How to play
WIREBURN , System Manual
Simple or Advanced. Switching versions starts that track from the beginning.
Cheat cards first, then the table rules underneath.
Table rules
Empty your hand, shout SYSTEM CLEAR, then survive one full round untouched. 2-6 players, 9 cards each, three Docks (Teal / Purple / Orange). Youngest starts.
- Open a dock: a card matching the dock's marker colour, or a NULL. Nothing else. One new dock per turn.
- Step: same colour, one up or one down.
- Hijack: same number, any colour - the dock becomes your colour.
- Grey: plays on ANY colour at ±1 or an exact match. A Grey on top opens the dock to any colour.
- Chain: play as many valid cards as you like in one turn.
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Draw up to 3 cards, one at a time. Play any drawn card that fits - playing ends your digging. If the 3rd card is playable, you MUST play it. Still stuck: keep the cards and pass.



- Attach to Grey cards only. Shift the value up or down - never past 1 or 10 (they clamp).
- A Grey pushed to 1 or 10 is NOT an attack - no clear, no damage.
- A [+] and [-] played together cancel straight to the discard.
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NULL is the universal wild. It opens any dock, or plays as a pass-through: the next card follows the value beneath it, any colour.
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- Tripwire (10) & Defuse (1): the stack clears. Your turn ends.
- VOLT: plays on 1, 2, 9 or 10. Only a 1, 10, another VOLT, or NULL can follow. Unanswered, the stack clears at turn end. Turn continues - no new dock.
- STASIS: plays on 4, 5 or 6. Sets the dock to 5 and it stays open - follow with 4/5/6 any colour, a NULL, or more STASIS (stack as many as you hold). Never a VOLT. No new dock this turn.
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All damage from your turn lands at once when your turn ends. The victim draws that many cards and skips - but only the immediate next player skips. Anyone further down the line just draws.
NULL shield: when hit, play a NULL out of turn to deflect the whole bundle to the next player. They can deflect too. If it loops back to the attacker, they take their own damage.
- Play your last card: SYSTEM CLEAR. Survive until your next turn without taking damage and you win.
- All damage from every player now targets Firewall players - the attacker chooses if there is more than one.
- The skip only applies if the Firewall player is the immediate next player; otherwise they draw only.
- NULL Clause: if a penalty card you draw is a NULL - you instantly win.



Draw pile empty? Shuffle the discard into a new one (never shuffle active docks). Both empty? No penalty draws - play on from hands until a cleared stack refills the discard.