool them with the Precinct and earn boosters for everyone in the Precinct, or accumulate them individually until he has enough to earn a booster for himself. 20 Bust points will earn the Precinct a booster, but 50 will earn one for Kevin.

Kevin decides that he would like to keep the booster for himself as a reserve in case he needs extra fire power. Kevin and Herbert talk late one night and Kevin decides he would like to join the Black Queens and become a Ganger. He contacts Manson45 to tell him that he is a Cop and would like to join the Black Queens. He has as an incentive 2 boosters, plus a dozen or so common Government cards he is willing to let Manson45 distribute among the other Black Queens. Manson45 agrees, waives the initiation and arranges a hit on the Precinct to extract Kevin.



…we interupt this story to cover a breaking news bulliten regardning game mechanics.

EB, Reputation, XP earned towards next reputation bump

Each player will also have:
Personal Card Collection. Contains up to N cards : The runner can use these cards to create constructed decks. N will vary based on your reputation, and bonus awarded by your sponsor and/or faction. Not, the quantity of the card does not count towards N, just the number of differnt cards. So, if you have 10 madisons and 27,451,234 Splices, that still counts as 2 towards N.
Loaned Card Collection : These are the cards loaned to you by your affiliation. You can use these cards to create constructed decks.
Sealed Deck Card Pool : A player can always spend x EB to purchase a “sealed deck pool” from their sponsor. This will equate to one deck and three boosters. If the player already has cards in its deck pool, those cards are destroyed first, then the new cards are drafted. These cards CAN NOT be transfered into the runners personal collection.
Zero or One Sealed Deck : A runner can use the cards in his deck pool to create a sealed deck. Once the deck is created, it can’t be altered unless a card in the deck is destroyed via durability or removed via a victory condition.
Zero or one Smackie Deck : Smackie decks are very rare. The only way you get one is that you play your sealed deck again a deck that the Punk created with one starter and one booster pack. If you beat the Punk, you get that “Smackie” deck (named in honor of the first person to complete this operation). The cards in this deck do not decay, but you can’t disassemble the deck. This deck is playable in all “sealed” operations.
Two Pre-constructed Gutterpunk Decks : You will always retain your two starter pre-constructed decks. The cards in this deck do not decay, but you can’t disassemble the deck. This deck is playable in all “gutterpunk” operations.
Zero to N constructed decks : N will vary based on bonus’ awarded to you by your sponsor and/or affiliation.

You can purchase the following items from your Sponsor with EB:
Sealed Card Pools
Undercover Sealed Card Pool (when your rep is high enough) — basically, this is how you get sealed decks in a sponsor different from your own — note: durability is lower for undercover cards.
Med Kits: Med kits are used to increase the durability of cards in your personal collection or affiliations collection. They can’t be used on sealed deck pools.
Diminished Booster Packs (no rares in these)

You can purchase the following items from your sponsor with Black Ops Points:
Regular Booster Packs (1 rare included)

A operation is a match (online or at a sanctioned tourny)
In the online world, we will have the following type of operations:
Sealed Deck

Missions are a set of one or more objectives. Those objectives may include both on and offline operations.

Some missions are automatically assigned to you. For example, the Smackie mission. Most missions are created by the heads of affiliations.

We need more thought here to figure out some of the other angles as well.

We now return you to your regular scheduled programming…



Originally posted by Ichiir
how do we stop a downward spiral like that, but still make winning meaningful?

Feel free to reply by comming up with answers to these questions, comments on anything written, OR your own set of questions.

Reduced cost for the losing faction –

while their GOOD cards will be less powerful, they will have the option of buying faction boosters at a reduced cost —

zerg tactics will allow them to balance out eventually, and swing things back –

alternately, bonuses from faction successes decay over a fairly short period of time – ie 1 day, 1 week, etc, depending on the power of the meta game item/bonus

decay down to 0 power scares me – especially if there is a time based regeneration –

player a- hard core player – plays heavily in a session – say there is a 1 pt decay on a win, 2 pt decay on a loss –

a 10 pt card is worthless in 1-2 hands, and it spirals downward the more he plays –

so he plays 1 mission, then rests the card –

switches to deck build 2, plays 1 round, rests the deck –

3rd deck…etc.

