The engraved wooden board: four fleets of standing ships, one in the middle of each edge, with the harbors and the Capital between them

How to play

Five minutes from the dock to your first broadside. The fleet, who beats whom, and how a round works when every captain moves at once.

Fourteen ships, nine kinds.

Every captain sails the same 14. The number on a ship is her rating, and it faces only you: your rivals see a hull and a flag. Most ships sail one cell a round along a row or column, never diagonally.

  • 7First Rate1 in the fleetsails 1 cell
  • 6Ship of the Line1 in the fleetsails 1 cell
  • 5Frigate1 in the fleetsails 1 cell
  • 4Sloop2 in the fleetsails 1 cell
  • 3Boarding Party2 in the fleetsails 1 cell
  • 2Cutter3 in the fleetup to 3 in a line
  • 1Privateer1 in the fleetsails 1 cell
  • XFireship2 in the fleetnever moves
  • AAdmiral1 in the fleetsails 1 cell

The Cutter is the scout. She sails up to 3 cells in a straight line through open water and may strike at the end of her run, or she may stay put and turn her spyglass on an enemy beside her.

An Admiral is your flagship and your weak point. She sails like any other ship but never attacks, and keeping her afloat is worth points at the end. Set her up where a raider will not guess.

Pick a fight.

The bigger rating wins, and equal ratings sink each other. Choose an attacker and a defender to see who wins.

The three exceptions

  • The Privateer sinks a First Rate, but only when the Privateer attacks. Wait for her and she is just a 1.

  • The Fireship never moves and burns any ship that attacks her, except a Boarding Party, which takes her.

  • An Admiral never attacks, and any ship that reaches her captures her: 8 points to the captor.

One round, step by step.

Nobody waits for a turn. Every captain plans in secret, and every fleet sails at the same moment.

  1. Write your orders

    Choose up to 3 ships, or 4 while your Admiral is afloat, and give each one order: move, spyglass or hold. Any ship without an order holds.

  2. Reveal them together

    At a table, every captain turns their slip over at once. Online, the round waits for the last captain's orders, and your phone can tell you when yours are due.

  3. Sail

    Spyglasses look first. Then every ship moves at the same moment, and ships that meet fight.

  4. Score

    Count the harbors and the Capital, move the round marker on, and let the storm take its ring when its round comes.

When ships meet

Because everyone moves at once, courses cross. Four cases cover every meeting.

A red ship sails into the cell a blue ship is leaving, and both sail on
Passing. A ship sailing into a cell another ship is leaving slips in behind her. No fight.
A red ship sails onto a blue ship that holds, and attacks her
Attacking. A ship sailing onto a ship that stays where she is attacks her.
A red ship and a blue ship sail into the same empty cell from either side and fight there
Into the same cell. Ships entering one empty cell fight there, two at a time: the stronger ship first, then the lower seat.
A red ship and a blue ship try to swap cells and meet head-on
Head-on. Two ships that swap cells meet and fight, even at equal ratings. Two moving ships of equal strength sink each other.

Every fleet sails at once, captain. Steer for where the enemy will be, not where she is.

The Admiral

Ships of one side never fight. A ship may even sail onto a friend's cell: if the friend sails away she follows in behind, and if not she holds.

No shuffling. A ship that has gone back and forth between the same two cells for 3 rounds running may not go back again. The game tells you why an order is refused.

What each captain sees.

Your ships face you
On the table every ship stands with her rating toward her own captain and her flag toward everyone else. On a screen, a ship you have not seen fight is a plain hull in her fleet's colours.
A fight is private
Both ships are shown only to the two captains in it, and to their partners. Everyone else learns where the fight was and which ships were struck.
The spyglass
Instead of moving, a Cutter beside an enemy ship may look at her. You learn her rating, her captain learns which Cutter looked, and nobody else learns anything.
Scores in Open Water
When three or more captains each sail alone, you see your own score and a single word for each rival: leading, close (within 5 of the leader) or trailing.
Partners
In a team game partners see each other's ships and orders, unless the table plays Sealed Orders, where each sees only what the other has learned.
Three engraved wooden ships on the board. Two show their captain an engraved rating; the one between them shows the back every rival sees, a flag and the fleet's name
Two ships show their ratings to their captain, and the back of a third shows what her rivals see.

Points, then the storm.

Points come from holding water, not from body counts. And the chart shrinks: after rounds 13, 18, 22 the storm takes the next ring, and any ship still out there is lost.

1
for each harbor one of your ships stands on at the end of a round
2
for the side with the most ships on the Capital at the end of a round; a tie scores nothing
8
for capturing an enemy Admiral
½
of a ship's rating, rounded down, for sinking her in a fight
+4
for your own Admiral afloat when the game ends
−8
if your Admiral is lost without being captured, to the storm or by meeting another Admiral; she is then shown to everyone

The square chart from the game's own data. Drag through the rounds to watch the storm close in from the edge.

