A LOST ELECTRONIC STRATEGY GAME · REACTIVATED
Two fleets.
Two invisible submarines.
One sea that remembers everything.
Built by Michael P. Kaufmann in 1977 — eight lit ships, two submarines no one can see, sea rocks, storms, and an electronic referee, on a single 1 Kbit chip. Never marketed. Now playable.
INVITE A REAL OPPONENT
The invite carries only the game id. Both fleets — and both hidden submarines — live on the referee, never on either phone, so there is nothing to peek at and nothing to tamper with. Play at your own pace: keep this link. Close the tab, come back tomorrow, open it again — it puts you back in your own seat, in the same game, on this device.
THE OTHER PLAYER MUST LOOK ASIDE
YOUR BATTLE MAP
TRANSCRIBED FROM THE ORIGINAL 1977 MANUAL
Digital rulings where the 1977 manual is silent. A two-space ship move may pass over a vessel but not a rock. A submarine may not enter a port. Firing on your own vessel is permitted and sinks it. Storm and espionage run on a scheduled counter — 12±3 and 25±4 turns — rather than a coin toss, so "on an average of every 12 turns" is actually true. A rising sea is visible two turns before a storm breaks: weather can be read, the eye cannot. A shot must be aimed and then committed, because it is irreversible and the depot is small. Moves may be taken back until the second one commits the turn. The machine's three minds are wholly modern — in 1977 it was the referee, never a player.