LOG OF DESCENTDive 1 / 9
0POINTS
YouLifts 00
FoeLifts 00
YOU
9/9
FOE
9/9

Pick one weight.

TUTORIAL 1 / 4

NORTH ATLANTIC · 1902

SALVAGE BELL

Midday on a becalmed North Atlantic. Drop one of your weights 1 to 9 face down, and whoever stops deeper salvages the cargo. Stop at the same depth and they collide, the lift fails, and the cargo is carried over.

Your opponent

Voyage record

Won0
Lost0
Draw0
Streak0

Your record is kept only in the browser on this device.

SALVAGE REPORT
Salvage complete

You0
—
Foe0

日本語版(Japanese)

FREE BOARD GAME

Salvage Bell | the bluffing mind game of weights and cargo (vs CPU, free)

Salvage Bell is a free bluffing game online for two, played in your browser. Each side holds one of every lead weight from 1 to 9, and every dive both seal one weight and drop it into the sea at the same moment; whoever stops deeper salvages the cargo on the seabed, worth 1 to 5 points. The two weights sink at the same speed, so the lighter one stops first and only the heavier keeps going. Equal weights collide, the lift fails, and that cargo is carried over onto the next one. There are four effects - chain, buoy, chart and harpoon - and a bell that drops two weights once a game. The CPU comes at three levels, and there is a daily puzzle. No sign-up, free, and it plays straight from a phone browser. A game is nine dives, three to five minutes.

What makes a bluffing game different from rock-paper-scissors?

Unlike rock-paper-scissors, a bluffing game like this never lets you use the same move twice. In Salvage Bell you hold only one of each weight from 1 to 9, and a weight you drop sinks for good, so it becomes a question of allocation: spend the 9 now, and you can never win with a 9 in the other eight dives. What is at stake changes too - a 1-point cargo and a 5-point cargo come up in turn, so a heavy weight spent on cheap cargo wins the dive and loses the game. And dropping the same weight does not simply cancel out, the way a tie does in rock-paper-scissors: that cargo is carried over and the stake swells. Nine dives share out 25 to 29 points in all.

Rock-paper-scissorsSalvage Bell
Your handRock, paper and scissors, as often as you likeOne each of 1 to 9. Spent is gone
What is at stakeThe same every time (a win or a loss)Different every time (1 to 5 points, some cargo with effects)
When both play the sameA tie. Nothing happensThe lift fails. That cargo is carried over onto the next one
Time per gameA few secondsNine dives, three to five minutes

Rules, tactics and tipsGUIDE

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© Rinblog

How to play Salvage Bell
Back to the game

What kind of game is Salvage Bell?

Salvage Bell is a mind game for two. Each side holds nine weights, one of every number from 1 to 9, and every dive both seal one and drop it into the sea at the same moment; whoever stops deeper salvages the cargo on the seabed. Weight is depth: a 1 reaches 10 fathoms, and a 9 touches down on the sand at exactly 50. There are nine pieces of cargo, 1 to 5 points each, 25 to 29 in all. A spent weight sinks for good, so the game becomes an auction of allocation - which of the nine weights goes on which cargo. A game is nine dives, three to five minutes, and on this page your opponent is the CPU.

What are the rules of Salvage Bell?

There are only four rules. Both players pick one weight from 1 to 9 and seal it, then drop together. Whoever stops deeper - that is, whoever played the heavier weight - takes the points and the effect of that cargo. Equal weights collide, the lift fails, and that cargo is carried over onto the next one. A spent weight never comes back. Repeat nine times, and the higher score wins. Nine weights match nine pieces of cargo exactly, so you can decide from the start which cargo to give up and which to take.

  1. Weights and cargo: you and your opponent each hold one of every weight from 1 to 9. Nine pieces of cargo lie on the seabed, and you fight over them one at a time. Each is worth 1 to 5 points, 25 to 29 in all. The whole run is printed in the manifest on the log from the very start.
  2. Seal and drop: both pick one weight and seal it, and once both are sealed they fall into the sea together. The two weights sink at the same speed, 38 fathoms a second, so the lighter one stops first and only the heavier keeps going. Whoever sinks deepest salvages that cargo.
  3. Equal weights fail: the two weights meet at the same depth, collide and are thrown apart, so the lift fails. That cargo stays on the seabed and the next one comes down from above and piles on top of it (the points add up, and both effects go to whoever lifts next). Both sides lose their weight. If the last cargo ends in a tie, it belongs to nobody.
  4. Effects: cargo may carry an effect (three or four of the nine, at most two of a kind, never on the last one). The effect belongs to whoever lifts it.
  5. The bell: once a game, up to the seventh dive, you can ring the bell and drop two weights to compete with their combined weight. Weights dropped on a bell dive bite past the sand into the seabed. The price is that the next dive is empty-handed: you cannot drop a weight.
  6. Winning: bell or no bell, nine weights are spent over exactly nine dives (2 + 0 + seven dives = 9 weights). The higher score wins; level scores go to whoever made more lifts, and if those are level too it is a draw.

How do the four effects work?

Win the same effect twice and it doubles up (two chains make +4).

How do you win?

Winning turns on how you spread the nine weights. The manifest shows the points of all nine pieces of cargo from the start, so settle early on putting 9 and 8 on the 5-point cargo and 1 and 2 on the 1-point cargo. On top of that comes the important part: win by one. One heavier than your opponent scores exactly the same, so every extra pound you spend is missing from a later cargo. The weights your opponent has spent stay readable as numbers in the pans on screen, so there is nothing to memorise. The moment their 9 is gone, your own 9 is safe to spend even on a 1-point cargo.

