DERELICT

How to play: every rule, with the numbers the game really uses.

Board today's ship

The run

One dead starship a day, the same for everyone. You start in its airlock with a tank of air. Read the logs, take what you can carry, and come back out through the airlock before the air runs out. If it runs out aboard, you score nothing.

Tap a square to see the way there and what it costs; tap it again to walk it. Arrow keys or WASD take one step. E or Space climbs a ladder, T lights the torch.

The cutting torch

You carry a cutting torch with 3 charges. Light it and pick a direction: it burns through a wall, or a jammed door, and you step into the gap for 2 air more than a step. The gap stays open for the rest of the run. A sealed room you cut into never charges you for its seal. Often the torch is the short way home.

Turned on a hole in the hull beside you, the torch welds a plate over it instead, for a charge and 2 air. A venting room with no holes left stops venting. Not the hole you came aboard by.

Rooms that cost you

The map tells you which rooms are which before you go in. What's lying in a room you only see once you look inside.

The ship is still dying

Every 10 steps something gives, near where you are:

It's the same ship for the same walk: everyone who takes your steps meets the same failures.

What else is aboard

Conditions

About one ship in two comes aboard with a condition, shown on the title card:

The board, challenges and medals

You get one counted run on each daily ship. Every finished run that brings something out goes on the day's board. The server checks the score by replaying your moves on the same ship, so the scores are real. Ties go to whoever kept more air. Once your run is in, you can watch the best run of the day.

Copy your result and the link in it challenges a friend: they see your score before they board. After their own run they see who won, and can watch your route.

Each ship also has a bounty, one medal it pays for. It earns the medal and adds nothing to the score. All the medals:

Practice

Practice ships are endless and random, and nothing on them counts for the board. What you bring out banks credits for suit upgrades on later practice ships: air tanks (8 air each), harness slots and torch cells. The daily ship is always played in the plain suit, so the board stays fair. Try a practice ship.

Every ship in Derelict is drawn by Bulkhead, a deck-plan editor for tabletop games. Today's ship is a free map: download it.