Cyberpunk as a literary genre has many touchstones, like the role of corporations in society and humanity’s relationship with technology. These have trickled down to tabletop games in different ways, but certain tropes keep coming up. Cybernetic enhancement is *the* subsystem for cyberpunk games, and has generally succeeded in early cyberpunk games where hacking, a complementary subsystem, often failed. Cyberware stands in for magic in most cyberpunk games, giving the characters access to superhuman power, though at a cost. In addition to cyberware, there is usually a digital world aspect of cyberpunk games, adjacent to but not always overlapping with the hacking rules. In early works this was a completely separate virtual world, while in modern games, there is much more focus on augmented reality, and the digital commingling with the real.