Cannons & Coastlines

A tabletop game of naval conquest
You print a small fleet of ships, roll them across the table and sink your friends with cannons that actually fire. There's no board and no dice.
2–20 players · 30–90 minutes · Ages 10+ · Free to print
What it is
Each player gets a fleet of two to five 3D-printed ships. There's a wheel in the stern of every hull that clicks once per turn of the wheel, and that's how you measure movement. There's no grid, so you can push your ships anywhere on the table.
The cannons are little tension-loaded pieces that plug into slots on the deck. You load a cannonball, press down on the arm, and it fires across the table. Whether it hits is pretty much up to your aim (and a bit of luck).
Islands sit between the fleets. Plant your flag on one and it pays out coins, which you spend on things like repairs and extra shots, or save up as points.
How to play
This is the short version of the rulebook, in the order things happen at the table. It's pretty much enough to play your first game.
Set up
Everyone picks a fleet and takes its ships, flags, cannons and cannonballs. Going around the table, each player places one island. Keep islands at least 6" apart and 12" from the edges (on a narrow folding table, run them down the middle).
Add a few rocks or reefs if you like (household objects work fine). Then everyone takes a stretch of table edge and lines up their ships touching it, facing in. Two players sit diagonally across a folding table, or a quarter of the way round a round one.
Each player keeps back their fleet's favoured coins (on its faction card), puts the rest of their 20 coins into a bag and gives it a shake. The youngest player goes first.
Take your turn
First, spend any coins you want to use. Ships are always sailing, so each of your ships takes one action, then clicks forward at least once, up to your fleet's Move Count:
A. Steer
Turn the ship up to 90°. Steering doesn't move it (the forward clicks do that).
B. Fire
Plug a cannon into an open slot and press it until it fires. The ship can't turn on a turn it fires, so you line up the shot the turn before. The shot happens before it sails on.
C. Island
If the ship is touching an island, it can raise your flag there (if the ship was already touching it at the end of your last turn), collect a coin from the bag (if it's your island), or fire from one of the island's cannon slots. It then stays put, which makes islands the only place a ship can hold still.
A ship that bumps into a ship, island or rock stops there. Watch the table edge, too: a ship that runs out of room stops there, and a ship that would be forced off the table sinks. Also, a cannon only fires if one of your ships is touching it and spends its action on it, so a held island can't shoot at anyone by itself.
Take hits
Every hit knocks one fitting (a mast or a crate of cargo) off the ship, and whoever fired keeps it as a prize. A ship with no fittings left is dead in the water. It can't move, but it can still fire. The next hit sinks it, and the shooter takes the hull.
The first ship a cannonball touches takes the hit. Ricochets onto a second ship don't count, and if the first ship it touches is one of yours, the shot is just wasted.
Ships take their fittings + 1 hits to sink. A ship with 3 fittings goes down on the 4th hit.
Spend coins
Coins come from islands you hold. Each turn, your ship nearest each of your islands can collect a coin there, even out at sea. Spend them before any of your ships takes its turn, as many as you want, then put them back in the bag. Each coin you still hold is a point, but they're worth far more spent.

Skilled Gunner. One ship fires twice.

Repair Crew. Put a fitting back on one of your ships.

Boarding Party. Knock a fitting off an enemy ship you're touching.

Brace for Impact. The next hit on that ship does nothing.

Full Sail. One ship steers and sails twice, but doesn't fire.

Evasive Maneuvers. One ship slides one ship-width sideways.
Boarding Party and Repair Crew together, while touching a dead enemy ship, captures it. It joins your fleet with one fitting.
Win
If you're the last fleet with ships on the table, you win. Otherwise, at the start of your turn, before you spend any coins, you can declare victory if you think you have 60 points. Everyone counts up. If you're at 60 or more and nobody is ahead of you, you win. Points you earn during your turn only count from your next one. Your prizes are right there in front of you, so there's nothing to write down.
The rulebook has the rest: boarding, scuttling, the faction abilities, and the alternate modes (Group play for big parties, Fleets & Alliances, and Custom Armada), plus the optional Trade Winds rule.
Rulebook v0.6, September 2026. What changed
The fleets
The base game comes with two fleets. They're a good match for each other, and either one works for your first game. Each fleet's page has its stats, ability and faction card.

Corsairs3 sloops · 3 fittings · Move 4
Fast sloops with thin hulls. They do best when they pick their fights.
Add-on fleets
Five more fleets are in playtesting. Their STL files are on sale now at an early-bird price, which is how we fund the rest of the work.
Treasure Fleet3 junks · 3 fittings · Move 2
Slow junks that hold an island or two and live off the coins.



The Islanders5 catamarans · 2 fittings · Move 4
Lots of fast, fragile catamarans with their guns at the back.
At the table
Some of the add-on fleets in our second playtest, all printed on their finished designs.



Watch a game
The second full playtest: two games on rulebook v0.6. The others are the first playtest from May and shorter clips from testing.
Get the free files
The base game is free. Subscribe and we'll email you the STL pack and the printable rulebook, and let you know when there's a new fleet or a rules update. You'll need a 3D printer, a small cloth bag for the coins and a few 10 mm rubber bands or silicone cable ties for the wheels.
- STLs for both base fleets, cannons, cannonballs, islands, rocks and coins
- Rulebook and faction cards (PDF)
- Emails when new fleets and rules come out
Just want the rules? Read the rulebook PDF.
Join the Discord
It's where the playtesters hang out, and new files and rules drafts get posted there first.
Open DiscordWant to learn how to play? Play online
There's a browser version of the game, and it's pretty much the quickest way to learn the rules. You can play against the computer or online with friends, and you don't have to print anything first.
(Short on players? The computer can take the empty seats in an online game.)


Who's making this
I'm Joshua Bemenderfer, a software engineer by day. I wanted a Battleship-style game where you actually move your ships around and aim your own shots. It got a bit out of hand after the reel went viral, so now a small crew of us (my wife and a few coworkers) are making it for real.
We design and print all of the pieces ourselves, and the rules get changed pretty much every time a playtest turns up a problem. The base game is free to download and print, and it'll stay that way.
The ships and parts are modeled in CubbyCAD, a browser CAD app I made for this game, and sliced in CubbySlicer, my web port of OrcaSlicer. Here's how.