# Example games

These are playable networked games with round state, player input, results and restart paths. Their shared-screen state is separate from private information sent to phones.

| Game | Players | Main interaction |
| --- | --- | --- |
| Bumper Circuit | 1–8 | Steer, boost and brake through three laps. |
| Orbit Crew | 1–6 | Defend a reactor against three waves. |
| Midnight Table | 3–8 | Read a private role, discuss and vote. |
| Ink Heist | 2–8 | Draw a private prompt and guess teammates' sketches. |
| Signal Vault | 2–6 | Combine private code fragments and synchronize input. |

## Bumper Circuit

The car drives forward automatically. Steer with the D-pad, left stick or supported tilt input. In the Classic labeling, B boosts and A brakes. Save boost for a useful stretch of track; leaving the road slows the car.

Cross the checkpoints in order and finish three laps. The round ends when everyone finishes, the post-finish window closes, or the time limit is reached. CPU racers are available.

## Orbit Crew

Move around the reactor, fire at incoming enemies and use a shield when needed. The right stick can aim; the game can select a target when explicit aim is not supplied.

The team shares the reactor and a pool of lives. Survive three waves to win. Losing the reactor, running out of lives or reaching the time limit ends the round. CPU teammates can play.

## Midnight Table

One player is the vampire. Another is the seer; the remaining players are villagers. Hold the private-role control to view your own information.

The first phase is a daytime discussion. Votes can eliminate a player. At night the vampire chooses a target and the seer can inspect someone. A submitted choice cannot be changed to inspect several players in the same phase.

The village wins by eliminating the vampire. The vampire wins through the elimination/survival rules shown by the game. The host can advance phases for local testing or a faster table. Roles are revealed publicly only at the result stage.

## Ink Heist

The artist sees a private word and draws with a limited ink budget. Everyone else sees the sketch and sends guesses. Correct guesses reward the guesser and artist, then contribute to the team's artifact goal.

Players take turns drawing. Meet the artifact goal by the final round to win. Guess attempts are limited to prevent brute-forcing the word list. This game needs participating human players; an idle CPU seat is not an artist.

## Signal Vault

Phones receive different pieces of a codebook or its symbol order. Read the clues to each other, set the four dials and try the code. Wrong attempts raise the alarm and reduce the remaining time.

Between locks, everyone holds the pulse button together. Open all required locks before time or alarms run out. This game needs people sharing their clues; CPU play is not implemented.

## Online and spectator links

A room can be shared with players who can reach its host. Local LAN links do not become internet links automatically. An online host needs a reachable secure deployment.

The included host screen offers a separate spectator link. A spectator can watch public state but cannot claim a player seat, send input or receive another player's private view. Keep the host link private.
