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// REFERENCE LIBRARY · 64 Q&As
FULL RULES REFERENCE
Every rule, mechanic, and edge case. Tap any question to expand. Or use the chat above to ask in natural language.
Setup & The Mission
Cards, players, draw protocol, recycling.
How many cards do I deal?
Each player is dealt exactly 9 cards face-down at the start of the game. Supports 2 to 6 players.
Who goes first?
The youngest player takes the first turn. Play then continues clockwise.
Standard vs One-At-A-Time?
Two modes:
- Standard Mode: Chain an unlimited number of valid cards per turn.
- OAAT Mode: Play exactly one card per turn, unless a Green Wild (VOLT, STASIS, NULL) grants a bonus turn.
What if I get stuck?
You initiate the Draw Protocol (The Dig):
- Draw 1 card. Play it if valid.
- Still stuck? Draw a 2nd card. Play it if valid.
- Still stuck? Draw a 3rd card — this is the maximum.
- If the 3rd card is playable, you MUST play it.
- If you still cannot play after 3 draws, your turn ends.
3rd dig card — MUST I play it?
Yes — Rule 06 enforces this. If the 3rd card you draw during The Dig is playable on any active Dock, you MUST play it. This is a balance mechanic to prevent card hoarding when a legal move is available.
Playable = any dock?
"Playable" means a valid move on the board. If the 3rd card during The Dig can be played on any active Dock, you must make a play. You don't get to "save" it for a better moment.
Draw Pile runs out — what?
The Recycling Protocol triggers. You immediately shuffle the face-up Discard Pile to form a new Draw Pile. Active Docks are never shuffled.
What is in the deck?
The deck contains 59 cards:
- Standard (30): 10 Teal, 10 Purple, 10 Orange (1-10)
- Neutrals (20): 14 Grey (2-9, no 5). 2 sets of 7. Plus 3x [+] and 3x [-] Modifiers
- Wilds (9): 3x VOLT, 3x STASIS, 3x NULL
Is there a Grey 5?
No. Grey cards run 2 through 9, excluding 5. The STASIS card covers the 5 value role. Greys come in 2 sets of 7 (= 14 cards).
Docks & Playing Cards
Opening docks, stepping, hijacking, grey cards, modifiers.
How do I open a new dock?
You open an empty Dock (a Cold Boot) with one of two things:
- A coloured number card matching the Dock's marker (Teal, Purple, or Orange), or
- A NULL card.
What is Step and Hijack?
Two ways to play on an active stack:
- Step: Play a card exactly +1 or −1 of the top card's value.
- Hijack (Echo): Play a card with the same number as the top card but in a different colour — switches the active colour of the stack.
How do Grey cards work?
Grey cards are colour-neutral wilds. You can Step (±1) or Hijack (=) onto any active stack. Greys also play on equality (=) in addition to ±1. Once a Grey sits on top, the dock is "open" — any colour can follow.
Where do I play Modifiers?
Modifiers ([+] and [−]) can only attach to:
- A Grey card, or
- A NULL on top of any card (NULL treated as Grey)
Can I stack multiple modifiers?
Yes — modifiers are cumulative. A Grey 4 with a [+] and another [+] becomes 6. A Grey 9 with three [+]s stays at 10 (clamps). A Grey 2 with four [−]s stays at 1. You can never push value below 1 or above 10.
What is the Wash Rule?
The Wash Rule: A [+] and [−] played together cancel each other out. Both discarded. Important: Washing counts as a play action. If you were in The Dig, playing a Wash immediately ends your draw phase.
Colour on top of modifier?
The modifier remains on the stack permanently — it's part of the stack's history. Modifiers only affect the card they're attached to. If you Hijack on top, the new coloured card takes over the value. The modifier becomes "dormant" — buried until that coloured card is cleared.
System Attacks & Defence
Tripwire, Defuse, VOLT, STASIS, NULL Shield, damage timing.
What happens at 10 or 1?
When a stack reaches exactly 10 (Tripwire) or 1 (Defuse), the stack detonates:
- The stack clears to the discard pile.
- The next player accumulates +1 damage.
- Your turn ends immediately (Hard Stop).
How does VOLT work?
VOLT (1/10) plays on values 1, 2, 9, or 10. Deals +1 damage and:
- Locks the dock: only 1, 10, VOLT, or NULL can follow.
- VOLT-locked docks ALWAYS clear at end of turn, even if Defuse/Tripwire ended turn elsewhere.
- Continue on other docks but cannot open a new dock this turn.
- OAAT: Grants a bonus single-card turn.
How does STASIS work?
STASIS (5) plays on 4, 5, or 6. Deals +1 damage and:
- Forces stack value to 5 (midpoint marker).
- Does NOT clear — the dock stays active. Play can continue (step to 4 or 6, hijack with 5).
- Continue on other docks but cannot open a new dock this turn.
