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.
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.
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.
| 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. |
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.
If the two fleets are ever completely separated, a four-turn clock starts. Touch again and it clears. Reconnecting is cheap — extend a chain.
Set a table, or join one.