01Goal
Empty your hand and enter Final Firewall. You do not win immediately. Win when your next turn begins if your hand is still empty.
NULL received as an opponent’s Firewall penalty wins instantly.
How to play
Read the rule, then follow the card example. Tap any card to enlarge.
Empty your hand and enter Final Firewall. You do not win immediately. Win when your next turn begins if your hand is still empty.
NULL received as an opponent’s Firewall penalty wins instantly.
WIREBURN is for 2–6 players. The deck contains 59 playing cards, plus three Dock markers:
Place the Teal, Purple and Orange Dock markers in the centre. All three Docks start empty. Keep the markers out of the deck.
Shuffle the 59 playing cards and deal 9 cards face down to each player. Put the rest face down as the Draw Pile. Leave space beside it for the face-up Discard Pile.
The youngest player starts. Play continues clockwise.
You may play several cards during your turn. Play them one at a time, checking that each card legally follows the current top card. You may move between active Docks and change a run’s direction.
You may open only one empty Dock per turn. Adding cards to an active Dock does not use this allowance.
Deliver each attack’s penalty as soon as you play it. Tripwire and Defuse clear their stack and immediately end your turn. Otherwise, continue playing or end your turn when you choose. Any VOLT stack clears at turn end.
Before playing, you may draw up to three cards, one at a time, if you want or need to, even if you could play.
If you draw a playable card, you may play it. Playing any card ends your voluntary drawing for that turn. You may then continue making legal plays under Core rules.
After three draws with nothing to play, keep the drawn cards and pass your turn.
Penalty cards are separate from The Dig. Receiving a penalty does not give you an immediate play or start your turn.
A Dock is a shared place to play cards. Its stack is the cards played there. Follow the top card’s colour and number, including any modifiers.
Open an empty Dock: play a card matching its marker’s colour, or play NULL. Grey, modifiers, VOLT and STASIS cannot open a Core Dock.
Same colour: play one higher or one lower. Teal 6 accepts Teal 5 or Teal 7.
Same number: match the number to change colour. After Teal 6 → Orange 6, the stack is Orange. Orange 7 can follow; the Teal marker does not restore the old colour.
Grey: play the same number or ±1 on any Core colour. Any colour may then follow at the same number or ±1.
Open colour does not remove the number requirement. STASIS sets 5. NULL keeps the value beneath it. Numbers do not wrap between 10 and 1.
After VOLT, the Dock accepts 1, 10, VOLT or NULL.
Grey must fit using its printed number. It cannot open an empty Dock. Once Grey is on top, any colour may follow at the same number or ±1.
[+] adds 1 and [−] subtracts 1 from a Grey value already on a Dock. This changes the value itself; it is not the normal step rule. Use the changed value for the next play.
Play Grey legally first, then play modifiers onto it. A numbered card made Grey by NULL can also be modified.
Never combine Grey and modifiers in your hand to make a card fit. Teal 8 cannot accept Grey 6 with [+], because Grey 6 must fit before you can modify it.
Wash: during normal play, discard one [+] and one [−] together. They cancel each other and count as one play. The Dock stays unchanged.
The Grey 6 is already in play. Choose one modifier to change its value by 1.
NULL can be played on a full or empty Dock, including after VOLT. Play it during your own turn.
On a stack, the value beneath NULL still counts, but the colour becomes Grey / Open. For example, Purple 6 → NULL allows any colour at 5, 6 or 7.
On an empty Dock, NULL has no number or colour beneath it. The next card sets both. Opening this way uses your one Dock opening for the turn.
NULL received as an opponent’s Firewall penalty wins instantly.
Each attack deals one damage immediately. Take one card from the Draw Pile without looking and pass it face down immediately to the opponent receiving damage.
Tripwire (10) / Defuse (1): play legally, deliver the penalty, move the stack to discard and end your turn immediately.
VOLT: play on 1, 2, 9 or 10. The Dock then accepts 1, 10, VOLT or NULL. You may continue playing on available Docks. Clear the VOLT stack at the end of your turn.
STASIS: play on 4, 5 or 6. It sets the stack to 5 / Open, so any colour at 4, 5 or 6 may follow. You may continue playing, including another legal STASIS.
VOLT and STASIS each deliver their own immediate penalty. They do not grant another Dock opening. An ordinary number 5 is not STASIS.
Face downIMMEDIATELYOne damage means one penalty card. Take the card from the Draw Pile and pass it face down immediately to the opponent receiving damage.
Normally, damage goes to the next player clockwise. If opponents are in Firewall, choose one of them to receive the full penalty. Firewall damage cannot be split between players.
Taking damage skips a player only if they were next to play. A player farther around the table receives the penalty but keeps their upcoming turn.