shortly, player a is unable to compete untill his cards regen – so he calls it quits after a few runs

player b – casual player-

plays a round, rests his deck, switches -runs and rests.

logs off – not due to decay, but due to his timeframe/game time


card decay hurts the hardcore gamer MORE than the casual –

might be better off decaying meta game effects, since the hard core player will earn them faster, it will not ruin his/her game session to deal with decay – the casual player wont earn them often- so it is not as big of a deal either –


alternate concept – card decay implemented – when used, card/effect decays, but in addition to eb – player earns regen points based on successful runs – allowing them to mitigate decay– would be much more effective at keeping the hard core gamer playing longer, earning more, and spending more cash on the game.


OK, first up, change XP to IP (Improvement Points), that’s what the RPG uses and we should endeavor to maintain as much inter-relation as we can.

I like the idea of a Mission being a series of Operations or Hits. You can win a battle but still lose a war.

Here’s a radical departure from the thought process, to interject several interesting concepts.

You mention that a player can earn Eb and use it to do any of the following:

Buy Cards (Sealed, increased and decreased durability)
Start with new Sponsors
Med Kits

Suppose you could also buy personal upgrades (maybe these are treated as account variables or additions). For example, you might be able to buy an upgrade of a Bio-Monitor.

This works in the following manner – An Afilliation is given, or acquires a Mission. This Mission comprises 2 Operations. If on the first Operation, 3 of the 5 players lose the one on one games, they return home and only the 2 winners can progress to the second Operation and hopefully complete the Mission for the whol group. However, a runner with a Bio-Monitor upgrade to his account can burn that upgrade to move on to the second Op as well, even though he lost when trying to complete the first one.

Maybe we could introduce several upgrades to the account such as the following:

Trauma Team Card – If this upgrade id burnt, even though the player lost this match-up, he does not forfeit a card.

Bio-Monitor – A runner losing a match-up while on a Mission can burn this upgrade to move onto a secondary Operation in this Mission even if he lost.

Kerenzikov Boosterware – This player can sacrifice this upgrade to take an additional turn in any match-up.

Chipware Socket – This player may burn this upgrade to draw a card during any phase of any match-up.

Image Recognition Eye – The player with this upgrade can burn this upgrade to gain the automatic first turn if he has played this player previously in a match-up.

Phone Splice – The player with this upgrade may burn it to call on any member of his Afilliation to replace him in this match-up.

Just some thoughts, but wouldn’t it rock to collect as many upgrades as possible and then go do some damage to an opposing gang


This has been a great discussion (and feel free to continue it) — it gives me a lot of material to work with.

There are a lot of good mechanics . I like the upgrades too, though they would be something I would roll out in a patch vs. initial release.

What I need people to visualize now, is how this would physically look on your screen. At the end of the day, you are playing cyberpunk matches. If you have all these missions and operations, how does that translate to finding the match that statisfies your mission/operation objectives — this will be a big input into the “fun” factor.

Specficially, using the online program how do you do all the things we talked about? How does your leader give you a mission. How do you purchase a sealed deck pool and do sealed deck missions.

For the missions/ops, I am thinking along the lines of a mission terminal — basically a table of missions.

Once you pick them up, you will have a mission log that tracks how far along you are on your mission. If you want to see what I am thinking about hop into EQ II or see if you can find a screen shot of the quest journal.

Basically anytime you win a match, Eternity (the game OS) will check to see if you have satisfied any mission objectives. If you have, she(yes, the game OS is a she) will check off that mission objective.

Operations I am still a little hazy on. Because in order to do an operation, you need another player who needs an op that matches yours. So, how do we set up an interface that allows you to do the operations you want to do, but reduces the downtime of waiting for a player?


I imagine the interface to look something like a Data Term.

Again I also see that we need to reflect elements of the CCG within the online concept. Therefore the Missions are a series of Operations that all have an Attribute as per Ops in the CCG – Theft, Sabotage, Assassination,etc.

A Theft Operation results in the winner randomly selecting a card from his opponents deck (the one he plays – ie. and anti card).

A Sabotage results in a random card being reduced to zero durability.

Assassination results in the loser losing a random runner from all his cards.

