The goal
Win by starting your turn with one of your ships sitting directly
on top of the enemy Command Core. Any enemy ship on your Core triggers it
— climbing on top of them does not save you. Push them off, or
destroy what they are standing on.
Your turn — 2 actions
- Move a ship. Climbing up is gradual: at most 1 level per space.
Dropping down any number of levels costs only 1 space.
- Spawn a Shipyard with your Core, on empty ground beside it,
touching only friendly tiles. Three per player.
- Spawn a ship from your reserve on empty ground beside a
friendly Shipyard.
- Spawn a Shield — a dedicated Shield, or any ship played
face-down. It must touch a friendly ship.
- Use a Destroyer or Repulsor.
The Command Network
Every tile you own must trace a path of touching tiles back to your Core.
The path may run through enemy tiles — it is the table that
conducts, not your colour.
Movement can never open a gap. Everything on the table is one
unbroken mass and no move may split it, not even mid-move. You cannot
walk away from your opponent.
Only destroying can open a gap. Anything left unable to reach its
own Core goes back to its owner's reserve — and it cascades. That
cuts both ways: severing your own tile can strand the enemy ships that
were routing home through your fleet.
Stacks
Only the top tile acts, moves, or can be targeted. Tiles beneath
are suppressed — but they still conduct for the network. Adjacent
means touching and within 1 level.
The fleet
| Unit | Move | What it does |
| Command Core | 1 |
Spawns Shipyards. Cannot climb, cannot be pushed, never stacks. |
| Shipyard | 0 |
Ships spawn beside it. Immovable. Disabled if covered or boxed in. |
| Shield | 0 |
Immovable. Crushes enemy ships pushed into it. Stacks on Shields. |
| Frigate | 2 |
Speed is the whole ability — two spaces, or two levels. |
| Destroyer | 1 |
Destroys an adjacent tile that is not a ship — a Shield
or Shipyard, either side’s. Not if something sits on it. |
| Repulsor | 1 |
Pushes an adjacent enemy ship 1 space. Cannot move Shields,
Shipyards or Cores. |
Spawn a Shipyard first
A suppressed tile can do nothing — including your Core. So if an
enemy ship lands on a Core that is still your only unit, you have
no legal move left and the game ends immediately. One Shipyard, or any
second unit on the table, keeps you playing.
Draws
If the two fleets are ever completely separated, a four-turn clock starts.
Touch again and it clears. Reconnecting is cheap — extend a chain.
Read the full rulebook →
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