Salvagers

Board wrecks. Strip parts. Fabricate rigs. File claims before your rivals.
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Open this on the biggest screen in the room, then scan the QR with your phones.

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The one-paragraph teach

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.

The table screen mid-boarding: the Current suit, round and drift count across the top, the open Registry claims, and each crew's played part, hold and machines.
The table shows the boarding. The Current is always up top, the Registry's open claims beside it, and every crew's committed part, public hold and built machines in front of them.
A player's phone on their turn: the parts already played, the Registry, their workshop and hold, and their hand with the legal plays outlined.
Your phone is your hand. The parts you may legally play are outlined; underneath sit your hold and workshop, and the Registry you will file claims from.