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How to play

WIREBURN · Rules

Read the rule, then follow the card example. Tap any card to enlarge.

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Quick reference cards

WIREBURN quick reference insert 1WIREBURN quick reference insert 2WIREBURN quick reference insert 3WIREBURN quick reference insert 4

Core rules

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.

02Contents and setup

WIREBURN is for 2–6 players. The deck contains 59 playing cards, plus three Dock markers:

  • 30 coloured numbers: Teal, Purple and Orange, numbered 1–10. Each 1 is Defuse; each 10 is Tripwire.
  • 14 Grey numbers: two each of 2, 3, 4, 6, 7, 8 and 9.
  • 6 modifiers: three [+] and three [−].
  • 9 Green cards: three VOLT, three STASIS and three NULL.

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.

Card types
Grey 8Plus modifierMinus modifierVOLTSTASISNULL
Shared Docks
Teal Dock markerPurple Dock markerOrange Dock marker

03Your turn

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.

One legal turn
Orange 5Orange 6Teal 6Teal 7

Each card follows the card just played. Check colour and number again after every play.

Grey options
Teal 7
Grey 6orGrey 7orGrey 8

04Drawing: The Dig

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.

Optional Dig: up to 3
Play = stop drawing
Teal 6Teal 7

05Playing on Docks

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.

Step
Teal 5Teal 6Teal 7
Match
Teal 6Orange 6Orange 5
VOLT lock
VOLT
Defuse 1orTripwire 10orVOLTorNULL
Open Teal
Teal Dock marker→Teal 6orNULL
✕VOLTSTASISGrey 6

06Grey cards and modifiers

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.

Grey pivot
Purple 7Grey 8Orange 8
Already on Dock
Grey 6On Dock
Plus modifierValue 7
or
Minus modifierValue 5

The Grey 6 is already in play. Choose one modifier to change its value by 1.

Wash
Plus modifierMinus modifier
Blocked in hand
Teal 8Grey 6Plus modifier

07NULL

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.

NULL: keep 6
Purple 6NULLOrange 5
NULL opening
Teal Dock markerNULLOrange 9
After NULL on 6
✓Teal 5Teal 6Teal 7
✕Orange 9

08Attack cards

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.

Attack cards
Defuse 1Tripwire 10VOLTSTASIS
Pass 1 card to the damaged opponent now
Card backFace downIMMEDIATELY
VOLT entry and finish
Teal 9VOLTTripwire 10
STASIS: 5 / Open
Teal 6STASISOrange 6

09Damage and skips

One 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.

Resolve each separately

These are separate legal attacks. Pass one card after each attack; do not save three cards for turn end.

10Final Firewall

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.

Firewall + NULL = win
Other penalty: leave Firewall

11Clearing and recycling

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.

Refill from the Discard Pile
Teal Dock markerLeave Docks in playNever shuffle active Docks or their stacks.

✓Quick check

  • Open only one empty Dock per turn.
  • The Dig is optional: draw before playing if you want or need to.
  • Modify Grey only after it is legally on a Dock.
  • Pass each attack penalty immediately, face down.
  • Skip the hit player only if they were next to play.
  • Survive Firewall until your next turn to win.
  • NULL received as an opponent’s Firewall penalty wins instantly.

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