SHOW YOUR WORK
THE DICE DO NOT LIE
BUILT NOT BORN // STILL HERE
OT IRON LINE // WRECKAGE RIGHTS // NOBODY LEFT THE RING//A TWELVE INCH RING ON A THIRTY SIX INCH TABLE//THREE BERSERKS, FOUR TENTHS OF AN INCH//LOST THREE MACHINES TO ONE AND WON BY THREE//A FIVE INCH UNIT AND A FOUR INCH LANE//PERILOUS IS A TOLL, NOT A WALL//OT IRON LINE // WRECKAGE RIGHTS // NOBODY LEFT THE RING//A TWELVE INCH RING ON A THIRTY SIX INCH TABLE//THREE BERSERKS, FOUR TENTHS OF AN INCH//LOST THREE MACHINES TO ONE AND WON BY THREE//A FIVE INCH UNIT AND A FOUR INCH LANE//PERILOUS IS A TOLL, NOT A WALL//

UNSTABLE SIGNALS

‹ ALL REPORTS
BATTLE REPORT // LATE 2066
OPERATOR TACTICS // IRON LINE
TELEMETRY: RECONSTRUCTED
PLAYTEST RECORD // SHOW YOUR WORK
FILED_FROM: THE TERRACE GRID // SAMUT PRAKAN
FILING_DATE: 2026-09-04
RESULT: BLACK MARKET 8 // PRC 5 // T5
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BARCODE: SIG-BATREP-2026-09-04
OPERATOR TACTICS // IRON LINE // RECONSTRUCTED NOBODY LEFT
THE RING
WRECKAGE RIGHTS ON A DROWNED SHRIMP FARM // THREE UNITS LOST TO ONE // WON BY THREE
OT IRON LINE // WRECKAGE RIGHTS THE TERRACE GRID // SAMUT PRAKAN BLACK MARKET 8 // PRC 5 // 5 ROUNDS 2,000 PTS A SIDE // 120 ATTACK DICE
// ROLL IN THE OPEN // COUNT THE DICE // BLAME THE TERRAIN // FILE THE REPORT //
// OPERATOR TACTICS // IRON LINE
A salvage consortium lost three of its seven machines and the Coalition lost one, and the consortium won by three points, because Wreckage Rights never once asks who is winning the fight. Three Berserk orders were issued over five rounds and between them they moved four tenths of an inch.

NOBODY LEFT THE RING

BY TIB MARLOW
GAME: OPERATOR TACTICS // IRON LINE
FILED: THE TERRACE GRID // SAMUT PRAKAN // 2026-09-04
TELEMETRY: RECONSTRUCTED // THE DICE ARE ON RECORD.
// DESK NOTE // M. KOSE
Three wreck piles on a centreline, a mission that counts bodies instead of kills, and a scrapper army that lost three units to one and still won by three. I have watched a lot of machines die for no reason and this is the first time the scoring said so out loud.
// DEPLOYMENT
GAMEOperator Tactics: Iron Line, the mass battle game in Part II of the Skirmish reader. Units on trays instead of models, Strain instead of wounds, Signal instead of Heat. Five units against seven, 2,000 points a side, five rounds.
SCENARIOWreckage Rights, rolled on the 2D6 victory table at 9. Three objective markers on the centreline, each one also counting as Grim terrain. Just before every Scrap Phase, the player with more unbroken units within twelve inches of a marker takes a point. Chaos of War came up Flooded District, standard deployment, and Hardened Systems, so every unit on the table started at Integrity 13 instead of 10.
PRCTHE QUIET CENSUS, a Pacific Rim Coalition algorithmic formation running Null Signal alongside a licensed Overwatch suite off the Architect Algorithm. Heavy Platform THE CENSUS as Commander, Gun Platform METER as Relay Beacon with a 48 inch gun, two Drone Infantry called TALLY ONE and TALLY TWO, and a Drone Skirmisher team called THE INDEX carrying Deadly Shots. Five units, exactly 2,000.
BLACK MARKETTHE FORTY PERCENT, a salvage consortium fielding Open Source under the Scrapyard Mind. Beast-Mech CUTTER as Commander with HOOK, PRY and SHIM alongside it, Drone Skirmishers THE LEDGER as Relay Beacon, Scout Swarm PICKER, and a Brutal Strike Vehicle called THE BREAKER. Seven units, exactly 2,000.
TABLETHE TERRACE GRID, thirty six inches square. A drowned aquaculture belt on the Samut Prakan flats south of the old city. Two impassable blocks, the PUMP HOUSE north of centre and THE STACK south of it. Two raised dikes, one in each deployment zone, both elevated and therefore both Large. Two mangrove regrowth stands, obscuring and rough. One field of broken paddlewheel spars called THE AERATOR, perilous and rough. Three wreck piles on the centreline at 3, 18 and 33 inches.
OBJECTIVEHave more unbroken units than the other commander within twelve inches of each wreck pile when the assessors count. Kills score nothing. Points score nothing.
WIN CONDITIONMost VP after five rounds. Equal counts at a marker score nobody.
TURN CAPFive rounds. The PRC won the First Player token at setup and held it four rounds out of five.

