Against rival captains, in your browser
One fleet against three computer captains who see only what you would see. No account, no download.
Play a rival captain now
Trust the flag. Fear the fleet.
A naval strategy game of hidden ranks and simultaneous orders. Every captain moves at once, and nobody knows what your ships are worth.
Thirty years in the making. Free in your browser and on paper today.
For anyone who grew up on Stratego. Every fleet carries the same 14 ships, rated 1 to 7 plus two specials. When two ships meet, the higher rating sinks the lower, and equal ratings sink each other.
Choose a ship to see what she sinks when she attacks.



A round is three short steps, and every captain takes them together. The bluff lives in the gap between what you sent and what they guessed.

You see every ship's flag and none of their ratings. A fight shows the two ships only to the captains who were in it.

Move up to 3 ships, or 4 while your Admiral is afloat. Nobody sees an order until every captain has sent theirs.

Every fleet moves at once. Ships that meet fight; ships that cross pass in the night. Then the water is yours to read again.
Drag across one round of a game. On the left is the chart every captain shares; on the right, the referee's view with every rating showing. The difference is the whole game.
Four captains, round 9.
The shared chartThe referee's chart
Points come from the chart, not from body counts.
After rounds 13, 18, 22 the storm takes the next ring of the chart, and any ship still out there is lost. A fleet that hides in its anchorage falls behind, then drowns. 24 rounds, and the most points wins.
Three ways aboard, two of them free right now.
One fleet against three computer captains who see only what you would see. No account, no download.
Play a rival captain now
The chart, the standing ships and the rules print on letter paper. Bring scissors and a rival.
Get the free kit
Everyone sends orders from their own phone, at their own pace, and the phone says when it is their turn. The beta is free and opens by invitation.
Ask for a beta seatEach fleet takes its hulls and rigging from a real seafaring tradition. The flags are invented, and every fleet carries the same fourteen ships, so the captain decides the battle.

Walls of canvas on three masts and tiers of gun decks, after the battle fleets of Britain and France. HMS Victory is the famous First Rate.
The fleet and its historyLong slanting yards and triangular sails, from the dhows of the Persian Gulf, the Red Sea and the East African coast.
The fleet and its historyBattened fan sails and a raised stern, after the war junks of the Chinese coast, which carried pivot guns, oars and shields along their sides.
The fleet and its historyGaff mainsails, jibs and quick hulls, after the cutters and schooners that chased smugglers and privateers through coastal waters.
The fleet and its historyCastles fore and aft and great square courses, after the sixteenth-century Portuguese nau that first carried trade around the world.
The fleet and its historyLong low hulls, beaked bows and raked masts, after the Mediterranean corsairs that mixed sail and oar.
The fleet and its historyBlack hulls and patched bone-white sails. The pirate fleet in Pirates!, where one captain hunts an alliance of navies and a pirate ship that wins takes her prize instead of sinking her. Any captain may fly them in any game.
The fleet and its history
For centuries a warship could fly any flag she pleased while she closed on her prey. The custom of the sea asked only one thing: hoist your true colors before you open fire.
False Colors keeps that bargain. Your flag is always true; your rating never is, until you fight. The fleets, the fireships, the privateers and the captured admirals all come from that history, and so do the stories behind them.
Read the history behind the gameLaser-engraved ships that stand in a slotted base, an engraved chart and an illustrated box, with paper and digital ways aboard beside them.
Six fleets of engraved wooden ships, rating on the captain's side, ensign on the enemy's. The edition we are taking to Kickstarter.
The same ships in full colour on both faces. A lighter way in.
The print-and-play kit, today. Pay what you want if you like it.
Wanted
for the first voyage of False Colors
The Kickstarter opens in
Bring your crew and climb the ranks: every friend who signs on with your link moves you from Midshipman toward Admiral, with something new at each rank. See the ranks
It shares their oldest idea: you know your own ranks and not your rival's. Everything else is new. Every captain moves at once, games last a fixed 24 rounds, points come from holding water, two to six can play, and losing your Admiral costs points instead of the game.
About 45 to 90 minutes at a table. Online, a round can take a minute or a day: every captain sends orders when they can, and the round resolves when the last one is in.
Anyone who can read a number. An eight-year-old can play it unaided; the bluffing, the alliances and the timing are where adults spend the evening.
Yes, with no signup. If you enjoy it you can pay what you want for it, and supporters are named in the rulebook.