Personnel Extraction is similar except thatthe winner gets a random runner card from the losers entire collection.

Then we can match up players based on the attribute of the Operation they are trying to complete. Players can just randomly challenge others where there is nothing at stake other than a win point and Eb toward buying stuff. Only official missions or Operations will involve card manipulation between the combatants. This way a newbie isn’t forced into losing cards. You can apply for missions and operations to your Afilliation leader, or you can get them direct from the Coordinator. Running Ops against opponents though is the most effective way of weakening rival groups.

Therefore I see a Mission window which lists the Mission or any Operations that you are contracted to. You can search for other players who are attempting to complete Operations with a similar Attribute and issue a challenge immediately. If you win, you move on and gain the reward. If you lose and this was part of a Mission bundle, you cannot progress to further Operations in the Mission.

There also needs to be a News window which is a general news ticker tape type of thing – all “in character” as it were, like a Data Term Net 54 News Ticker – “Night City: The Red Chrome Legion last night overcame the Black Queens for control of the Taco Hut on Williams and 53rd. Casualties for the Queens included MascaraMan and GothRock Child”

Last one for this post is an Afilliates window where you receive info from your Afilliate leader and can see a list of members of your group, some basic win/loss stats, and what resources they possess (ie what role they are).

A Mission/Op log is essential for tracking your history in the game plus there should be a general account stats page that gives you your win/loss record, cards, booster count, etc.


I have some more mechanics I have extracted.

Each Account will have one Runner — that runner may have the following access levels:

  • Visitor (someone playing for free)
  • Unsponsored Citizen (Immigrant? — what is the proper CP methaphore?) – this person has suscribed, but not selected a sponsor.
  • Sponsored Citizen
  • Affiliated Citizen
  • Affiliation Leader

Furthermore, an account may also have the following access abilities
Game Coordinator

For staff, I will also need to put in:
Game Server Administrator

And Finally, Eternity (the Game OS) will have her own set of access abilities.

I would like comments on what people should be able to do base on access levels.

The types of things I can think of are:

  • Do a gutterpunk operation
  • Maintain a personal collection
  • Purchase sealed deck pools from a sponsor
  • Do sealed operations
  • Do all other operations
  • Do missions
  • Add an operation to the data term
  • Add a mission to the data term
  • Create an affiliation
  • Add a runner to an affiliation
  • Apply to an affiliation
  • Choose a sponsor


Now to bring the RPG into all of this, what about being in a gang but still having an affiliation to a corp?

I mean, my favourite line when doing character creation in Cyberpunk is, “Okay, who wants to sell their soul for Rock and Roll?” Needless to say, many people wish to do so.

It’s a dangerous game though. If you do sell out to a corporation, you can buy into their booster pool though the more you do that the more likely you are to get called on to help out with missions, or try to influence your gang to hit a particular target. The more you comply, the more access you are given. The more you screw up, the more likely you’re going to either have hit squads out for your ass, or you’re going to get sent on some sort of suicide mission.

It makes for interesting times when you have two gang members who have sold out to two different corps, go at it because their cho’s end up being on the “hit list.”

It could add another dimension.


This is a good angle. So what we need to start figuring out is:

  1. How do you get cards? We need an itemized list? Are certain cards only available from certain sponsors?
  2. Specifically what are the different kind of missions? operations?
  3. How are the missions and operations created?


Okay. Let’s try to hit this one bit at a time.

1) i)How do you get cards?

What we’ve talked about so far is using EB from successful missions to get cards from the booster pool from you group, gang, corp or gov’t.

You also get cards from hitting opponents, or more specifically doing particular ops on your opponents. If you steal a prototype then you’d get a card from a location you hit, if you raid the rival gang, you get to swipe boosters from their booster total to be purchased by that group, and it can even have interfaction cards in there.

This includes having access to the booster pile of the corp that you may have sold out too. There should be something too, if you get found out by your gang they may take it out on you … or join up. Depends on who’s leading it.

ii) We need an itimized list?

Yes. We need to see what cards can be gotten when, where and how.

iii) Are certain cards only available from certain sponsors?

Yes. I think we should take this farther too. Depending on what faction you are, what cards you will draw from your boosters will depend on it. For instant, gangs will have a higher chance of pulling street cards in boosters then they will gov’t or corp.

