> wireburn --unlock redshift [LOCKED]

[ RED SHIFT LOCKED ]

Red Shift is a paid expansion. Enter the last 6 digits of the barcode on the original full Wireburn box - the six digits that begin with the 7.

> ACCESS DENIED :: invalid code. Red Shift requires the physical box.
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WIREBURN - System Manual

Red Shift Expansion · 80-Card Protocol
[ Red Shift ] [ Core Manual ]
00 What Red Shift Is

Red Shift is the paid expansion that adds a fourth suit and three extra dock slots to the board. Red does not mix with the standard channels: it is a walled garden that must be opened, defended, and escaped.

Deck size rises from 59 to 80 cards, and the surface grows from three docks to six - Teal, Purple, Orange, plus three dormant Red slots.

01 Hardware Added

Red Shift adds 21 cards to the 59-card core deck:

  • 3 RED DOCK - shuffled into the deck, not dealt as markers.
  • 3 STASIS and 3 NULL - the extra pivots (STASIS total 6, NULL total 6).
  • 3 PING - red-exclusive utility.
  • Red numbers 1-10 minus the 5 - the 1 is VENT, the 10 is SURGE.
CardQty
RED DOCK3
STASIS (green 5)3
NULL3
PING3
Red 1 (VENT), 2, 3, 4, 6, 7, 8, 9, 10 (SURGE)9
Total added21 → 80-card deck
▸ THE RED SUIT
RED DOCK VENT (Red 1) SURGE (Red 10) PING
02 The RED DOCK Card

RED DOCK cards arrive in your hand and do two very different jobs:

A RED DOCK card can be played onto any card or into any of the three open slots beneath the main three colours. It has two jobs:

You may also open a red slot with a NULL: a NULL played into one of the three red-dock spaces opens that dock to red. In the outside red space a NULL opens red only - red numbers follow.

  • Activate: play it onto a dormant Red slot to bring that dock online.
  • Slam: play it onto any loaded dock (open or built) to wipe the entire stack - and the dock card beneath it - claiming that slot for RED.
The slam is the most aggressive play in Wireburn. It destroys an opponent's built stack outright and converts the territory to your suit.
▸ SLAM - WIPE A LOADED DOCK AND CLAIM IT
Loaded stack RED DOCK Dock claimed for RED
03 Playing Red Numbers
  • Red numbers play only onto a Red dock, another red card, or a green STASIS, at ±1 or an exact match. Never onto an empty dock.
  • A freshly activated Red dock accepts any Red value.
  • Grey does not work on red - the two suits never interact.
  • VENT (1) and SURGE (10) may also be played onto an exposed VOLT (its 1 / 10 lock).
▸ RED SEQUENCE - ±1 INSIDE THE RED DOCK
Red 4 Red 3 Red 2
04 The Missing Red 5

There is no Red 5. To climb past it, bridge with a STASIS - the green 5 - which plays at 4, 5 or 6, and pivots the dock to any colour (see 07). STASIS is part of your play: after playing it you may still open a dock this turn.

▸ STASIS BRIDGES THE GAP - AND PIVOTS THE DOCK TO ANY COLOUR
Red 4 STASIS (green 5) Orange 6

Red 4 → STASIS pivots the dock → an Orange 6 may now follow. Any colour at 4, 5 or 6 is legal once STASIS is on top.

05 VENT & SURGE

VENT (Red 1) and SURGE (Red 10) are the red ends. They play at ±1 or a match - and also onto an exposed VOLT.

  • They deal +1 damage and clear the Red dock.
  • They are active in the Firewall - their damage routes to Firewall players like any attack.
  • You also choose one opponent to draw +1. Play continues (no skip).
▸ RED ENDS - CHOOSE A TARGET, +1 DRAW
VENT (Red 1) SURGE (Red 10)
06 PING
  • Plays onto any red card - and only a red card.
  • All players draw +1.
  • Wipes the dock value - any red number or any green card (STASIS/NULL/VOLT) may follow, ignoring ±1. Does not follow dock-open rules and can be replayed.
  • Grants an extra turn.
▸ PING WIPES THE VALUE - ANY RED NUMBER MAY FOLLOW
Red 6 PING Red 2
07 Pivoting The Dock

A Red dock is a walled garden. Only the green 5 - STASIS - can pivot the dock. It is the single card that changes what the dock will accept next.

  • STASIS (green 5) - plays at 4, 5 or 6 and pivots the dock, opening it to any colour.
  • NULL - plays onto a red stack and pivots it to any colour (the universal wild). A NULL in one of the three red-dock spaces instead opens that dock to red (red only there).
  • VOLT plays onto a red stack but does NOT pivot - it is a 10, so it detonates and clears. Legal at the 10 end (value 9 / 10). You may stack VOLT on VOLT, then finish with a 1 or 10 (VENT / SURGE included).
  • Grey does NOT pivot and cannot be played onto red at all.
▸ PIVOT - STASIS IS THE ONLY WAY OUT
Red 6 STASIS (green 5) Teal 6
▸ BLOCKED - GREY CANNOT PIVOT A RED DOCK
Grey 8 Red 8
▸ BLOCKED - STANDARD COLOURS CANNOT ENTER RED
Teal 6 Red 6
08 Quick Reference
CardPlays ontoEffect
RED DOCKDormant red slot, or any loaded dockActivates the slot, or wipes the stack and claims it
Red 2-9Active red dock (±1 / match), or a matching GreyStandard sequence play
VENT (1)Red dock / on a VOLT+1 damage, clears dock, active in Firewall; opponent +1 draw
SURGE (10)Red dock / on a VOLT+1 damage, clears dock, active in Firewall; opponent +1 draw
PINGAny red card (replayable)All players +1 draw, re-opens dock to any number, extra turn
STASIS (green 5)Red dock at 4 / 5 / 6Pivots - opens the dock to any colour
NULLAny red stack, or an empty red spaceOn a stack: pivots to any colour. In a red space: opens the dock to red
VOLTRed stack at the 10 endDetonates as a 10 and clears - does NOT pivot
Grey-Never interacts with red
Everything not listed here is blocked from a Red dock. Standard colours can never be played directly onto RED, and only a STASIS can pivot the dock.