- OAAT: Grants a bonus single-card turn.
VOLT/STASIS vs Tripwire/Defuse?
All four (Tripwire, Defuse, VOLT, STASIS) deal +1 damage. Key difference:
- VOLT or STASIS: Continue on other docks (no new dock).
- Tripwire or Defuse: Turn ends immediately (Hard Stop).
When is damage dealt?
Damage accumulates during the attacker's turn and is dealt all at once when their turn ends. Target draws penalty cards equal to damage and skips their entire turn.
How does NULL Shield work?
NULL is a shield. If attacked, play a NULL out of turn to deflect:
- Damage bounces to next player in rotation.
- They draw penalty cards and skip their turn.
- After deflection, you take your turn normally.
Can a played NULL still shield?
No. Once a NULL is on a Dock, it stays there as part of the stack. It is no longer in your hand. To shield, you must hold a NULL in your hand to play out of turn.
What is the Boomerang Rule?
The Boomerang Rule: If deflections chain back to the original attacker, they must absorb their own hit. They draw penalty cards AND skip their next turn.
NULL Shield in 2-player?
In 2-player, the "next player" is your opponent. Damage bounces back to them — they draw the penalty cards. A NULL shield in 2-player is functionally a counterattack.
NULL acts as Grey?
When a NULL sits on top of a coloured card, the stack behaves as Grey:
- Modifiers ([+] / [−]) can attach to it.
- The stack is "open" — any colour can follow.
Green Cards (OAAT Mode)
VOLT, STASIS, NULL — bonus turns, chains, strategy.
Which cards are green?
Green Wild Cards are:
- VOLT (3 in deck)
- STASIS (3 in deck)
- NULL (3 in deck)
When do I get a bonus turn?
OAAT Mode only. When you play any green card (VOLT, STASIS, or NULL) on your turn, you immediately get one extra single-card turn. Standard Mode has no bonus turn — you can already chain freely.
When should I play green cards?
Strategic timing for green cards (OAAT):
- Hoard early, unleash late: Greens are your only way to chain in OAAT. Save them for hand-empty pushes.
- NULL last: Best as a shield. Don't spend it on the board unless you have a guaranteed follow-up.
- VOLT to lock down attackers: If a stack is at 1/2/9/10 on the threatening player's side, VOLT locks them out.
- STASIS to reset: Forces value 5 — useful to defuse a high or low stack mid-game.
- Green chains: If you play VOLT and the bonus card is also green, you chain again. Plan multi-green combos.
Can green chain into greens?
Yes — if your bonus card is also a green wild, you get another bonus turn. Chains of greens are legal in OAAT. A hand of three greens can become a 3-card turn.
Can bonus open a new dock?
No. Rule 05 states: "Your bonus action can be used on any active dock, but you cannot open a new dock within the same turn." This applies to both the original VOLT/STASIS effect and any bonus turn from a green wild.
Must I use the bonus turn?
Use it or enter the draw phase. You cannot pass an extra turn to another player. If you can't play, you must enter The Dig (draw up to 3). After your draws, your turn ends regardless of whether you played.
NULL shield gives bonus turn?
No — OAAT Shield Exception: A NULL played as a Shield (out of turn) does NOT grant a bonus turn. After defending, you take a normal single-card turn. Only NULLs played on your turn grant the bonus.
The Final Firewall
Win condition, NULL Clause, Aggression System, edge cases.
Do I win at my last card?
No. Playing your last card triggers the Final Firewall. You must survive one complete rotation (until play returns to you) without taking damage to secure the win.
Damage in Firewall — what?
Draw the required penalty cards and re-enter the game. If you are the immediate next player in turn order, you also skip your turn. Otherwise, you draw but the actual next player plays as normal (skip voided).
What is the Aggression System?
The Aggression System: Once a player is in the Firewall, all damage generated by any other player automatically targets them. If multiple are in Firewall, the attacker chooses who takes the hit.
2 in Firewall — who is targeted?
If multiple players are in the Final Firewall:
- The attacker chooses which Firewall player takes the hit.
- The chosen player draws the penalty cards.
- Positional Skip Logic still applies — only the immediate next player skips.
- If any Firewall player draws a NULL in their penalty, they instantly win (NULL Clause).
NULL Clause — instant win?
The NULL Clause:
- You are hit while in the Final Firewall.
- You draw the required penalty cards.
- If a NULL appears among those penalty cards, the breach backfires.
- You instantly win the game.
Can I attack from Firewall?
Yes — high-level tactic. If in Firewall and a stack is about to detonate on your turn, play a 1 or 10 on a different dock to force a clear and deal damage to your attacker first. Breaks their rhythm and shifts the threat. Same for VOLT/STASIS plays.
Can I shield with 0 cards?