The terraces south of the old city were shrimp ponds before the sea came up through the sluices and stayed. They are still laid out in a grid, still walled by their dikes, and the water standing in them now is warm and shin deep and the colour of weak tea. Nothing is farmed there. Nothing needs to be. The Coalition holds the pumping line north of the causeway, the salvage consortiums hold the paperwork that says who owns whatever falls into the ponds, and some weeks before this a good deal fell into the ponds.

Three engagements worth of machine wreckage, in three heaps, sitting along the old service road that runs east to west across the middle of the grid. Both sides came for the same reason. Under the salvage convention it is not the side that wins the ground that strips the pile. It is the side with more claims standing near it when the assessors walk the line.

That is worth saying plainly, because it is why the afternoon went the way it did. Nobody out there was asked to win a fight. They were asked to be present.

The Coalition came from the south with five machines and a doctrine built for information. A Heavy Platform called THE CENSUS carrying the command core, a long gun called METER sitting behind a collapsed feed silo, two blocks of drone infantry, and a skirmisher team called THE INDEX. Close order, tight formation, and a signal suite that can reach into an enemy machine and tell it to do something stupid.

The consortium came from the north with seven, and the seven were junk. Four bio-mechanical scrappers built on animal chassis, a skirmisher team running the relay, a scout swarm, and one Strike Vehicle called THE BREAKER that was the only thing in their inventory that could actually hurt the Coalition line. Loose order, spread wide, and a doctrine that mostly consists of buying somebody a better antenna.

Both commanders looked at the water, counted the rings, and did the same arithmetic. Both of them parked.

The first round of a five round battle passed with two armies eighteen inches apart and not one voluntary movement order issued on either side. The Coalition sat in a block on the southern dike. The consortium sat in a line on the northern one. Both of them sat exactly where the scoring ring begins and the wreckage glow ends, in the four inch band where you count for the assessors and the wreck does not cook you. The only shooting was long and desultory. The score after round one was two to one to the consortium, because seven bodies beat five bodies, and both commanders knew it.

The Coalition broke the standoff with a firmware worm, which is the correct play and also the play that started killing consortium machines for free.

The scrappers run Autonomous. Every one of them checks at the start of its activation for a friendly command chassis within four inches, and without one it goes berserk and runs at the nearest enemy. A worm on a machine that is already Autonomous does not add the weakness. It skips straight to the outcome. The Coalition put one on a scrapper called SHIM, and SHIM ran twelve inches south out of the line, alone, into open water, and stopped four and a half inches in front of a Heavy Platform.

Then it could not come back, because the same rule that keeps a scrapper in line also keeps it running once it is out. SHIM had nobody within four inches any more. It was going to charge every round until it died.

THEY WERE NOT ASKED TO WIN A FIGHT. THEY WERE ASKED TO BE PRESENT.

The consortium answered with two inches of antenna. Open Source doctrine has a cheap broadcast that hangs a hero rating on a friendly machine, and a hero rating is a command chassis, and a machine that is its own command chassis passes its own leash check. For two signal they switched the Autonomous weakness off. It is a clean piece of rules reading and the desk gave it to them. It did not save SHIM, because a worm grants berserk directly and the antenna does not remove it, but it is going in the notes.

Round two took THE BREAKER out of the game before it ever charged. METER put two into it at long range and then THE INDEX, shooting at six or better through mangrove cover, rolled a natural six. Deadly Shots pays two strain for a natural six and ignores the cap that protects a formation from massed fire, and THE BREAKER is Fragile, which means it breaks at half its integrity. Seven strain. It broke in the second shooting phase of the battle without firing a shot or closing a yard. The consortium's only real weapon died to a shot that needed sixes.

