⚓ Corsairs of the Archipelago Play now — free

How to play

You start as a captain with a small ship in a port of your chosen flag. Steer out of the harbour, find a ship to fight or a cargo to carry, and make your name. Here is what the keys and the main systems do.

Controls

KeyAction
A DSteer
W SRaise or lower sail: furled, battle sails, full sail
Q EFire the larboard or starboard broadside
SpaceFire the broadside the camera faces
1Round shot
2Chain shot
3Grapeshot
4Explosive shells
FMake port inside a harbour's gold ring, or anchor in a cove and row ashore
BBoard an adjacent ship
VSwitch between close sailing and fast map sailing
TClose in on the enemy you are looking at, or sail to a harbour or cove within 3.5 km
ZSpyglass: the name, colours, guns and state of the ship in the glass
M Tab ISea chart; captains and reputation; your fleet and skills
EnterChat
EscMenu: settings, save, game info

On phones and tablets the touch controls appear on their own: a helm stick, sail buttons, an ammunition button and two broadside buttons. Landscape gives the best view.

Ammunition

ShotHullSailsCrewRangeBest for
Round shot×1×0.25×0.12×1All-round damage to the hull
Chain shot×0.15×2.6×0.05×0.82Shredding sails so the enemy cannot run
Grapeshot×0.08×0.25×1.5×0.6Killing crew before you board
Explosive shells×1.6×0.45×0.6×0.7Heavy hull damage at short range, slow to load

Sailing and the wind

Ships are fastest with the wind on the beam or quarter and crawl straight upwind. The compass around the minimap shows how well your ship sails on each heading. Storm cells drift across the archipelago: inside one the sea runs high, the wind veers, and carrying more than battle sail tears your canvas.

Combat and boarding

Green arcs on the water show each broadside's reach, and turn red while the guns reload. Crew size drives reload speed and how many guns are manned. When you grapple, the bigger crew wins, with a bonus for rank and an edge to the defenders. Win and you take her gold, then choose to take command of her, give her to a captain of yours, or scuttle her; her cargo stays in her hold until you move it.

Trade

Each colony produces some goods cheaply and pays well for others, and prices move as you buy and sell. See ports and trade for what each port makes and wants. After dusk you can anchor off a cove and sell to smugglers at a premium, at the risk of a coast-guard patrol.

Skills

Experience comes from fighting, trade, contracts and voyages. Each level (to 30) gives two skill points to spend on nine skills, each from 1 to 10.

SkillWhat it does
LeadershipBoarding parties fight harder, and sailors sign on for less
FencingYour blade bites deeper ashore and in boarding fights
GunneryTighter broadsides that carry further
CannonsThe guns are reloaded faster
SailingShe sails faster and comes about quicker
RepairCheaper shipyard work, and the crew patches her at sea
CommerceYou buy cheaper and sell dearer
DefenceShot does her hull less harm, and you shrug off cuts ashore
LuckRicher plunder and better-paid contracts

Ashore

Day and night

One clock runs for everyone: a day lasts 48 minutes, and the nights pass faster than the days. The sun, moon and stars cross the sky, ships are seen later at night, and smugglers come out after dusk.

Set sail