Survival
Becalmed
One sail, five souls, twenty-six measures of water and thirty leagues of open sea — and the same canvas is your speed and your shade.
Becalmed is a free survival game you play inside ChatGPT, Claude, or Gemini. An open-boat drift after a ship's fire: ration the water, choose sail or awning each morning, and get five people to a beach fourteen days west. Solo, 35–55m a run. No signup and no app — open it in your assistant, or paste the play prompt anywhere else.
- Players
- 1
- Length
- 35–55m
- Rating
- 12+
- Version
- 1.0.0
Works with ChatGPT · Claude · Gemini. Free, no signup.
Opens your assistant with the game loaded. ChatGPT usually runs it straight away; Claude waits for you to press send. Same link on your phone as on your desktop. Playing in Gemini? Tap Copy the play prompt and paste it into a new chat. What works where.
No web access, or want it as an installed app?
The game card is the entire game — every scene, rule and answer, about 13k characters. Paste it when your assistant can't browse the web. The Skill installs Becalmed into Claude on any plan: download it, then turn on code execution under Settings → Capabilities and add it at Customize → Skills → + → Upload a skill.
How to start
- Open your AI. Start a new chat in ChatGPT, Claude or Gemini. No account beyond the one you have.
- Paste the card. It carries the dice tape and boots Boat Four on the first morning, five souls aboard.
- Read the fortnight, then call the day. The whole tape is printed. Each dawn the sky is announced; you call the issue, the canvas and the hands.
- Make the beach. Thirty leagues west in fourteen days, or a ship in the lane. Then check the tape at /verify.
Questions
- Does the AI decide the weather, or is it fixed?
- Fixed, and printed on the card you paste. The fortnight comes off a d20 tape seeded becalmed:1.0.0 at two values a day — the first is that dawn's sky, the second that dusk's sea — so day n reads positions 2n−1 and 2n. The tape position in the ledger counts the values read: odd after a dawn sky, even after a dusk sea, and the next value read is always the one after it. Nothing else on the card ever reads the tape: no roll for a fish, no roll for a flare, no roll for a death. You can rebuild the whole sequence from the seed at aigamecards.com/verify and check every value you were dealt.
- If the whole fortnight is printed, where is the game?
- In the plan, not the surprise. You can see on the first morning that day two is the only rain in fourteen days, that three gales are coming, and that a ship crosses your band twice. Knowing it does not make one more measure of water. You have twenty-six measures, thirty leagues and one piece of canvas that is either speed or shade, and the arithmetic does not balance — so you are choosing which day to lose rather than hoping the weather turns.
- What is the actual decision each day?
- The boat has one sail. Set as a sail it drives her west; spread as an awning it gives shade and catches rain, but the drogue goes out and she makes no way at all — not even the westward set she would drift on anyway. You also call the ration, full or short or dry, and thirst only ever comes down by drinking. A day under the awning buys water and costs the whole day's distance; a day under sail buys distance and costs water; and stowed down she makes only the set, which is the one way to ride out hard weather without losing the canvas and the only way to put a line over the side.
- Can I actually lose, or does it end well if I muddle through?
- You can lose it completely. Thirst runs 0 to 7; at 5 a named soul goes down, at 7 the man who has been down longest dies and another goes down with him, one a day, in an order printed on the card so the AI can never pick a victim for drama. Call the sail, the oars and a short ration every day on the published tape and the boat is empty on the eighth day, six leagues short of the beach. Hoard instead — dry rations, the oars every day, the awning only when it catches — and it is empty on the eighth day as well, with twenty-seven measures still in the breaker. Missing the beach by the fourteenth day is a loss too: the set swings north and carries you off the chart.
- Is there any way out other than reaching land?
- Ships cross the drift in one band, between fourteen and twenty-four leagues of westing, and you have two flares. A sail to windward wants one flare; a masthead light hull down wants both burnt together. There is no roll — she sees you or she does not, by arithmetic — so the only question is whether a certain rescue now is worth more than the beach later. Sprint past twenty-four leagues and you have traded the lane for the shore, which is a real decision and not always the right one.
12+ — thirst, sun and deaths at sea, told plainly and without gore; includes a crewman taken by sharks and a man who drinks salt water and dies of it.