Both sides give orders for the same turn, then the turn resolves at once. Orders queue up while you plan; nothing moves until END TURN & RESOLVE is pressed. The resolution then plays as a broadcast over the map. Any tap during the broadcast is SKIP: it lands on the resolved board with the whole log.
In a bot match the turn clock in the STATUS cluster counts down; when it reaches zero the turn is committed as it stands. Turn 1 gets double. The limit is set in SETTINGS, where CLOCK OFF means no limit.
Before turn 1 each side spends its draft budget blind. Each card is one ship class: − and + change the count, the three-way switch picks the fit, and the sentence under the stats states what the fit changes. The structures card buys buildings at your home hub. The meter at the foot shows what is spent of the budget. COMMIT DRAFT & BEGIN MATCH locks it; the other side's draft is revealed in the log the moment both are in.
Tap a fleet to select it and read it; tap it again to deselect. Tap a hub to select it. Either side's fleets can be read down to their ships, wounds, vector and speed — there is no fog. The selection is stated in the COMMAND cluster at the bottom; the arrows beside it step through your fleets, skipping ones that already have an order this turn.
The sheet at the bottom holds everything else: drag its handle or tap its tab. FLEETS lists both sides' fleets and the selected fleet's card. HUBS lists every hub in board order and the selected hub's card. SHIPYARD buys ships for delivery at a yard you hold. ORDERS lists what you have queued this turn, each with a CLEAR. PLAN primes the turn. SCAN reads every hub's structure at once, on the button only. LOG is the record and every battle report. Only your finger moves the sheet.
Select one of your fleets, then arm a verb in the COMMAND cluster and tap the target: DISPATCH a hub, INTERCEPT an enemy fleet, AIM a point in open space inside the fleet's reachable disc. RECALL and HALT act at once on the selected fleet. Right-click (long-press on a phone) a hub, an enemy fleet or open space to dispatch, intercept or aim the selected fleet there without arming a verb. Every order reads back beside the tap and in the log, whether it took or was refused.
A dispatch sends the ships picked in the fleet card's detach table; the default is all of them. A fleet can be dispatched more than once in a turn, and each dispatch detaches its own fleet. With an enemy fleet selected, GUESS records your guess at its burn for the preview; it orders nothing.
PRIME in the PLAN section plays the turn forward without committing it and draws where everything would be, including any guesses; pressing it again puts the board back. SWEEP replays the primed motion once. Priming never spends a turn. END TURN & RESOLVE always submits the real queued orders, primed or not.
An online match is asynchronous: END TURN sends your orders to the server and the turn resolves when the rival's are in. The STATUS cluster's DUE cell states the deadline for the current step. A seat that misses its deadline holds that turn; a seat that misses two in a row resigns. The ONLINE section in the sheet states the code, both names, what each seat has submitted, and the way back to the menu; the match stays on the server until you return.
RESIGN MATCH is at the foot of SETTINGS, behind a confirm. It ends the match as a loss.