Example: A → B → C → D. If A attacks C in Firewall, C takes a card, but B still plays next.
Resolve each attack before your next play. The illustrated attacks must still be connected by legal plays or made on different active Docks.
Playing your last card puts you in Final Firewall. You must stay empty-handed until your next turn begins to win.
While an opponent is in Firewall, normal damage targets a Firewall opponent. If several qualify, choose one to receive the full penalty. Firewall damage cannot be split.
If you take a penalty, add those cards to your hand and leave Firewall. You must empty your hand again to re-enter. NULL received as an opponent’s Firewall penalty wins instantly.
You skip only if you were next to play after the attacker. Otherwise, you receive the cards and keep your upcoming turn.
When a stack clears, move its played cards to the Discard Pile and leave the original Dock marker in place.
Tripwire and Defuse clear immediately. VOLT clears at turn end. A washed [+]/[−] pair goes straight to discard.
When the Draw Pile runs out, shuffle the Discard Pile to make a new Draw Pile, then continue drawing.
Never shuffle the active Docks or their stacks.
Leave Docks in playNever shuffle active Docks or their stacks.Use the Core rules, with the changes below. Keep the same deck, setup and nine-card deal.
Play one card, then end your turn unless that card earns a Green bonus.
Grey and modifiers remain separate plays. Without a Green bonus, play Grey on one turn and add a modifier on a later turn. Washing one [+]/[−] pair counts as one play.
Without a Green bonus, Grey and its modifier are played on separate turns.
Playing VOLT, STASIS or NULL earns one bonus card play in the same turn. Playing another Green card earns another bonus.
Use a bonus on any active Dock. A bonus cannot open another Dock or restart your drawing allowance. You cannot save it for a later turn or pass it to another player.
Stop if you cannot or choose not to use the bonus. Tripwire and Defuse end the turn immediately. VOLT clears at turn end.
You may choose to use The Dig before your first play, as in Core. An ordinary card ends your turn. A Green card drawn during The Dig still earns a bonus, but that bonus must use a card already in your hand. You cannot draw again to find one.
Deliver every attack penalty immediately, including bonus attacks. Core rules for recipients, skips, NULL and Firewall still apply. A bonus play continues the same turn; it does not begin a new turn for a Firewall win.
Enter the last 6 digits of the barcode on the original full Wireburn box to unlock Red Shift.
All Core rules apply unless changed below. Add the Red suit, playable Red Docks and VECTOR. Use the Red Shift damage timing and targeting below.
Add 19 cards to the 59-card Core deck for 78 playing cards:
There is no Red 5. Keep all Core cards: the combined deck has 4 STASIS and 3 NULL. RED DOCK cards are shuffled into the deck.
For 2–6 players, keep the three Core Dock markers on the table and leave three empty spaces below them. Deal 9 cards each, face down. Put the rest in the Draw Pile and leave room for the Side Pile of cleared cards. Youngest starts; play moves clockwise.
Before playing, you may draw one card at a time, up to three. Once you play any card, voluntary drawing stops for that turn. You may play as many legal cards as you can, but have only one Dock opening or activation per turn across all six positions.
1 × VENT
1 × Red 2
1 × Red 3
1 × Red 4
1 × Red 6
1 × Red 7
1 × Red 8
1 × Red 9
1 × SURGE
3 × PING
1 × STASIS
3 × VECTOR
3 × RED DOCK59 Core + 19 expansion = 78 playing cards. The three original Dock markers stay out of the deck.
Activate a lower space: play RED DOCK into one of the three unused lower spaces. It becomes a Red Dock and stays when its stack clears.
Slam a loaded Core Dock: place RED DOCK on its stack. The old cards stay trapped underneath while you build above it. On clearing, send RED DOCK and both stacks to the Side Pile, exposing the original Dock marker.
An available RED DOCK accepts any first Red number. If you already opened or activated a Dock this turn, you may place RED DOCK, but cannot play onto that new RED DOCK until a later turn.
NULL or VECTOR may open an empty Dock or lower space within your normal opening allowance. With no number underneath, the next number sets its value and colour.
Keep the buried cards in place until the Red stack clears.
On an active Red stack, match the value or step one higher or lower in Red. Runs may change direction; numbers do not wrap from 10 to 1.
Red numbers need RED DOCK, exposed Red, or a stack opened by STASIS, NULL or VECTOR. Follow the effective value if there is one. A Red number cannot open a bare space on its own.
Grey and ordinary colours cannot play directly onto Red, even at the same number. Open the colour first. Once a coloured card follows an open stack, normal Core colour rules resume.
Red 4 cannot step straight to Red 6. Use STASIS, the Green 5, on a value of 4, 5 or 6.
