Battleship with a push. Fire, and keep firing until you bank or bust.
Everyone owns a hidden 14×14 sea. Each turn you pick two of four actions, then every plan resolves at once.
Harvest gains energy. Build buys one market card. Scout asks one area of an enemy sea: ship there, yes or no. Attack fires your pattern at an enemy cell.
After a shot that hits, you may fire again for free. Bank to keep this turn's hits. A shot with no new hit busts: this turn's unsunk hits wash off and the enemy may move those ships.
Sinks are permanent. Hitting an energy field counts as a hit and destroys it.
The game ends when one fleet is left, or at turn 20. Score 1 per enemy cell you sank, plus 1 per unhit cell of your own ships.
Game design Mack Flavelle
Type Space Grotesk by Florian Karsten (SIL Open Font License)
Code tally by Dan Viau (MIT); mulberry32 by Tommy Ettinger (public domain)