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! STASIS holds the dock at 5 and play continues onto it — chain a 4/5/6 or stack another STASIS.
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 [80-card mode]: Adds 3 RED DOCK, 3 STASIS, 3 NULL, 3 PING, and red numbers 1 (VENT), 2, 3, 4, 6, 7, 8, 9, 10 (SURGE) — no Red 5. The RED DOCK cards are shuffled into the deck: play one onto a dormant Red slot to open it, or onto any loaded dock to wipe the stack and claim it for RED. Play one onto a dormant Red dock slot to activate it — or slam it onto a loaded dock to wipe the whole stack (and the dock card beneath) and claim that slot for RED. Red number cards play ONLY onto an active Red dock (at ±1 or equal), never onto an empty dock. VENT (Red 1) & SURGE (Red 10) are NOT a skip: they play as normal, and you simply choose an opponent to draw +1. PING plays onto any red card and makes every player draw +1; it re-opens the Red dock to any number or any green card (STASIS/NULL/VOLT) next, ignores dock-open rules, can be replayed, and grants an extra turn (with the bullet SFX). VENT (1) & SURGE (10) deal +1 damage and clear the Red dock — they are active in the Firewall — and you also choose an opponent to draw +1. They may land on an exposed VOLT. Red numbers play only onto a Red dock, a red card, or a green STASIS (±1 or equal); Grey never touches red. Only STASIS (green 5) or a NULL pivots a red stack open to any colour; a NULL may also be played into one of the three red-dock spaces to open that dock to red (red only in the outside space); a VOLT plays on red but does not pivot (it detonates as a 10 and clears); on a red stack you may play VOLT on VOLT, then a 1 or 10. STASIS is part of your play — after playing it you may still open a dock. No Red 5; STASIS (green 5) bridges 4 → 6.