STASIS adds +1 to your ordinary turn damage and sets the stack to 5 / Open. Any colour at 4, 5 or 6 may follow. Your turn continues.
Red 4 → STASIS → Red 6 bridges the gap. You can also pivot to another colour, for example Orange 6. STASIS does not give another Dock opening.
VENT (Red 1) and SURGE (Red 10) follow a legal Red step or match, a suitable open stack, or an exposed VOLT.
Each adds +1 ordinary damage, clears its stack and immediately ends your turn. Deliver your ordinary damage total at that turn end.
Also choose one opponent to receive one extra card immediately, face down. You never draw from your own attack. The chosen opponent may also receive the ordinary penalty.
The directed extra card uses the normal skip rule: skip its recipient only if they are naturally next in turn order. A distant recipient draws without skipping.
A lower RED DOCK stays. A slammed RED DOCK goes to the Side Pile with the cards above and below it.
Both effects are active during Firewall. Only the naturally next recipient skips.
Play PING on exposed Red or STASIS. Every opponent immediately receives one card, face down. You receive none. Nobody skips.
Keep the stack, erase its value and continue the same turn. Any Red number, another PING, STASIS or VOLT may follow PING. With no current value, STASIS and VOLT do not need their usual entry number. Once a number lands, follow its normal sequence; STASIS opens 5 and VOLT applies its normal lock.
PING does not add ordinary damage, restart your voluntary drawing, give another Dock opening or start a separate bonus turn.
Every opponent draws +1. You draw 0; nobody skips.
PING removes the current value, so either Green card can follow. Resolve its normal effect.
VOLT, STASIS and NULL work normally on Red, with their usual entry values and effects.
STASIS: play at 4, 5 or 6, add +1 ordinary damage and set 5 / Open. Any colour at 4, 5 or 6, or PING, may follow.
NULL: open the colour without changing the number beneath it. Red 8 → NULL allows any colour at 7, 8 or 9. On an empty Dock it leaves the next number free to set the value. NULL does not block damage.
VOLT: play at 1, 2, 9 or 10, add +1 ordinary damage and lock the stack. Only a printed 1, printed 10 or another VOLT may follow. VENT and SURGE count as printed endpoints. NULL and VECTOR do not bypass the lock. Clear the VOLT stack at turn end, after legal follow-up plays.
Grey cannot directly pivot Red. After STASIS, NULL or VECTOR opens the colour, follow the effective number using normal Core rules. Always read the current top card, not the buried RED DOCK.
VECTOR ×3 plays on any colour, including Red, at any value. It may open an empty Dock within your one-opening allowance. A VOLT lock still applies.
It opens colour like NULL: preserve the number beneath it and continue playing. The next number must match or step ±1. On an empty Dock, the next number sets the value and colour.
Immediately give +2 to one opponent, or split +1 each between two opponents. Choose the allocation before passing cards face down. Splitting is available in normal play and Final Firewall.
If opponents are in Final Firewall, they take target priority: give +2 to one of them, or +1 each to two Firewall players. With only one eligible opponent, that player receives both cards.
Only this VECTOR’s own two cards may split. Keep ordinary turn damage separate and unsplit. Skip only a recipient naturally next in turn order, once; a distant recipient draws without skipping.
Your turn continues. VECTOR does not clear the stack or grant an instant win when drawn.
One eligible opponent receives both cards.
Only VECTOR’s own +2 splits. Firewall players have priority when exposed.
Red 8 stays at value 8 through VECTOR. Orange 7 can follow.
Ordinary damage builds during your turn and is delivered once at turn end. STASIS, VOLT and printed attack endpoints add to that total. PING, VECTOR and the extra chosen card from VENT / SURGE resolve immediately as described above.
For ordinary damage, target the next player unless a Firewall player takes priority. If several players are in Firewall, choose one for the whole ordinary penalty. Ordinary damage cannot be split.
Pass penalty cards face down from the Draw Pile. Skip a damage recipient only if they are naturally next in turn order. A distant recipient draws without a skip. PING never skips, and you never draw from your own attack.
When clearing, move played cards to the Side Pile. A lower RED DOCK stays; a slammed RED DOCK leaves with its trapped stack and reveals the original Core marker.
Refill an empty Draw Pile by shuffling the Side Pile. Keep the original Dock markers and lower RED DOCK bases in play. Cards trapped beneath a slammed RED DOCK stay there until that stack clears.
Empty your hand, announce SYSTEM CLEAR and survive until your next turn to win. A penalty without NULL returns you to play with a hand. Receiving NULL in a Firewall damage penalty wins instantly. VECTOR has no instant-win draw effect.
Only VECTOR’s own +2 may split. A continued PING or VECTOR play is still the same turn and cannot create an immediate bonus-turn Firewall win.