TWO FLEETS · ONE SCREEN · TAKE TURNS
Two players, one phone, taking turns. Drag a fighter across the board and shoot at the other side's core — but a ship can only shoot near the way it is pointing, and the way you drag it is the way it points.
Use one of your pieces, and it is the other player's turn. Player 1 is at the bottom, player 2 at the top.
Drag a fighter the way you want it to go. There is no arrow — you have to judge how far it will slide, and it goes a bit further than your finger did. Let go without dragging (the dashed ring round it) and it holds its ground this turn. A turret is just tapped; it never moves. Either way, the fire sheet then slides up.
A ship can only shoot inside the wedge in front of it. It lights up on the board when the fire sheet opens, and it is the lit arc round the joystick — push outside it and the ship refuses to turn further. The white tick is which way the nose points.
A fighter points the way you dragged it, so choosing where to go is choosing what you can shoot at. A turret points wherever it last fired, so firing at the edge of its cone swings the cone round for next time.
A fighter that moved only shoots about half as far. One that held still shoots the whole way — so a long shot has to be set up a turn in advance, in the open, where the other player can see you doing it.
Drag the joystick and let go. Which way you push is which way it shoots, and a shot always goes as far as that ship can reach. A tap does nothing — the blob only lights up once letting go would fire, so you can look without shooting.
There is no aiming line — the only clue is your ship turning. A shot goes straight and stops at the first thing it touches, whoever's side that thing is on.
Shield plates are the steel hexagons — two shots each. Getting shot destroys a fighter or a turret outright.
Wrecks stay forever. They block shots, so they are cover — but slide into one, anyone's, and your fighter loses half its health and stops dead. A damaged fighter is missing a wing and trailing smoke; a second wreck finishes it.
Hit the enemy core, or leave them with no fighters — turrets on their own cannot take a core.