Goal: drag the derelict station past your crew's capture line. Every round win is one
point on the leaderboard for everyone on the winning crew.
The rope: fifteen-odd spring segments with the station clipped to the middle. It sags when
nobody is hauling, snaps taut when both crews commit, and whips when someone lets go.
Hauling: hold to fire your thrusters away from the station. It drains stamina; let go and
it comes back. Haul with an empty tank and you lose your grip for two seconds — you'll be the one
tumbling on the rope contributing nothing.
Yanks: release at maximum tension and grab back within a heartbeat for a brief double-strength
pull. Timed together across a crew, it moves the station a long way.
Rounds: 90 seconds. Cross a capture line to end it early; otherwise whichever side the station
has drifted to wins, and dead centre is a stalemate that pays nobody. Thin ropes get bot deckhands —
beating a rope of pure bots wins the round but scores nothing.