However, corps will have the a higher chance of pulling a corp card, but there won’t be as huge a difference when drawing a street card. Why? They have the money, they can afford all sorts of stuff.

GAME IDEA: If we have a control sort of thing involved, why not play with the idea of having locations be actual prizes in battles. Let me explain with an example.

Street owns Wally’s, right? Now, lets say that the cops are tired of Wally’s backroom deals and take him out. There should potentially be a street war between a certain number of gang members and a certain number of cop for control of that location. If the street loses, then either they can’t use Wally’s World of Weapons in their decks, until they take it back, or it turns into a gov’t card … or something. That may require a whole bunch of extra programming, but it’s an idea to think about.


2) Specifically what are the different kind of missions? operations?

This hasn’t really been talked about, and there really should be an entire thread for this but here we go.

My suggestions for missions/ops:

1. Assassination
Condition: When a character has failed enough missions, character must be at rep > X, characters association can call “a hit” on the character.
Mechanic: 1 vs 1 battle between assassin, and assassee
Victory Conditions: Normal
Result: Loser – loses all card to winner. They’ve gotta start over from the ground up.
Winner – If winner is assassin, assassin rep +1, if assassee rep = 2* assassin rep, rep +2. If winner is assassee rep +1.

Why would anyone do it — Lots to lose, but lots to gain.

2. Gang warfare
Condition: When tension (maybe another measurable) between factions hits a certain point, gang warfare may erupt.
Mechanic: Battles for a certain amount of time between these two will count towards a victory total. Whoever has the most wins, wins the gang warfare.
Victory Conditions: Normal
Result: Winner gets a certain amount, cards/booster pool and/or turf and/or rep, depending on the level of victory.

3. Corp wars
Conditions: When tension between corps hit a certain point, corp warfare may erupt.
Mechanic: Battles between corps, and between corps any any runner affiliated with their opponents, count towards a vicotry total during a specified period. Whoever has the most wins, wins the corp war.
Victory Conditions: Normal
Result: Winner gets a certain amount, cards/booster pool and/or turf and/or rep, depending on the level of victory.

4. Competition is not to be tolerated
Conditions: When tension between corps his a certain point, a competition battle may be waged.
Mechanic: Multiplayer battle between two groups of X.
Victory Condition: 50% of the players must make their sponsor Vic.
Result: Loser loses 50% of their booster pool.

5. Infighting
Conditions: Corp 1 tries to take out Corp 2 and move up within the ranks.
Mechanic: 1v1
Victory Condition: First to special Vic.
Result: Winner +2 Rep and chooses 3 cards from opponents list. Loser -2 Rep.

That’s what I got for now, I have to give up the comp for a moment. I may come back later with more.


Regarding factional representation in card pools and booster pools. I would go as far as to say that in standard faction boosters you never draw cards outside of your faction. Cards that belong to other factions can only be won through beating a member of anothert faction.

Neutral or non-factional cards would be available to all players. This means that it is then up to the afilliation leader to delve into the afiliation pool and give the new member other faction cards.

As for the idea that teams can face off for control of a location, that’s brilliant. I think it would also be extremely cool for each afilliation to have their own location card that can never be won or lost. These would all be identical – perhaps a cost 5 produces 4 location. All would have different art work and the corresponding factional color. But the general idea is that when you join an afilliation you get 4 of their Home Turf. These cards can be hit in normal games for the ops points, but you can never lose them to an opponent in an anti-game where a card is up for grabs.

Maybe these types of cards need a special name.


I’m iffy about the 100% thing for one reason. I had thought about it when writing that post, but something came up.

Name me one good, non legendary, solo for the corps? They’ve got race, Shadow because he’s neutral, and hans. Everyone else has either Zane (cops) or two weefle runners and Y.T. and Shadow because he’s neutral.

Street would win out 9/10 times just for sheer number of cards. The only straight advantage to corps is in vehicles, beyond that … nothing.


Something about the hitting locations bit that came up in my head, to prevent the immediate retaliation of the street or a corp when they lose a location why not have locations have a durability as well. So when there’s a battle over a spot, that spot loses X durability, property damage. If you return the fight, there is a chance it could go to zero, which would then mean that the location is lost.

