TRIPWIRE
HACK THE SEQUENCE // SYSTEM CLEAR
2–6 PLAYERS
Shed all data packets to win.
20–40 MINS
Tactical sequence manipulation.
HACK THE SEQUENCE // SYSTEM CLEAR
Shed all data packets to win.
Tactical sequence manipulation.
Objective: Be the first player to play all cards from your hand, reaching exactly 0 cards. Declare "System Clear!" immediately upon playing your last card to win. The game ends instantly.
Key Concept: You are hacking into three central "Docks". Cards played must follow an ascending or descending sequence (Difference of 1).
10 Teal, 10 Purple, 10 Orange (1-10).
Vector, Volt, Stasis.
Grey (2-9), [+], [-], Null.
Draw
Discard
TEAL
PURP
ORNG
1. Attempt to Play: Play as many valid cards as you can.
2. If No Plays: Draw exactly 1 card. Turn ends.
3. Bonus: If you played a DEFUSE (1) or valid Volt, take another turn.
4. Penalty Interrupt: Resolve penalties immediately.
5. Dock Priming: Turns are taken as normal to fill or add to Docks. You cannot initiate a Triple Play until all 3 Docks have at least one card.
VECTOR (Wild 2–9)
Flexible number. Can be played as any number. Must be an increase or decrease (+/- 1) of the card below.
VOLT (Reset)
Can play as a 1 or 10 (i.e., on a 2 or 9). Triggers Defuse or Tripwire effects.
STASIS (Lock)
Is the midpoint (5). Can be played on a 3, 4, or 6. Triggers penalty for next player.
Neutral Chain: Play unlimited Grey/Modifiers on ONE dock. Modifiers ([+] / [-]) adjust value.
The primary defense mechanism. When a penalty targets you, play this to pass it on to the next player. It cancels one unit of penalty (e.g., 1 card draw) or passes the entire effect depending on the active chain rule.
Penalties stack into an "Attack Wave".
[EVENT] A triggers 3 Penalties.
>> TARGET: B (3 Incoming)
Action: B plays Null. SAFE. (2 Remain)
>> TARGET: C (2 Incoming)
Action: C has no Null. Hits. (1 Remains)
>> TARGET: D (1 Incoming)
Action: D takes hit. End.
Play your last card. Shout the command. Win immediately.
Core sequence cards.
Universal connection packets.
Special operations hardware.
Format: Standard Playing Cards (2.5" x 3.5")
HOVER CARD TO DOWNLOAD
OBJECTIVE
Be the first hacker to empty your hand (0 cards).
TURN ORDER
+/- 1
You must play a card exactly 1 higher or 1 lower than the current card on the Dock.
Match color to continue sequence. Match Number to switch color.
Deploy the 3 Marker Cards to form the Docks.
Deal 7 cards to each player. Place remainder as Draw Pile.
DEFUSE (1)
Resets stack to 0. Move stack to side. You start the next stack immediately (Bonus Turn).
TRIPWIRE (10)
Resets stack to 0. Move stack to side. Next player Draws 1 & Skips turn.
STACK CLEARING
When a Defuse (1) or Tripwire (10) is played:
THE DEFLECTOR
If you are targeted by a Penalty (Tripwire/Stasis/Triple), play a NULL card immediately.
Effect: The penalty is passed to the next player. The chain continues until someone takes the hit.
When you play your final card:
Game ends instantly. Winner takes control of the network.