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A trading and sailing RPG where you buy and sell in port, schedule your crew on the voyage, and aim your broadsides at sea. When the hulls collide, boarding becomes a card battle fought by the sailors you raised.
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Match strength key:80+65+50+<50OFF SOUNDINGS
SteamAbout OFF SOUNDINGS
The west is gone. Sail east, or not at all.
Trade in port, develop your crew as you sail, and line up your broadsides at sea. When the hulls touch, the sailors you kept alive become the cards you fight with.
The World's End
Sea Year 1147. Thirty-one expeditions sailed west. Seventy-one returned. Of those who saw the end, none came back.
If the west is closed, only the east remains. Buy a ship in Tallinn, fill the hold with Baltic herring, and chase cloves to the Spice Islands. Take the long way around the world, until you reach the western edge no one has ever reached.
A Voyage Outlasts the Season
The nearest port is eight days away. Cross an ocean, and the season changes. Between ports, twenty sailors depend on you. Set their watches, keep them fed, and hone their skills. You can plan every day. The storm does not care.
The Ledger Runs at Sea
Wages rise. The ship ages. No money comes in until you reach port. Pepper is in limited supply. Arrive late, and another ship takes it. Profit belongs not to the fastest, but to the one who arrives on time.
When the Hulls Touch
At range, gunnery is a matter of angles. When the smoke clears, the hulls collide. What follows is settled by men, not iron. The crew you trained becomes your boarding deck.
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