  1. Assign the manifest across nine weights: spend the heavy weights early and every late cargo goes to your opponent. Look all the way to the back of the run before you spread them.
  2. 1 and 2-point cargo is a dumping ground: count it as the place where your 1 and 2 can be spent safely.
  3. Use the ties: you can match your opponent on purpose to let the cargo pass, pushing the pile of points further back, then take the lot with a heavy weight. Your opponent is eyeing the same pile, though.
  4. Ring the bell once the tower is up: ring it on a dive swollen by carried-over points and the combined weight takes it almost for certain. Check the manifest first to see whether the next dive, the one that pays the empty-handed price, is a cheap cargo.
  5. With a chain, a weight two lighter still wins: it is the perfect moment to break your opponent's read. The buoy works the other way round: it is at its strongest taken just before an expensive cargo, where they are likely to drop something heavy.

What should a beginner learn first?

The first thing to learn is to dump the 1 and the 2 on the first two dives. If there is a 1 or 2-point cargo at the head of the manifest, putting the light weights there frees the other seven for expensive cargo. The next thing is to watch your opponent's pan. Their weights 1 to 9 are laid out in the upper row, and a spent number is struck through. One heavier than the heaviest they have left takes that cargo for certain. The third is to take your time over the bell. It comes once a game, and ringing it leaves the next dive empty-handed. Waiting for a tower two or three high, built by carried-over cargo, turns the same two weights into far more points.

What is the daily puzzle?

The daily puzzle, Today's Salvage, is a solo problem that changes at midnight Japan time. Everyone gets the same run of cargo, and the opponent is today's captain, whose habit is published. The captain plays to a fixed pattern, so planning all nine dives in advance opens up a big margin. Your margin is rated with one to three stars against the best possible margin of the day, worked out here by a solver (three stars at 85% or more, two at 55% or more, one for a win). The solution itself is not shown. The result can be shared on X, and a streak of winning days is recorded.

Why is there no take-back?

This game has no take-back. Both sides seal a weight and drop at the same moment, so if you could redo your move after seeing your opponent's weight, the reading contest itself would fall apart. Instead, you can change your pick as often as you like before you press Drop, and from the result screen Replay this cargo deals the exact same run of cargo again. That is the place to try out how you should have taken that 5-point lot.

Frequently Asked Questions

What kind of game is Salvage Bell?

Each side holds nine lead weights numbered 1 to 9, one of each. Every dive both seal one weight and drop it at the same time, and whoever stops deeper - that is, whoever played the heavier weight - salvages the cargo on the seabed, worth 1 to 5 points. Nine dives, and the higher score wins. On this page you play against the CPU.

Can I play a two-player board game on my own?

Yes. Your opponent is the CPU, at easy, standard or hard. Both sides move at once, so the CPU has fixed and sealed its weight before you choose; it never decides after seeing your pick.

Does it run in a browser? Is it free?

It is completely free, with no account and nothing to install. It runs straight in the browser on phones, tablets and computers. Your record is kept only in your own browser.

What happens if we drop the same weight?

The two weights meet at the same depth, collide and are thrown apart, so the lift fails. That cargo stays on the seabed and the next one comes down on top of it. The points add up, and both effects go to whoever lifts next. Both sides lose their weight, so a run of ties piles a huge score onto one later dive. If the last cargo ends in a tie, it belongs to nobody.

How do the chain, buoy, chart and harpoon work?

For the next dive only: the chain puts +2 on your own weight (two links are added on top of it and it sinks two marks deeper), the buoy takes 2 off your opponent's weight (never below zero), and the chart narrows your opponent's sealed weight down to two. The harpoon takes the cargo for you the next time a tie happens. Win the same effect twice and it doubles up (two chains make +4). If both sides hold a harpoon on a tie, both harpoons break; on a dive where both hold a chart, the two charts disagree and neither can be read.

What is the bell?

Once a game you may drop two weights at the same time and compete with their combined weight. Weights dropped on a bell dive bite past the sand into the seabed. The price is that the next dive is empty-handed: you cannot drop a weight. The bell has to be rung by the seventh dive. Bell or no bell, nine weights are spent over exactly nine dives, so both sides always still hold a weight for the last cargo.

Do I have to remember the weights my opponent has played?

No. Every spent weight stays readable as a number in the pans at the top of the screen, and the numbers also lie face up on the seabed. Spent weights are open information for both sides by the rules, so this is not a memory test. The only hidden thing is which weight was chosen this dive.

Can I take a move back?

No. If you could redo your move after seeing your opponent's weight, sealing them and dropping at once would stop meaning anything. You can change your pick as often as you like before you drop, and the result screen offers Replay this cargo, which deals the exact same run again.

What is Today's Salvage, the daily puzzle?

It is a solo puzzle that changes at midnight Japan time. Everyone gets the same run of cargo, and the opponent is today's captain, whose habit is published. The captain's moves are fixed, so planning all nine dives in advance opens up a big margin. Your margin is rated against the best possible margin of the day with one to three stars (three at 85% or more, two at 55% or more) and can be shared on X. A streak of winning days is recorded too.

How long does one game take?

Nine dives, three to five minutes if you think it through. The animation itself runs about 3.7 to 4.9 seconds a dive (measured), and the rest is your planning. Once the outcome is settled the animation speeds up to about 2.3 seconds. The manifest is open from the start, so settling how to spread the nine weights early keeps things moving.

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