· DECK 12 · THE ARCADE · MACHINE 04 ·

HATCH PATROL

Nine hatches on the hull and the crew keeps trying to slip out. Tap an alien the moment it pokes through and it stays aboard. Let five out and the deck is empty. It gets fast.

THE ARCADE
· MACHINE ·HATCH PATROL
· HOW IT PLAYS ·

Tap a hatch — or press its number, 1 to 9 — the moment an alien pokes through. Five escapes and the round ends. Gold ones count three.

· MORE ON THIS DECK ·

THE OTHER MACHINES

· THE FRAMEWORK · THREE SPOTS · ONE HOUSE ·

THE RATE CARD

Three spots on this page — top, middle, foot — priced top-down. The machine runs on them. Nothing else here is for sale but vessels.

· HOUSE RULES ·

No purchase. Ever.

This machine is free and sponsor-fueled. Scores are for the board and for discounts on vessels — never for prizes behind a buy-in.

· FOR EVERYONE ·

Keys or thumbs.

Every control is a big button, a number key, or a tap on the screen. Day mode is one tap. Every free machine has a DAILY board that is the same for everyone. Scores live on your device.