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Official Zero Day Triage rules
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Rules overview
Zero Day Triage Card Game Logo Zero-Day Triage A solo containment puzzle about patching a live zero-day attack.
Players: 1
Time: 10–20 minutes
Complexity: Light rules, thinky turns
Core System: Diamonds attack; any black suit patches; clear then decay; binary win/loss
Intro
A zero-day detonates in your network: with one split deck and eight rounds, you’ll triage diamond attacks and deploy black-suit patches before the row spills over. This fast solo puzzle rewards timing and foresight—any black can save a diamond, wild 10s clear then decay, surges raise the cap—and only a clean board at the end counts as victory.
Components
Use one standard 52-card deck split into two piles.
- Red Deck (Attacks): Diamonds (♦)
- ♦2–♦10 are vulnerabilities
- ♦J, ♦Q, ♦K are Face Events that occupy a Threat Row slot and must be cleared (see Face Events)
- ♦A is a Zero-Day Surge (event; does not occupy a slot)
- Black Deck (Patches): Spades (♠) and Clubs (♣)
- 2–10 are numeric patches
- J/Q/K are Wild Patches (value 10 when patching numbers; temporary) and carry their printed rank only for clearing Face Events
- Aces are Admin Tools (no numeric value)
Hearts (♥) are not used in the baseline game. Optional variants appear later.
Guardrails (read once)
- No rank matching for numbers. When patching ♦2–♦10, black J/Q/K all count as 10; they are not 11/12/13.
- Faces are events with ranks. To clear a face, you must play a ranked wild: ♦J ← J/Q/K; ♦Q ← Q/K; ♦K ← K.
- Aces are not values. They only Shield a Wild or Promote +1 a numeric patch (and are sometimes disabled by faces).
- One patch per diamond each round.
Table Setup & Layout
- Red Deck: upper left, face down. Leave space to its right for Red Discard.
- Threat Row: center of table, a horizontal row of 4 slots for diamonds. Faces and numbers both occupy slots. If a Surge raises the cap this Threat Step, place the extra diamonds to the right. Cap resets to 4 next round.
- Black Deck: lower left, face down. Leave space to its right for Black Discard.
- Your Hand: keep 5 black cards in hand, below the Black Deck.
- Patch Placement: place each patch directly below its target ♦ (slight overlap).
[ Red Deck ] [ Red Discard ]
[ Threat Row: □ □ □ □ ] [ Overflow for this Threat Step → ]
[ Black Deck ] [ Black Discard ] [ Your Hand (5) ]
Build the Decks & Start
- From a standard deck, build:
- Red Deck: ♦2–♦10, ♦J, ♦Q, ♦K, ♦A (13 cards). Shuffle.
- Black Deck: all ♠ and ♣, ranks 2–10, J, Q, K, A (26 cards). Shuffle.
- Draw a starting hand of 5 from the Black Deck.
- Threat Row cap 4. Play 8 rounds.
- Reshuffle rule: Whenever a deck runs out, reshuffle its discard to form a new deck and continue (even mid-step if needed).
Round Structure
- Threat Step
- Patch Step
- Clear Step
- End Step
Threat Step
Reveal cards from the Red Deck until the Threat Row holds exactly 4 diamonds (faces and numbers both count; Aces don’t).
- Surge (♦A): when revealed, apply Overflow +1 to the Threat Row cap for this Threat Step only (Surge cards do not occupy a slot). Apply Stress (remove all unshielded Wilds currently in play). Discard the Ace, then continue revealing until the temporary cap is filled.
- You’ll usually see at most one Surge in a Threat Step. More can occur only if the red deck reshuffles mid-fill.
- Face Events (♦J/♦Q/♦K): when revealed, place the face into the Threat Row (it occupies a slot) and its effect becomes active until that face is cleared during a later Patch Step.
| Face event | Effect |
|---|---|
| ♦J — Jam | Hand-size limit is 4. At End Step, draw to 4; if cleared before End Step, draw to 5 as normal. |
| ♦Q — Quarantine | You cannot use Promote +1 while this face remains. |
| ♦K — Kill-Switch | You cannot use Admin Aces or Wild Patches on numeric diamonds; a K Wild can clear it. |
Patch Step
From your hand, play any number of black cards, with a maximum of one patch per diamond in the Threat Row.
- Numeric Patches (2–10): value must be ≥ the target ♦ value.
- Wild Patches (J/Q/K): choose either black suit; value 10 for numbers; temporary (decay at End).
- Admin Tools (Aces): play any number per round. Each Ace performs exactly one action when played:
- Shield: choose one Wild you control; the next Surge this round does not remove that Wild. You may play Shield the instant a Surge (♦A) is revealed, before Stress resolves.
- Promote +1: choose one numeric patch; it counts as +1 value for this Clear Step only (e.g., 9 acts as 10). Not stackable on a single patch.
Kill-Switch note: while ♦K is present, Aces cannot be used at all.
Clearing Face Events (during Patch Step)
| Face event | Clear with |
|---|---|
| ♦J | J, Q, or K Wild |
| ♦Q | Q or K Wild |
| ♦K | K Wild only |
Clear Step
For each diamond in the Threat Row, if a legal patch is present (numeric ≥ value, or eligible wild; after any Promote +1), clear that diamond.
- When a diamond clears, discard both: the ♦ to Red Discard, its patch to Black Discard.
- A patch only targets one diamond and cannot be reassigned this round.
End Step
- Wilds decay and are removed from play (any remaining Wilds are discarded now).
- Draw from the Black Deck to refill your hand to your current hand-size limit (normally 5, or 4 while Jam is active).
- Threat Row cap resets to 4 for the next round.
- Any faces that remain in the Threat Row continue to apply their effects next round.
End of the Game
After completing 8 rounds, you win if the Threat Row is empty. Otherwise, you lose. No tiebreakers, no score.
Examples
- Jam present: the row holds ♦J. At End Step you draw to 4. If you clear ♦J during Patch Step, you draw to 5 this End Step instead.
- Quarantine: the row shows ♦Q and ♦9. Promote +1 is disabled while ♦Q remains. You play ♣Q on ♦Q to clear it, and a numeric 9 (or wild 10) on ♦9.
- Kill-Switch: the row shows ♦K, ♦10, ♦7. While ♦K remains, you cannot play wilds on ♦10/♦7 and cannot use Aces. You play ♠K to clear ♦K; now Aces and wilds-on-numerics are allowed again.
- Surge with faces: the row already has ♦Q. During Threat you reveal ♦A: cap +1 for this step, Stress, discard the Ace, then keep revealing until the temporary cap is filled (faces already in the row count toward the cap).
Questions and clarifications
Frequently asked questions
Do Face Events take Threat Row slots?
Yes. Faces and numbers both occupy Threat Row slots and persist until cleared with a matching-rank or higher wild.
Can multiple Surges occur in one Threat Step?
Only if the red deck reshuffles mid-fill; otherwise you’ll usually see at most one.
Do numeric patches decay?
No. Only Wilds decay after Clear.
Can I Promote +1 a Wild or a Face?
No. Promote applies only to numeric patches.
What is my hand size while Jam is active?
- If ♦J is cleared before End Step, draw to 5 immediately.
Do Aces ever clear faces?
No.
Does Stress matter if wilds decay at End Step?
Yes, but only if you expose a Wild before resolving a Surge (which you generally shouldn’t) or in edge cases where a Wild is still in play due to timing. Treat Stress as a deterrent to early wilds; use Shield as the counterplay.
Rules & resources
Keep the game close at hand.
Use the official links below for the printable rulebook, online play, and community listings.