SHIM tried to walk home and learned what disengagement costs here. Two Coalition units had closed into contact with it during the movement phase, and pulling out of contact hands every one of them a free attack at half strikes. Eleven dice came down at two or better. Four of them were natural ones. SHIM survived that on ten of thirteen, walked back into the wreckage glow, and died in the scrap phase to the same pile it had been standing near all game.

So the Coalition had killed two machines in two rounds, taken nothing in return, and was still losing four to two, and this is where the shape of the thing becomes clear. Breaking THE BREAKER dropped the consortium's count at the centre pile from six to five. The Coalition had four there. They lost that marker by one body while winning the war by two machines.

The consortium commander then did the best thing anybody did all afternoon. He built a cage.

Friendly footprints are impassable in this game, and a compulsory move that cannot be completed simply stops, and takes no penalty for stopping. So he parked a scrapper a tenth of an inch off his commander's south face, a scout swarm a tenth off its east face, another scrapper a tenth off its west face, and an impassable pump house beyond that. When the Coalition worm came in on round three, the commander of the consortium went berserk, looked for the nearest enemy, found every closing line blocked by its own army, and advanced one tenth of an inch. It kept both its markers. It took no damage. The worm cost two signal and bought fourteen hundredths of an inch.

The Coalition spent that round discovering it could not walk anywhere. Its formations are five inches wide. The gap between the west mangrove and the pump house is four inches. The gap between the pump house and the aerator field is two. The only ways north were through standing water, and a close order machine that moves through the wet is distracted, and a distracted machine may not finish its move in contact with anything. The Coalition army was not beaten to the centre. It was walled out of half the board by two pieces of scenery both sides had agreed on before deployment.

The cage had one wall missing and the Coalition found it on round four. The consortium had used the aerator field as the south face of the box, and the aerator field is perilous, not impassable. Perilous is not a wall. It is a toll. A worm went into HOOK, the southernmost scrapper, and HOOK charged eight and a half inches straight through the spars, paid five attacks for the crossing, took one hit, and came out the other side in Coalition water.

And it kept scoring. That is the finding this battle exists to produce. On a thirty six inch table a twelve inch scoring ring reaches from six inches to thirty, which is two thirds of the board's depth. HOOK was dragged eight and a half inches out of the position it had been holding and finished one and nine tenths of an inch from the centre pile and eight and a bit from the east one. It was still holding both. The entire Null Signal doctrine is built on moving enemy machines around, and there is nowhere on this table you can move a machine to that stops it counting.

What the charge did cost was command. Two overlapping command auras had been holding HOOK at fifteen integrity, and eight and a half inches took it out of both of them at once. It landed on thirteen, and a Coalition drone block was already walking to meet it.

They fought each other to a standstill in the mud, which nobody expected, because a loose order scrapper hits close order on five or better and gets hit back on two. HOOK threw ten dice at five and landed six. TALLY TWO threw ten dice at two and rolled five natural ones. Both of them ended the round on nine, and the centre pile tied at five bodies each for the second round running.

The last round was decided by two rolls and neither of them was the one the Coalition planned. Their gun and their skirmishers threw ten dice at the consortium commander looking for the twelve strain that would have swung the east pile, and got eight, which is a very good roll and four short. Then THE LEDGER, the consortium's relay, put six dice into METER and rolled three natural sixes. METER broke in the shooting phase and took the Coalition's only claim on the east pile off the board with it.

The consortium spent its whole movement phase walking two command auras down to HOOK so it could disengage at fifteen integrity instead of thirteen, and it worked to the exact width of one die. Five punishment dice at two or better, needing all five. The first one was a natural one. HOOK walked out on fourteen of fifteen, stood in the ring for the count, and held both piles.

Then the assessors counted, and the wreckage glow came up in the scrap phase, and HOOK went from fourteen to fifteen and came apart in the water it had spent the whole afternoon crossing. It held the pile until the counting was done and then the pile took it.

Eight to five. The consortium lost three machines out of seven and eight hundred and seventy five points. The Coalition lost one gun and four hundred. Nothing in the salvage convention has a column for that.

