BLANK//ZERO

constellation protocol

you 0/3 anchors 1nodes 3charge
rival 0/3 anchors 1nodes 3charge
standby Classic · rival signal Blank

Interactive star map. Use arrow keys to move between connected nodes, Enter or Space to claim the reticled node, and the letter L to cycle through legal moves. A text equivalent of every node is available in the signal ledger.

sector uncharted

A rival intelligence is already reading the sky. Claim connected star-nodes, hold three of five anchors, and the lattice you leave behind becomes the record of the match.

seed —

protocol briefing

objective

Five gold anchor nodes hold the sector. Control three of them at the end of any of your turns and the match is yours. If both sides run out of legal moves, the side with more anchors wins; ties fall to total charge, then node count, then a draw.

claiming

the memory layer

Each move and each line the rival considered but rejected stamps a faint ghost calculation into the board. Those strata never clear, so the finished constellation is a portrait of the tension in the match. Export it as a PNG at any time.

debrief and exports

When a match ends the result panel adds a tactical debrief: the turning point, the strongest capture, the corridor worked hardest and the anchor tally. Every line is re-derived from the seed and the move log, so it says only what the rules can prove — and a replay of the same match reads identically. Two exports sit beside each other: export png keeps the artwork clean, export record writes a plain-text match record with the outcome, the debrief and the codes that reproduce the sector. Both are ordinary local downloads.

sector Standard

When a match ends, compare Standard derives one deterministic reference line from that seed, mode and rival signal at focused depth, with the same signal choosing both sides. It places the outcomes, anchors, nodes and charge side by side without turning them into a score. Activate watch Standard to open that line in the existing echo transport; leaving it restores your finished result and focus. The reference stays in memory only and writes no storage.

match archive

The archive is off until you switch it on. Once on, finishing a match keeps its replay code and a one-line outcome in this browser only — twenty matches at most, oldest first out. From the panel you can watch a stored match back, copy its link or code, delete one entry or clear them all; deleting asks twice. Nothing is uploaded and unfinished games are never kept.

rival signals

The rival is one search engine reading the board through one of five named, fixed signals. A signal changes only how it weighs the position — anchors, reach, captures, safety, threats — never what is legal. It is chosen for the next match and then locked, which is what keeps an echo reproducible.

Blank
the original rival, unchanged — balanced anchors and safety
Cartographer
reach and connected expansion: many nodes, many options, close to everything
Usurper
takes things: rates capturable rival material outright and accepts exposure
Warden
holds what it has: anchors and safety above threats it cannot keep
Oracle
reads the next move: immediate anchor threats above all else

modes

Classic is the original sector: hold three of five anchors. Overload asks for four of five and changes nothing else — the same claims, the same captures, the same skips, the same ply ceiling and the same fallback if both sides run dry. Like the signal, the mode is locked for the whole of a match.

daily sector

One sector a day, the same one for everybody, derived entirely from the current UTC date: seed DAILY-YYYY-MM-DD, rival depth focused, and a mode and signal fixed by a hash of the date. There is no account, no leaderboard, no upload and no streak — the date is read once, in this browser, and nothing about your result leaves it.

first contact

New here? First contact is a short guided sector: seven steps on one reserved seed, in classic against the Blank signal at calm depth. It walks you through claiming a neighbour, watching the rival answer on the same rule, reading a blocked node in the ledger's own wording, and taking your first anchor. Start it from the button below or from the intro gate — it adds no keyboard shortcut, and it never starts on its own.

Because the taught line has to be reproducible, the lesson asks for one named node at a time and refuses every other move, including legal ones. That is the single place the lesson is stricter than the game, and leaving it hands back an ordinary sector at your own next-match settings. Nothing about a lesson is shared, exported, archived or remembered: there is one lesson, no progress is kept, and no score.

controls

pointer / touch
tap a node to claim it; hover to inspect
←↑→↓
move the reticle to the nearest node in that direction
Enter / Space
claim the reticled node
L
cycle legal moves
P
pause / resume
N / R
new seed / replay current seed
C
copy a challenge link for this sector
X
open the echo protocol panel (links and replay codes)
A
open the match archive (off until you switch it on)
, / .
step an echo replay back / forward
E / ShiftE
export the artwork PNG / export the match record
M
toggle sound
?
this briefing
Esc
close overlays

accessibility

echo protocol

A challenge link carries this sector's seed and rival depth in the address fragment, so opening it anywhere prepares exactly this board at exactly this difficulty. A replay code additionally carries your move sequence; the rival's replies are recomputed from the rules rather than trusted, and a tampered code is refused outright. Open the echo panel with X to copy either, or to paste a code and watch the match back.

difficulty

The rival searches the move tree; focused (two plies) is the default. Change it with the selector below — the depth is locked for the whole of a match, so the change applies to the next one. That is what makes a replay code reproducible. The mode and rival signal work the same way: they are chosen here for the next match and never alter one in flight.




BLANK//ZERO release —

echo protocol

transmit this sector

A challenge link carries the seed and the rival depth and nothing else. A replay code adds your move sequence; the rival's replies are recomputed from the rules on arrival, never trusted from the code.

—

receive a replay

Paste a replay code below. It is checked for version, integrity and legality before anything on the board changes; a code that fails is refused whole.

standby

match archive

local archive

The archive is off until you switch it on. When it is on, finishing a match keeps its replay code and a short outcome line in this browser only — at most twenty matches, oldest evicted first. No board images, no identifiers, no clock, nothing sent anywhere. Switching it off stops new entries and keeps the ones you have; clear all removes them. Deleting asks twice.

stored matches

standby