This is a resource page for the Cyberpunk CCG [probably the only one on the net]. The links on this page
provide a series of strategy articles, game related information, card lists, rules, images of things that
nearly were and my rants and raves on my own involvement with the game and its design. There is a lot of material
here that has never previously seen the light of day outside the development and playtest teams and some of it appeared
on this web site while the game was still "active". I don't believe
I am breaking any copyright or treading on any trademarks (I have the full authorization of the games creator to use the material [excluding artwork] however if there is someone out there who believes
I am, please let me know and I will cease and desist immediately). I acquired some of this material through my
role as webmaster for the CCG site in 2004 as well.
I still play when I can find an opponent, have thousands of cards for trade or sale (including sealed booster boxes, starters and demo decks) so if
you are interested in the game, please drop me an email - Silverhand - Johnny_Silverhand@hotmail.com.
One of the things you'll notice about a lot of the articles here, they refer to cards from the Chrome & Kilobytes
expansion that was never released, however most of the cards were released on the Social Games web site as spoilers
over several months in 2004. As a playtester, and eventual developer, I had a card list as at May 2004 which you will
find amongst the material here, and had been constructing decks and assembling articles on the expansion long before
its demise was "officially" announced.
Live & Direct made it to an alpha list and was partially playtested by several players in Ft.Wayne and Madison where the
two largest player concentrations existed. While negotiations were underway to buy out the Cyberpunk CCG by
Eternal Adventures, 2 additional sets were planned. The first of these titled Guide To The Net was
primarily to replace Chrome & Kilobytes which due to legal complications was already destined never to see the light of day. GTTN contained
a revamped version of Net Combat. The second set planned was to focus on Techies and MedTechs, and although it
never had a name, it was going to introduce several new things including Remote Vehicles, and a rules change restricting the
recovering of gear to only the Techie.
It was indeed sad that the game died before it could become popular. At one stage in mid 2004 industry sales
figures had it breaking the top 10 of CCG's currently on the market (at #9). Whether the game will
resurface in the future in one form or another is still uncertain. The game definitely did not reach the heights
it deserved due to poor marketing and bad company decisions, and while R.Talsorian Games would be reluctant to
put their faith in yet another CCG (after Netrunner and Cyberpunk CCG), the recent release of the much awaited V.3
has opened the door to the possibility, depending of course on the uptake and sustained popularity of the new
version. Jonathan Lavallee and I have already prototyped a new set of mechanics just in case....