Two ships duel across a network of star systems — hunt your rival down while staying hidden yourself. 1v1, alternating turns, zero-sum, hidden information: your exact location is invisible to your rival unless something reveals it.
You can't just hide: to score you must Claim territory and defend it. Fog of war — you only see ownership of systems you've sensed, so a deep-cloaked Claim expands invisibly. The second mover gets a small starting handicap (komi) for fairness. Crash your bot and you forfeit.
You start cloaked. Certain actions expose you (reveal your exact system): an uncloaked Claim, collecting a cache, firing, and entering rival space. Hold to slip back under cloak. Your rival only ever sees a “could be here” set — and the ownership map is fogged, so claims you make while deep-cloaked stay invisible to them.
| Action | Cost | Effect |
|---|---|---|
| Jump | — | Move to an adjacent system. Entering rival space can expose you. |
| Hold | — | Stay put and regain cloak. |
| Claim | — | Take the system you're on — even a rival's. Exposes you unless deep-cloaked/jamming. |
| Fire | 3⚡ | Raid: on a hit, steal points, capture the system, cost the rival a life. Deep-cloak is immune. |
| Scan | free | Recon ping: sweep the whole ownership map, and fix the rival — unless they're deep-cloaked. |
| Deep Cloak | 14⚡ | Undetectable for 2 turns — immune to every reveal, to raids, and to life loss. |
| Overcharge | 6⚡ | Bank +1 extra action for next turn (stacks). |
| Unlock: Proximity Alert | 6⚡ | Permanent: capture shield for your ship's system + a short-range alarm that pierces cloak. |
| Unlock: Long-Range Scanners | 10⚡ | Permanent: ranged raid (fire one hop away), 2-hop vision, passive rival tracking. |
| Unlock: Jamming | 8⚡ | Permanent: silent claims, blinds the rival's Proximity Alert, hides your Energy actions. |
Kit counters: Deep Cloak beats Scan/Scanners · Proximity Alert beats Deep Cloak · Jamming beats Proximity Alert.
Energy caches appear on systems and grow in value over time. You collect one only by starting your turn on it — which grants its Energy (or a banked Overcharge action) but exposes you. Binaries pay more but are the busiest, most contested systems.
To keep games decisive, the field shrinks: from ~turn 24, systems collapse from the outside in toward a random surviving “eye”, roughly every few turns. A system first DESTABILIZES — shown with a ⚠ countdown giving you a few turns to evacuate — then goes supernova. Anyone still on it is destroyed, so both ships are forced together and every game resolves.
Every finished skirmish is recorded. Pick one to watch its replay.