It could reopen at a later date but for a while, no one could use the card. After all, the shop is totalled.

And then you could initiate a new mission called ‘Combat Zone Rebuild’ where your mission is to get that Location back into the game.


We will have two things we will need to monitor with our economy:
EB and Cards

Both can be accued by individuals or affiliations.

Players get EB by:

  • Winning gutterpunk operations.
  • Winning sealed deck operations.
  • A weekly stipend paid to them by eternity (must be sponsored for this).

Affiliations get EB by:

  • Completing missions given to them by eternity
  • Getting Contributions from members

Players get Cards by:

  • Purchasing cards from their sponsor
  • Getting them as a reward for completing an operation or mission

Players loose/spend EB by:

  • Spending on cards.
  • Spending on card enhancements.
  • Donating to their affiliation.

Affiliation loose/spend EB by:

  • Paying maintainence on locations it controls (if they don’t pay the maint, the location goes neutral again)
  • Paying for card upgrades
  • Paying for location upgrades

Players loose card via:

  • Durability loss
  • Failed operations/missions
  • Loss of key affiliation location

Affiliations loose cards via:

  • Durability loss
  • Failed operations/missions
  • Loss of key affiliation location


I think Afilliations should lso get Eb for recruitment. This is an incentive for the group to get new blood into the game.


I think the incentive is that they will earn a cut of each of their runners winnings. The percentage cut can be a setting controlled by the affiliation leader.

Locations will cost money to maintain — I need to itemize a list of all the things that Affiliations can have and what it will cost them.


I also wanted to go through an example set of missions. I would like to see some feeback on it. Once we refine the mission mechanics, I will continue Herbert’s story in the Night Rules thread.


Lets say an affiliation Leader want to control a Hospital. If he succeeds in controlling a hospital, all runners that share his sponsor will get a minum card regeneration ability. All runners in his affiliation will get a faster regen. The more hospitals controlled, the beter the regen affect.

The game coordinator will control how many Hospitals there are in Night City.

Now, winning control of a neutral Hospital is a two step process. The first step is to complete a Hospital Access Mission. Any runner that succeeds in running the access mission will get an “access pass” that is a requirement to do the Hospital Control Mission. This access pass can be traded for EB, cards, etc.

To complete the Hospital Access Mission, you must do the following operations:

    Defend your sponsor from attack using a constructed deck. If you complete this operation you advance your access mission. Everytime you fail, you loose a random card from the deck you played with to your opponent.
    Go undercover and create mayem . Purchase a sealed deck pool from another sponsor (when you do this the durability is 8 instead of 10 on the cards). Attack three sponsors that are not your own, or the one you are undercover as. If you quit this operation, or fail to complete it before durability loss destroys your sealed cards, you will experiece a 1 point durabilty loss on all cards in your collection. If you suceed this operation, you will advance your access mission.

You can attempt the first operation as many times as you want until you succeed. You will have only one shot at the Mayem operation.
If you succeed in the mission, you will get the access pass. If you fail, you will loose 10 random cards from your collection.

To complete the Hospital Control Mission for a neutral Hosptital, you must have an Hostpital Control access pass and you must do the following operations :

    Create mayhem with the competition by purchasing a sealed deck pool from your sponsor and winning against 5 other sponsors before the cards are destroyed from durability loss.
    Terrorize the Gutter by winning 3 consecutive matches against players with the same or higher reputation in Gutterpunk. If you complete this operation you advance your control mission. Everytime you fail, you loose a random card from the deck you played with to your opponent.
    Gunsling for control . The first two runners finish the first two operations must gun sling for control of the Hospital. The winner gets the Hospital, the looser must give all the cards in his deck to the winner.

You will only have one shot at each operation. Once the first Runner completes the first two operations, all other runners have one calendar week to complete the operations or the first Runner automatically gains control of the Hospital. If you succeed in this mission you get control of the Hospital. Any Runner can gain control of a Hospital, but only affiliation get the benefit of control. Control of a Hospital can be traded for EB, cards, etc. If the Runner fails the mission, all cards in the affiliations collection expierience 1 durability loss. All HIS cards experience 3 durability loss.

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