TRIPWIRE (10): Clears the stack, adds +1 damage and ends your turn immediately. Damage adds together and is handed to its recipient at turn end. Skip only if that recipient is next in line.
DEFUSE (1): Clears the stack, adds +1 damage and ends your turn immediately. Damage adds together and is handed to its recipient at turn end. Skip only if that recipient is next in line.
VOLT / STASIS: Each adds +1 damage to the turn total. VOLT plays at 1, 2, 9 or 10; only Defuse (1), Tripwire (10) or VOLT can follow, and its stack clears at turn end. STASIS plays at 4, 5 or 6 and sets the dock to 5 OPEN. You may continue your run.
NULL: Play on your turn to make the card beneath Grey / Open colour without changing its number. Any colour can follow at the same value or ±1. Modifiers can adjust the numbered card made Grey by NULL. Opens an empty dock to any colour and value. Receiving NULL as a Final Firewall penalty wins instantly. A VOLT lock still accepts only Defuse (1), Tripwire (10) or VOLT.
MODIFIERS: Alter Grey values, including a numbered card made Grey / Open by NULL. Play Grey legally at its printed value first. Add modifiers separately to its value already on a dock. Never combine them in hand. Dock values stay between 1 and 10. Grey endpoints never attack.
RED SHIFT: Adds 21 cards: three RED DOCK, nine red numbers (no 5), three PING, three STASIS and three NULL. RED DOCK activates a lower slot, or locks a normal stack underneath it. A lower RED DOCK stays when cleared; a slammed one leaves. If you already opened a dock this turn, a newly placed RED DOCK waits until next turn. Red numbers sequence on red; STASIS and NULL can open its colour. NULL retains the number beneath. PING resets the red value and makes every opponent draw +1 while you continue this turn. VENT / SURGE clear the stack, add +1 damage and end the turn; choose an opponent for their extra +1 draw. Core damage and positional skips still apply.