A Tabletop Game of Naval Conquest

2–20 players • 30–90 minutes • Ages 12+
Dominate the seas through skillful maneuvering, careful aim, and clever resource management. Capture islands, sink ships, and collect as much treasure as you can.
See It
The reel that started it, the printed pieces, and a few playtests.
Printed pieces




Playtest footage
How It Plays
No dice. No board. Ships roll, cannons fire, islands pay out.
One action per ship
Move it, fire from it, or collect from the island it's touching.
Real cannons
Load a ball, press the arm, and watch it go. Where it lands is up to you.
Take islands
Plant a flag to claim one. Held islands pay coins and mount cannons.
Spend coins
Full sail for speed. Repair crews to patch a hull. Boarding parties to steal a ship.
Everything else is in the rulebook.
From the Playtest Table
What the first full-fleet game changed in rulebook v0.4.
Faster fleets
Every faction except the Islanders gains a click of movement. Shadow Fleet now matches Queen's Fleet.
Corsairs down to three sloops
Four was too much to track each turn. Three sloops at Move Count 4 still flank fine.
Islanders down to one fitting
One hit leaves a catamaran dead in the water. Fast and fragile, as intended.
Deploy at the table edge
Ships start touching the edge. The old 3-inch buffer wasted space.
Ricochets
The first ship a cannonball touches takes the hit. Bounces after that do nothing.
Cannons need a crew
To fire any cannon, a ship of yours must be touching it and spend its action. Islands no longer fire on their own.
Always Underway
Optional mode. Ships must move forward every turn and may steer or fire, not both.
Full v0.4 rules in the rulebook.
Pick a Fleet
Each one fights differently.

Queen's Fleet
Steady and well-armed
- 3 ships of the line
- 4 fittings each
- 3 broadside slots per side
- 3 clicks per move
Disciplined crews turn a full 180°. The fleet to learn on.

Corsairs
Fast and thin-hulled
- 3 sloops
- 3 fittings each
- 3 broadside slots per side
- 4 clicks per move
The quickest fleet on the table. Bonus coin on every boarding and capture.

Treasure Fleet
- 2 junks
- 3 fittings each
- 2 clicks per move
Fewer ships, deeper holds. Double coins from every island you hold.

Sun Fleet
- 3 barges
- 4 fittings each
- 2 clicks per move
Carved stone hulls. Slow, and the first hit each turn bounces off.

Shadow Fleet
- 3 galleons
- 3 fittings each
- 3 clicks per move
Thin hulls that sink easily and rise again from any island you hold.

The Industry
- 3 warships
- 2 hull fittings + 1 turret
- 1 bow gun, forward only
- 1 rotating turret
- 3 clicks per move
Forward guns, a rotating turret, and engines instead of sails.

The Islanders
- 5 catamarans
- 1 fitting each
- 3 rear-facing slots
- 4 clicks per move
Fast catamarans with a gun astern. Start the game already holding an island.
Free
Rulebook and STL files
Subscribe and we'll send the printable rulebook and the STL pack we play with. You'll hear when a new faction lands.
- Half-letter rulebook booklet
- STL pack: both fleets, terrain, cannons, coins
- New factions and parts as they come
Or join the Discord
Playtest chatter, rule arguments, and early files pinned in the channel.
Join the Discord