MICHAEL P. KAUFMANN · 1977 · NEVER MARKETED
One man built this. A naval strategy game for two, with eight lit ships, two invisible submarines, sea rocks, storms and an electronic referee — on a 1 Kbit chip, in 1977.
The machine is not your opponent. It remembers where the hidden submarines are, refuses every illegal command, sends the storms, and calls the winner. Your submarines are never touched on the board: you command them in the dark, under the mountain, behind a breaking wave the other player cannot see past.
CHOOSE THE MACHINE'S MIND
Two devices, two coves, real secrecy — refereed. Send a friend the link; the game is kept by an impartial server, so neither of you can peek at the other's submarines or tamper with the board.
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: the board updates when it becomes your turn.
THE OTHER PLAYER MUST LOOK ASIDE
THE WINNER
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.