TRIPWIRE (10): Detonates the dock. Deals +1 DMG. HARD STOP — turn ends immediately. Next player draws and skips.
DEFUSE (1): Detonates the dock. Deals +1 DMG. HARD STOP — turn ends immediately. Next player draws and skips.
VOLT (1/10) & STASIS (5): Overload triggers +1 DMG. You CONTINUE your turn. VOLT stacks stay open until turn end — follow up with 1 or 10 for a combo!
NULL: Wildcard + Defense shield. Play out of turn to deflect and stack incoming damage onto the next operative.
MODIFIERS [+1]/[-1]: Can ONLY be placed on top of Grey number cards. Never on colored cards or NULL. They permanently adjust the dock value but can never push it to 1 or 10.
RED SHIFT [77-card mode]: Three RED DOCK cards are shuffled into the deck. Play one onto a dormant Red dock slot to activate it. Red number cards can ONLY be played onto an active Red dock — never onto an empty dock or onto Teal/Purple/Orange/Grey. On a Red dock, Red plays at ±1 or equal. VENT (Red 1) & SURGE (Red 10) are critical: deal +1 DMG and vent the stack. PING resets a Red dock value to null without clearing it (0 DMG), grants an extra turn, and can be re-played (PING on PING). GREEN is a universal bridge — a VOLT/STASIS/NULL on top opens the dock to any colour, so the next card may be red or standard (green → red → green → any → green → red). There is no Red 5; play a STASIS (the green 5) to bridge it (Red 4 → STASIS → Red 6). A Grey number-match also extracts a Red dock.