The storm takes every ship left on the outer ring. I do not swim, captain.

The Admiral

No stalling. If 6 rounds pass with no fight and no harbor changing hands, every storm ring still three or more rounds off closes a round early.

A tie on points goes to the side that held more harbors in the last round, then to the side that sank more enemy strength. Failing both, the win is shared.

Four ways to win.

The host chooses the ending before the game. Classic is the default, and the one the browser game plays.

Classic
The most points after 24 rounds wins. A side that captures every enemy Admiral wins at once, whatever the points.
Last Admiral afloat
A captain whose Admiral is captured or lost leaves the board with the whole fleet. The last side with an Admiral afloat wins.
Capture the flag
The first side to capture an enemy Admiral wins at once. It is usually played without harbor points and with a storm that starts late, so a chase cannot run forever.
Hold the Capital
Hold the Capital for 2 rounds running: every cell of it with two sides, most of it with three or more.

Unless the host lifts the round limit, points decide any game that reaches it.

Pirates!

One captain hoists the black flag. Everyone else sails as one alliance of navies.

  • The pirate sails the Buccaneers, a seventh fleet with black hulls and bone-white sails.
  • Board, don't sink. When a pirate ship attacks and wins, she takes the beaten ship as a prize. The prize turns black, her rating is shown to everyone, and her new crew needs a round before she sails.
  • Sell the prize. A prize brought onto a harbor or the Capital is sold for her rating. That is plunder, the only thing the pirate scores.
  • The pirate wins with 12 plunder on the square chart, or 9 on the hex chart.
  • The navies win by taking the pirate's Admiral. The first time she is beaten she slips away in a gig; the next time she is taken. A navy ship that beats a prize takes her back.
  • The pirate gives 4 orders a round, one more while her Admiral is afloat, and holds at most 4 prizes at once.

Three navies hunt the pirate on the square chart, two to five on the hex chart.

A Buccaneer sloop takes a navy brig. Below, four of the pirate's ships.

Three charts.

Each one prints at home on letter paper. These are the assembly pages from the print kit; the big numbers show which sheet goes where.

The square chart, 12 by 12: four tinted anchorages in the middle of each edge, harbor rings on the corner diagonals, hatched islands, and a 2 by 2 Capital at the center

The square chart

Two or four captains

Twelve by twelve. Each fleet starts in a 4 by 4 anchorage in the middle of an edge, with harbors on the corner diagonals between neighbors and a 2 by 2 Capital at the center. Two captains face each other; in pairs, partners sit side by side.

By agreement a fleet may also start in its wings: the 2 by 2 of open water on each side of its anchorage along the edge.

Print the square chart (PDF)
The duel chart, 10 by 10: two anchorages on facing edges, two harbors and a 2 by 2 Capital
The duel. Two captains, ten by ten, anchorages on facing edges, a 2 by 2 Capital. Print it (PDF)
The hex chart: six anchorages at the corners of a large hexagon, harbors between them and a seven-hex Capital at the center
Six Captains. The hex chart, for three to six captains (two can play it too): six anchorages of 16 hexes, harbors midway between them, a Capital of seven hexes, and an optional wind. Print it (PDF)

Four rival captains to play.

Played by the computer, from the Deckhand to the Commodore. Each sees only what a captain in that seat would see, never a hidden rating. Choose one when you start a game in your browser.

  1. Deckhand

    Gives any legal orders at random, a crew for learning the rules against.

  2. Bosun

    Takes the best move it can see each round and plays for points.

  3. Navigator

    Reads the log to guess each enemy ship, keeps clear of the storm and plays for points, and either side in Pirates! as well.

  4. Commodore

    Reads the log like the Navigator and plays for the chosen ending, hunting Admirals, holding the Capital, guarding its own or raiding as the pirate.

The party screen on a television: the chart with every ship as a plain hull, the four fleets with their standing, and the last round's fights
The party screen in a four-captain game, round 6. Every ship is a plain hull: the television never shows a hidden rating.

Party mode.

The board on the television, the orders in everyone's pocket.

  1. Open the party screen in the television's browser. It shows a four-letter code.
  2. The host types the code on their phone, in the game's Host tab.
  3. Each captain scans their seat's code from the screen and gives orders from their own phone.
  4. The television plays every round's replay and keeps the score. It never shows a hidden rating.

Party mode is part of the free digital beta. How to get a table

That is the whole game.

Everything else is reading the water. The full rules settle every corner case, and a rival captain is waiting.