A space-battle dice game · 2–6 captains

STARLOCK

Roll. Read. Lock.

Everyone rolls in public, so everyone can see what everyone could do. Then each captain secretly locks in one command and one target, and all of them fire at once.

or join one
How a round works

Dice. Commands need poker-style hands of matching symbols: a Pair is any two matching dice (any symbol), Two Pair is two different pairs, then Three of a Kind, Full House, Four and Five of a Kind. A few rare commands name the symbols they want. The gold star is the Command face: wild, it counts as any symbol.

  1. Refit. Secretly choose Scavenge (roll for Charge from the shared pool: a pair gets a Spark, a full house a Battery, five of a kind a Singularity; if more captains claim a kind than are left, nobody gets it) or Engineering (spend Charge on new commands, as many as you can afford, or 1 Charge to turn over three new ones, and keep one die for later).
  2. Command. Roll five dice, reroll any of them up to twice. Five of a kind at the reveal gets you 3 Charge (1 VP once the pool is dry). Your dice are public. Pick one of your commands that your dice make, pick a target, lock in.
  3. Lock-On Reveal. Everyone's command fires at the same time. Shields block, repairs mend, reactors score VP, and a ship at 0 HP is destroyed.

Winning. Reach 15 VP, or be the last captain flying. You start with a cannon, a shield, an evasive maneuver and a small field reactor (three of a kind: 1 VP); the bigger VP comes from Reactor commands you buy in Engineering. Once the Charge pool runs dry, the rift deals 1 unblockable damage to every ship each reveal.