If you have zero cards, you have no hand to hold a NULL. You cannot shield. Being at zero in Firewall is dangerous — no defensive options. Your only hope: the attacker doesn't have damage to force a draw, or you draw a NULL in the penalty (NULL Clause = instant win).
Boomerang back — attacker skip?
Yes. The skip applies to whoever receives the damage. If deflection chains boomerang back to the original attacker, they draw the penalty cards AND skip their next turn.
2-Player Dual Firewall?
2-Player Dual Firewall: If opponent plays their last card to damage you while you're already in Firewall, they also enter Firewall. Both now in Firewall:
- The damage forces you to skip.
- Play passes back to them.
- They are at zero cards, it's their turn, no damage pending.
- They instantly win.
Edge Cases & Combos
Specific card interactions, opening restrictions, tactics.
Can I open dock with VOLT?
No. Only matching coloured cards or NULL can open an empty Dock. VOLT cannot open a dock.
Can I open dock with STASIS?
No. Only matching coloured cards or NULL can open an empty Dock. STASIS cannot open a dock.
Can I open dock with Grey?
No. Only matching coloured cards or NULL can open an empty Dock. Grey cards cannot open a dock.
Can I open dock with Modifier?
No. Modifiers can only attach to Grey cards (or NULL on top). They cannot be played alone, and cannot open a Dock.
Can Grey follow VOLT?
No. When VOLT locks the dock, only 1, 10, VOLT, or NULL can follow. Grey cards, modifiers, and STASIS are locked out until the dock clears at end of turn.
NULL numeric pass-through?
When NULL is on top of a coloured card, it acts as a numeric pass-through: the next card played must numerically follow the card directly beneath the NULL, but can be any colour (stack is open).
Can I open dock with Tripwire (10)?
Yes — Tripwire is a coloured 10. If it matches the Dock's colour marker, it opens the Dock. The stack immediately detonates (clears, +1 damage, ends turn). Most players save Tripwires for combos.
Can I open dock with Defuse (1)?
Yes — Defuse is a coloured 1. If it matches the Dock's colour marker, it opens the Dock. The stack immediately detonates. Useful for a fast aggressive opener.
Can I Hijack with Tripwire?
Yes. If the top card is a 10 in any colour, you can Hijack with a 10 of a different colour. Since 10 is a Tripwire, the stack will detonate immediately. Combo: hijack + clear + damage + turn ends.
Can I Hijack with Defuse?
Yes. If the top card is a 1 in any colour, Hijack with a 1 of a different colour. Stack detonates immediately. Combo: hijack + clear + damage + turn ends.
Skip affects who?
Only the immediate next player after the attacker is skipped in normal play. Damage targeting may shift to a Firewall player, but skip logic stays positional — only the immediate next player is paused.
Firewall skip if I am not next?
In Firewall, skip is strictly positional:
- If you (Firewall) are the immediate next player — you skip.
- If you are not next in line — you draw the cards, but the actual next player plays as normal. Skip voided.
Play during another\
The only out-of-turn play is a NULL Shield: when about to take damage, play a NULL from your hand to deflect. No other cards can be played out of turn.
How many VOLTs / STASIS / NULLs?
There are 3 of each green card: 3 VOLT, 3 STASIS, 3 NULL — 9 green cards total.
How is the game laid out?
Place the 3 Dock marker cards (Teal, Purple, Orange) in the centre. Place the remaining deck face-down beside them as the Draw Pile. Leave space for the face-up Discard Pile. All Docks begin empty. Each player gets 9 cards. Youngest goes first.
Can I play a Modifier alone?
No. Modifiers must attach to a Grey card (or NULL on top, treated as Grey) played in the same action. You cannot play a modifier on its own.
Do I shuffle active docks?
Never. Active Docks are never shuffled, even when the Draw Pile is exhausted. Only the Discard Pile shuffles to refill the Draw Pile.
Can I pass my turn?
You may only pass after attempting The Dig (draw up to 3 cards). If after 3 draws you still cannot play, your turn ends. You cannot voluntarily skip without first attempting to draw.
2-player specifics?
2-player Wireburn is a tense duel:
- NULL Shield: Bounces damage back to the only opponent.
- Boomerang: A chain back hits the attacker.
- Dual Firewall: If both hit Firewall, opponent at 0 cards on their turn = instant win unless you NULL.
- Aggression System: Only relevant when one player is in Firewall — the other must attack that target.
Meta — Game Info & Buy
How long, how many players, where to buy.
How long is a game?
Games last 20 to 40 minutes, depending on player count and aggression. Best with 3-4 players (~25 min). 5-6 players run longer.
How many players?
Wireburn supports 2 to 6 players. Best with 3-4 for balanced chaos. No single-player mode — though the free browser version at wireburnthegame.com/play lets you practice.
Where can I buy?
Wireburn is $26.99 AUD from the official store: wireburn.myshopify.com. Ships within 48 hours from Gerringong, NSW, Australia.