You're salvage crews stripping a dead fleet. Play a part to each boarding, follow suit — but the Current suit is trump and beats everything, and the top of the deck secretly shows what the Current turns into next. Win a boarding and you strip the best part first; everyone else strips one too, into their open hold. Win and you may fabricate: build rigs (runs of consecutive ranks, any suits, wrapping past the Ace) and arrays (same rank) from your hold and hand — then file one claim from the Registry, the row of open perks that always holds one more than there are crews. Any working machine claims a quick Bounty; specific shapes — an odd array, an all-red run — claim a permanent License you keep all game; and the best Charters cost you two machines, scrapped for parts. Claims are first-come and yours forever, so winning boardings means filing before your rivals. When the drift runs dry, everyone builds one last time and counts up: rigs score their length, arrays score 2, scrip scores 1, and unbuilt scrap in your hold costs you. Strip smart.