BATTLEROCKETSHIP
Hide your rocket fleet. Hunt your opponent's. The twist: no one can cheat, because the rules are enforced by cryptography, not a trusted server. There's also no house taking a cut.
A game with no referee
Hidden-information games normally need a trusted server to hold the secret boards. Battlerocketship replaces that referee with cryptography, so nobody can peek, lie, or rig it.
A trusted server sits in the middle holding both secret boards. You have to trust it not to peek, leak, or rig the game, a single point of cheating.
Cryptography is the referee. Each player commits their fleet; every move proves itself. No server holds your secret, and no house can take a cut.
Lock your fleet without revealing it
Place your rockets, then commit. Each cell is hashed and combined into a single fleet root. Publishing only that root hides your board yet makes it impossible to change later.
Tap cells to place rockets (2 placed). Then commit.
these are your 8 cell hashes. Press Commit to combine them into one locked root.
Every cell becomes a hash; pairs combine up to a single fleet root. Committing only that root hides the board yet locks it forever. The commitment is per cell, so ships that span several cells are simply several committed cells. (Here: 8 cells → 1 root; the real game commits all 100.)
Every shot proves itself
Now play out that exact fleet. You and your opponent trade shots directly, no server, no gas. Each hit/miss reply carries a Merkle proof against the locked fleet, so a lie is mathematically impossible to hide.
Click a cell to fire. The opponent must reply with a proof against their locked fleet.
leaf → proof siblings → recomputed root → compare to the locked fleet root
That is the very fleet you committed in Step 1, so every reply proves itself against the same locked root. All of this happens off-chain between the two clients, no gas, no server. Toggle opponent lies to see a forged reply get caught.
One transaction to finish
The chain is touched only to start and to settle, roughly one or two transactions per player, never one per move. Three ways a game ends, and you can never lose a stake to a cheater:
Cooperative
The loser signs a one-line concession. The winner submits it. Cheapest path, one signature, one tx.
Proof of win
By the time you've sunk the fleet you hold the opponent's reveals for every ship cell, so you prove the win on-chain. No cooperation needed.
Timeout
Opponent vanishes? After a deadline, either side voids the game and BOTH stakes refund. You can never lose a stake to a quitter.
Same game. One important difference.
Battlerocketship runs identically whether or not money is involved. The toggle below shows exactly what changes when you add stakes, and why that one change matters so much.
Same game, same trust-minimized engine. The only difference is whether you burn a little MOON for a permanent, non-transferable trophy. Nobody ever wins money either way.