// THE TAPE
SETUPVictory 2D6 = 9, Wreckage Rights. Chaos of War D66 53 / 13 / 42 = Flooded District, standard deployment, Hardened Systems (breakpoint 13). First Player D6 = 5, PRC called odd and took the south half. Markers at (3,18), (18,18) and (33,18), each also Grim. Both lists built blind to the terrain rolls.
T1Neither army moved a single unit. Both parked in the 8 to 12 inch band where you score and the wreckage does not reach you. PRC Worm on SHIM landed at 16.95in, a range the consortium had measured model to model instead of footprint to footprint. SHIM ran 12in south alone. METER 5 at 4+ into THE BREAKER (2 3 2 5 4) for 2. THE INDEX 5 at 5+ (2 3 1 2 2) for nothing. THE LEDGER, boosted to six dice, put 4 into METER (6 1 4 3 6 5). WEST 4-2 PRC, CENTRE 6-3 BM, EAST 3-0 BM. 1-2.
T2THE BREAKER dies in the second shooting phase without moving. METER got 2 (1 4 4 1 2). Then THE INDEX at 6+ rolled 3 2 3 6 5, and the natural six paid two strain under Deadly Shots, straight past Implacable. 7 of 14, and Fragile breaks at half. METER's whole movement allowance went on hiding behind THE STACK, which bought nothing: THE LEDGER was standing on the north dike, so it carried Large and ignored the building. SHIM, freed of its leash by a 2-signal Hero pulse, disengaged from two units and took 11 punishment dice at 2+: 5 1 6 3 5 1 and 1 3 5 5 6. Four natural ones. Eight hits where eleven were needed. It lived on 10 of 13 and the Grim tick finished it in the same Scrap Phase. Salvage paid the PRC 4 signal into a pool already at 6, capping it, so the next round's 4 were discarded. 1-2.
T3The cage. The consortium spent an entire movement phase parking HOOK 0.1in off its commander's south face, PICKER 0.1in off its east, PRY 0.1in off its west, with the pump house beyond. The PRC Worm on CUTTER landed on a sightline that cleared the pump house corner by eighteen thousandths of an inch; the second Worm, on PRY, had no line at all and cost nothing. Berserk CUTTER found every closing line blocked by its own army, advanced one tenth of an inch, took no strain, and kept both markers. Targeting Lock rolled Clumsy +2 and pushed THE LEDGER to the 6+ ceiling: 4 1 2 4 1 4, zero. THE INDEX at 6+ rolled 3 5 4 6 6, two natural sixes at 4 strain. CENTRE tied 5-5, nobody scored. 1-1.
T4BM seized the token on a 6 and pre-loaded Countermeasure, dumping the PRC's Targeting Lock onto PRY, a unit with no gun. HOOK broke out. The consortium had used the aerator field as its south wall and perilous is a toll, not a wall: Berserk HOOK charged 8.5in through it, paid 5 attacks at 4+ (2 2 4 3 2) and took one. It still scored both markers from where it landed, 1.85in from centre and 8.15in from east. The charge did take it out of both command auras, dropping it from 15 integrity to 13. TALLY TWO engaged at exactly 1.0in. HOOK 10 dice at 5+: 5 2 3 5 6 1 5 1 2 6, six hits. TALLY TWO 10 dice at 2+: 3 6 2 1 1 2 1 5 1 1, five natural ones, five hits. Both on nine. CENTRE tied 5-5 again. 1-1.
T5PRC put both guns on CUTTER hunting the 12 strain that would have flipped the east pile and got eight (5 4 3 2 6, then 5 4 3 6 5 with a Deadly Shots six). Four short. Then THE LEDGER rolled 6 5 6 6 1 2 into METER, three natural sixes, and broke it, deleting the PRC's only east body in the shooting phase. The consortium walked both command auras down to HOOK so it could disengage at 15 instead of 13, and that decision was worth exactly one die: five punishment dice at 2+, needing all five, came up 1 3 5 5 5. HOOK held both piles for the count on 14 of 15, then the Grim tick took it to 15 and killed it after scoring. The Worm on PRY dragged it south out of its ordered move and cost it the east ring by 0.34in. WEST 4-1 PRC, CENTRE 5-4 BM, EAST 3-0 BM. 1-2. FINAL 8-5.
// WORKBENCH
// HOW IT ACTUALLY PLAYED

// HOW IT ACTUALLY PLAYED

The dice were not the story. 120 attack dice across five rounds, 18 natural sixes and 20 natural ones against an expected 20 and 20. That is as flat as a set gets. Neither commander has anywhere to hide. This battle was decided by measurement, and specifically by four numbers.

