Your ship is the starting condition for a run. It sets your opening cards, how you move, and how much punishment you can take.
Ships set the opening plan
Each ship starts with its own deck and movement profile. A fast ship plays differently from a tanky one from the first fight.
Crew slots
Crew add passive effects and can be damaged during a run. Protecting the right crew member is often worth a card.
Matching cards to ship
Build toward what your ship already does well. Fighting your own starting deck wastes rewards.
Where to check the data
- How to unlock ships for milestones.
- Card database for each crew’s cards.