Sinking Signal - Physical Rules Edition by NBumgardner
This is a physical, single player game entry! Feedback is always welcome. PDF rules are attached and copied below. There is also a print sheet for components except for the six-sided dice. Enjoy!

Sinking Signal
A Ludum Dare 59 Game Jam Entry
You are the proud captain of a beautiful ship. Until on a fateful day, one of your more lazy crewmates breaks a hole in the side of the ship! Now, stranded in the middle of a storm on a sinking ship beyond repair, you must send out flare signals for other ships to save you before it's too late!
The Components:
- 1 Grid Board
- 12 Flares (of size 1x1)
- 6 Food (2x1)
- 3 Tents (2x2)
- 6 Six-sided Dice
- 26 Damaged Markers (1x1)
Goal of the game:
Over the course of the game’s three turns, send out three flares, and at the end of the game have at least one food and one tent on the board.
How to Play:
Organize a ship’s limited supplies in order to send up a distress signal every turn before your essentials for survival slip overboard.
Setup:
- Set out the 6x6 grid board representing the sinking ship.
- Add 21 pieces onto the ship:
- 12 Flares cover the leftmost 2 columns.
- 6 Foods laying horizontally cover the middle 2 columns.
- 3 Tents cover the rightmost 2 columns.
Turn Overview
1. Start of Turn
Roll for the storm:
- Roll one die, then starting from the leftmost column, place this die on the bottom of the column a number of columns to the right equal to the number rolled on the die.
- Roll a second die, then starting from the bottommost row, place this die on the side of a row a number of rows above equal to the number rolled on the die.
- The row and columns these dice are adjacent to are “slippery” and items fully inside of them will be thrown off the ship by the storm at the end of the turn.
- Then, If no items are in any “slippery” row or column, repeat this start of turn step until an item is in a slippery row or column or until 3 pairs of dice have been rolled this turn.
2. Player Phase
Rearrange supplies on the ship:
- During this phase, you may arrange any number items in any form or fashion to fit into the six by six grid.
Placing items rules:
- Pieces must be placed within the grid, in which all segments of an item reside in their respective square or spaces, angled either at 90, 180, 270, or 360 degrees.
- Pieces cannot overlap each other or damaged squares of the ship.
- No flares should be within a “slippery” row or column.
- At least one tent and food item must not be contained in a “slippery” row or column.
- Only one flare pattern must be formed.
- A flare pattern is a space on the grid 2 squares high, and 2 squares wide. Only one of these formations must be possible on the board. If a flare can be formed in more than one way, that is not a flare shape. )
If at any point, these rules are impossible to follow, you lose the game.
3. Storm Phase
Items get swept off the ship:
- Replace each item fully within a slip off area with permanent damaged markers.
- Remove each item replaced this way from the game.
Remember:
- If a flare is removed, you lose.
- If the last of any type of item slips off (Food or Tents), then you lose.
4. End of Turn
Attempt to send the signal:
- Of the remaining items, if the signal is formed exactly once on the ship:
- Then the signal is successfully fired off and replaced with permanent damaged markers.
- Then if all flares are removed from the board and the third turn has just ended, you win!!
- Otherwise, start a new turn.
Credits
- Art: Tom Bumgardner
- Game Design: Luke Bumgardner, Noah Bumgardner, and Shawna Bumgardner
- Playtesting: Luke Bumgardner and Noah Bumgardner
Ratings
| Overall | 411th | 3.585⭐ | 49🧑⚖️ |
| Fun | 300th | 3.576⭐ | 48🧑⚖️ |
| Innovation | 90th | 3.957⭐ | 49🧑⚖️ |
| Theme | 463th | 3.681⭐ | 49🧑⚖️ |
| Graphics | 453th | 3.704⭐ | 51🧑⚖️ |
| Humor | 286th | 3.189⭐ | 47🧑⚖️ |
| Mood | 385th | 3.691⭐ | 49🧑⚖️ |
| Given | 48🗳️ | 82🗨️ |
It subverted my expectations, haha.

Like how easy you made it to play it’s reading and getting it right away ( learning from this ) thank you !
Some of the rules could be refined. Specifically, more elaboration on how to roll more dice each turn would be nice. The bit about them not landing on any items is confusing, and what happens if there's multiple dice on one row/col?
I think one problem is, if you read the rules linearly from start to finish, everything is a little confusing until you get to the third page, and then it all comes together in an "aha!" moment. It would be better if basic concepts (like slippery rows, how large items work, and how dice are placed) were explained upfront *entirely* on page 1 or 2, then how flares work and what the goal is, and *then* the turn order steps were described afterwards. Otherwise you kinda have to read it in a back-and-forth motion, which is awkward.
The overall design is pretty great though, even if you can get screwed by the dice.
I would probably beg my parents to buy this for me from the gift shop, and then lose all the pieces in the car ride home.
And guess what, today is actually my friend’s birthday, so you know what that means, party time!
This is amazing!
Those are some pretty pressing issues yes, the things about multiple dice in the same row and re-ordering will be things we'll need to fix for future iterations! A temporary good fix would likely be following the written rules of rolling up to three pairs of dice and if none of them at all cover items, and are in the same row, you'd get a free turn probably due to how rare it would happen, but we'd need to adress them in written rules eventually. I didn't even realize some of that myself honestly when writing it. So thank you for the advice and kind words!
**A:** The repeats are ignored without re-rolling the dice, making the round easier for the player. (Insert explanatory picture here.)