Fly through The Belt: five sectors, each with enemies bringing a new skill. Beat them
to salvage it. Your deck, upgrades and damage carry from sector to sector; lose your
ship and the run is over.
Use thrust actions (rotate, accelerate, decelerate)
Missile Controls:
Moves (0 of 0)
Fuel Reserve: 0
Must use 6 movement to end
WMove Forward
ATurn Left
DTurn Right
Actions (0 of 3)
10
DECK
Choose 1 card to play
โก CARDS IN PLAY โก
0
DISCARD
Game Log
๐ Deckspace - Rules & Guide
Version
Beta: Deckspace is under active development. Rules may change and saves may be reset.
๐ Objective
Destroy your opponent's ship before they destroy yours! Use strategic movement, weapons, and power-ups to win.
๐ฎ Basic Controls
Ship Movement: Use action buttons on the right panel
Accelerate/Decelerate: Change your speed (0-3)
Rotate Left/Right: Change facing direction (6 directions)
Missile Control: Use W, A, D keys when controlling missiles
W: Move forward
A: Turn left (uses 1 movement)
D: Turn right (uses 1 movement)
Note: Nukes can only turn once per turn, regular missiles can turn unlimited times (while movement remains)
Looking around: A board bigger than the screen follows your ship. Drag the board (or Shift + arrow keys) to look elsewhere; it follows your ship again when it moves
โก Turn Structure
Each turn you play cards to enable actions
Your ship moves automatically at its current speed at the end of your turn
After movement, you can perform actions (shoot, rotate, accelerate, etc.)
๐ฅ Weapons & Abilities
The edge: every board is ringed by asteroid field. Flying out costs damage each turn, and a ship that flies off the board altogether is lost.
Asteroids: a missile or nuke that flies into a rock is destroyed, and the rock explodes: 1 damage to every ship within 1 hex of it (armor first). A nuke bursts with its own blast instead.
Missiles: Guided projectiles that can be controlled after launch
6 movement per turn, 1 damage, unlimited turns
Each missile gets 1-6 random fuel reserve on launch
Must use at least 6 movement before ending missile control
Can optionally spend fuel reserve to boost movement for current turn
Small Nuke: Area damage (1 damage, 1-hex radius = 7 hexes), manual detonation, 1 rotation per turn
Medium Nuke: Area damage (2 damage, 2-hex radius = 19 hexes), manual detonation, 1 rotation per turn
Large Nuke: Enhanced area damage (3 damage, 3-hex radius = 37 hexes), manual detonation, 1 rotation per turn
Rail Gun: Click one of the arrows around your ship to fire in any of 6 directions. The beam is 3 lanes wide and runs toward the edge of the map; each lane stops at the first thing in it: a ship takes 3 damage, a missile or nuke is destroyed (your own included), and an asteroid explodes. The other lanes go on (G to aim, Esc to cancel)
EMP: Every other ship within 1d4+4 hexes (5-8) loses its next turn and gets a permanent NULL card shuffled into its deck; every missile and nuke in range is destroyed, yours included. No damage.
NULL card: Does nothing. Only an EMP deals them, and they stay in your deck.
vs PDC-equipped ship: both roll 1d6, lower roll takes (higher โ lower) damage
Once fitted, the PDC Attack button needs no card: it uses one of your actions, after you have played your card
It is never required: you may end your turn without firing
When an enemy comes within range at the start of your turn you are asked to fire or skip
Wormhole: Teleports you to a random free hex within 3 of the hex you click
๐ Power-Up Markers
Collect markers on the board to upgrade your ship. Markers are never used up: every time a ship moves onto one, it applies again (max health up to 6, max speed up to 5, armor up to 2).
P (Orange): Point Defense Cannons - Mid-range tactical weapon
C (Purple): Card Draw - Draw 3 from the shared pool and keep 1
A (Green): Armor - Adds +2 armor protection
S (Cyan): Speed Boost - Increases max speed by +1
H (Pink): Health - Increases max health by +1 and heals 2
๐ Ship Stats
Health: 4 HP - Game ends when a ship reaches 0
Armor: up to 2, starting at 0 - absorbs damage before health (from A markers)
Speed: 0-3 (or higher with boosts)
๐บ๏ธ Campaign
A run:5 sectors in a row, your ship against each sector's enemies. Destroy them all to clear it; lose your ship and the run is over. Unlocks stay.
Skills arrive as you go: a run starts knowing only Thrust and Missile. Each sector's enemies bring a new skill (explained the first time it is used), and beating them salvages a copy into your deck. From then on C markers and rewards can offer it too.
Between sectors: choose one reward - a card (one of 3 cards), an upgrade (armor, speed or health), or removing a card (your deck never below 6 cards) - then your hull is repaired by 2. Damage otherwise carries on.
Enemies: Drones close in and fire; Hunters keep their distance and lead their shots; the Warden, the last sector's boss, fires a Rail Gun and an EMP.
Saving: the run is saved between sectors on this device, and Continue run picks it up. Reloading during a sector starts that sector again.
Big sectors: a board bigger than the screen follows your ship; drag it or use Shift + arrow keys to look around, and markers at the edge point to ships off screen. Some asteroid fields drift a hex every round.
Unlocks (kept on this device):
๐ก Tips
Watch your action counter: Actions (X of 3)
All missiles must be moved before ending your turn
Strategic positioning is key - use speed and rotation wisely!
Collect power-ups early for tactical advantage
๐ก Ideas and bugs
Deckspace is in beta, and you can help shape it. Got an idea, or found a bug? Tell us on GitHub,
where everything is public.