A twelve inch scoring ring on a thirty six inch table is two thirds of the board. Wreckage Rights puts its markers on the centreline and scores everything within twelve inches, which means the band runs from six inches to thirty out of a possible thirty six. In round four a machine was dragged eight and a half inches out of the position it was holding, through a perilous field, and finished still counting for both of the markers it had left. That is the whole doctrine of Null Signal, an entire electronic warfare suite built around making enemy units move, and there is no distance on this table you can move a unit that stops it scoring. Three Berserk orders went out over five rounds and between them they produced four tenths of an inch of movement. Try this scenario at an eight inch ring before you try anything else.

Wreckage Rights counts bodies, not points. Both lists were built to exactly 2,000 and one of them had seven units and the other five. That is a 3-0 sweep at every marker on turn one before a die is rolled, and the Coalition never recovered from it. Killing THE BREAKER in round two took the consortium's centre count from six to five and the Coalition still lost the marker by one body. The final scoreline is the honest summary: the army that lost three of seven machines and 875 points beat the army that lost one and 400, eight to five. If you are running this scenario, agree a unit count as well as a points limit, or accept that the list is the scenario.

The four inch lane. The recommended Wide footprint is five inches across. On this table the west mangrove and the pump house left a four inch gap and the pump house and the aerator field left a two inch gap, and the Coalition's close order line could not use either. Its only route into the northern half of the board was through standing water, and rough terrain gives close and free order units Distracted, and a Distracted unit may not end a move in contact. The Coalition was not outfought out of the centre. It was walled out by two pieces of scenery both players had agreed on before deployment and neither had measured. This is the second time the desk has hit footprint geometry in Iron Line and the second time it decided a game. Leave every gap you intend to be passable at six inches or agree up front that it is not.

Perilous is a toll, not a wall. The consortium's cage was excellent and it had one soft face. It used the aerator field as HOOK's south wall, and perilous terrain does not stop anything, it just charges. HOOK went through it for five attacks and took one hit. Everything else in that cage was impassable or a friendly footprint and held perfectly for three rounds. Build cages out of things that cannot be walked through.

The best play either commander made was two signal on a hero pulse. Autonomous fires only if a unit has no Chassis keyword and no friendly Chassis within four inches, and Open Source's cheapest broadcast grants Hero, which is typed Chassis. So a two signal pulse makes a scrapper its own officer and switches the leash off for a round with no officer moving. The desk allowed it, because the Commander entry already says a unit's own Hero satisfies the check. It does not remove a Berserk that a Firmware Worm grants directly, which is the correct split. It does mean the Autonomous weakness, worth minus 25 points and minus 50 on a doubled unit, can be switched off for two signal a round by the army that took it.

The turn it swung, and it was not a turn. The score after every round was 1-2, 1-2, 1-1, 1-1, 1-2. Nothing swung. Both commanders found their best position in the first round and spent four more rounds failing to dislodge each other from it, which is a real result and worth printing rather than dressing up. The two rounds that tied at the centre marker were the closest the Coalition came, and both of those ties were produced by the Coalition breaking or displacing a unit that then turned out to still be inside the ring.

Two things the rules should say out loud. First, chapter 16 borrows line of sight from the shooting rules and never says whether it also borrows shooting's front edge range measurement. The two readings differed by 1.6 inches on the most important cast of round three and the desk had to pick one. Second, Salvage pays two signal per unit removed into a pool capped at ten, and in round two it paid the Coalition four signal it could not hold and then discarded the four it was owed the following round. Breaking two machines made the reward for breaking machines worth nothing.

A desk error, printed because it happened. On round four the desk placed both Coalition drone blocks overlapping THE STACK, which is impassable, and one of those illegal placements handed TALLY TWO a charge it was 0.225 inches short of making. The PRC commander caught it at the top of round five. The dice were rolled in good faith and were not un-rolled; both units were corrected to their nearest legal footprints for the final round, which closed the Coalition's only route to the east marker. Replayed strictly legally the Coalition finishes on five instead of six and the consortium still wins, so the error cost a point and not the match. The lesson for anybody running this at home is the one the movement chapter does not print: check the end footprint against every impassable piece before you spend the points, because an affordable move and a legal move are not the same thing.

