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Sign in to put your daily runs on the board and keep your ships and stats on any device.
Sign in to put your daily runs on the board and keep your ships and stats on any device.
Each crew member rolls one die per turn. Drag a die onto a system or weapon bay, or tap the die then the target, to give it that much power. A die can't be split, and anything over a system's capacity is wasted.
Specialties. The coloured strip and +1 badge on a die show where that crew member works best: they add +1 there. Pick a die up and the matching room lights up.
Systems. Shields block 2 damage per power (not missiles). Engines give 15% dodge per power. Repair fixes 1 hull per power after their volley.
Weapons fire once a bay is fully powered. Power you don't finish carries over to next turn. Ion strips shields, missiles skip them, rail ignores armour, and the beam only bites once shields are down.
Read their move. The red box shows what they'll do this turn. Then hit Fire. Auto fills the dice for you, and Reroll re-rolls the dice you haven't placed.
The run. Jump beacon to beacon to the exit of each sector. Fuel runs out, stores sell weapons and upgrades, and scrap upgrades your systems from the map. Beat the Tithe Sovereign in sector 4 to win.
Daily run. Everyone flies the same ship, maps, enemies and dice that day. Your first daily run counts on the board; replays are practice.
Your first daily run each day goes on the board. Replays are practice.
Cross four sectors of the Drift and take down the Tithe Sovereign at the end. Each hull starts with its own weapons, crew dice, system levels and perk.
Tap a glowing beacon to jump. Each jump burns 1 fuel. With no fuel you limp along and lose 3 hull per jump.
Spend scrap on gear. Weapons go into an empty bay or replace one you have.