One thing to try next time. Run Wreckage Rights again with an eight inch scoring ring and a unit count agreed alongside the points, and put the flank markers ten inches out instead of fifteen. As printed the flank markers sit three inches from the table edge, so roughly forty percent of their scoring ring is off the board, which quietly makes them cheaper to hold than the centre one. The consortium held the east pile for five straight rounds with two machines and never had to defend it.

On the table. The terrace grid is the cheapest board in this column so far. A sheet of brown parcel paper, a bottle of gloss varnish poured into rectangles for the ponds, and lolly sticks laid end to end for the dikes. The pump house is a shoebox. The aerator field is a handful of cocktail umbrellas with the paper stripped off, standing in blobs of hot glue, and it looked better than anything else on the board. The three wreck piles are just the models that died in the last game, left where they fell.

// DISPOSITION
RESULTBLACK MARKET 'THE FORTY PERCENT' 8, PRC 'THE QUIET CENSUS' 5, after five rounds. Round by round 1-2, 1-2, 1-1, 1-1, 1-2. Thirteen of the fifteen available points were awarded; the other two were lost to tied counts at the centre marker in rounds three and four. The consortium held the east pile in all five rounds and never contested the west one.
CASUALTIES // PRCOne unit, 400 points. METER (Gun Platform with Ranged +12, Relay Beacon, 400) broken in the round five shooting phase by six dice that produced three natural sixes, at 15 of 14. Survivors: THE CENSUS on 5 of 14, TALLY TWO on 12 of 15, TALLY ONE on 4 of 15, THE INDEX on 1 of 14.
CASUALTIES // BLACK MARKETThree units, 875 points. THE BREAKER (Strike Vehicle with Brutal, 475) round two, broken by a single natural six through Deadly Shots before it ever moved. SHIM (Beast-Mech, 200) round two, walked out of the line by a firmware worm and finished by the wreckage glow. HOOK (Beast-Mech, 200) round five, killed by the Grim tick at 15 of 15 after it had already scored. Survivors: CUTTER on 12 of 15, THE LEDGER on 7 of 15, PICKER on 1 of 14, PRY on 1 of 15 without ever firing or being fired at.
MVPHOOK, Beast-Mech, 200 points, the cheapest thing on the consortium's list. It was ordered out of its own cage by an enemy broadcast, charged eight and a half inches alone through a perilous field, took five attacks crossing it, fought a drone block that hits it on two-plus to a standstill and out-damaged it, disengaged into five more dice at two-plus and lived because the first one was a natural one, held both the centre and the east pile for the final count on fourteen of fifteen, and then died to the wreckage it was standing on. It never chose a single one of those things. It was worth two victory points.
DICE137 generated, 120 of them attack dice. 18 natural sixes and 20 natural ones against an expected 20 and 20. Every roll made in the open with python3, none chosen. The most expensive roll of the game was five punishment dice at two-plus needing all five, which opened on a natural one.
RUN IT YOURSELF: OT SKIRMISH & IRON LINE, Part II for the Iron Line rules, the unit roster and the keyword costs, chapter 17 for the Wreckage Rights victory table and the Chaos of War rolls, and chapter 17a for the battle maps this grid was laid out from.
IT HELD THE PILE UNTIL THE COUNTING WAS DONE AND THEN THE PILE TOOK IT.

THE SCORING NEVER ASKED WHO WAS WINNING//EIGHTEEN THOUSANDTHS OF AN INCH OF SIGHTLINE//FIVE DICE AT TWO PLUS, THE FIRST ONE A ONE//SALVAGE PAID INTO A FULL POOL AND EVAPORATED//TWO SIGNAL SWITCHES OFF A PRINTED WEAKNESS//IT DIED ON THE PILE IT HAD JUST HELD//THE SCORING NEVER ASKED WHO WAS WINNING//EIGHTEEN THOUSANDTHS OF AN INCH OF SIGHTLINE//FIVE DICE AT TWO PLUS, THE FIRST ONE A ONE//SALVAGE PAID INTO A FULL POOL AND EVAPORATED//TWO SIGNAL SWITCHES OFF A PRINTED WEAKNESS//IT DIED ON THE PILE IT HAD JUST HELD//