Silver & SailsBuy low, sail high

A trading game of the Spanish Main · 1715

Start with a small boat and a little silver. Buy low, sell high, outrun Blackbeard, and sail 79 real ports until you can buy your own island and retire.

Phones · Tablets · Computers  ·  No download · No account

How it plays

Four things a merchant captain does

The easy part is getting rich. The hard part is getting your cargo home.

Trade

Sugar is cheap in Barbados and dear in Boston. Every port makes some goods and needs others, and prices move with hurricanes, droughts and wars.

Sail

Pick a port on the chart and watch your ship follow real sea routes, with trade winds, doldrums and hurricane season.

Fight or flee

Pirates, navy patrols and Spanish guarda costas. Run, bribe, talk your way out, or aim every broadside yourself.

Retire

Grow from a dugout canoe to a galleon. Earn enough, and a land agent may offer you an island of your own.

The whole Atlantic world

79 real ports

From Boston to Barbados, Lisbon to the Barbary Coast. Each port has its real flag, its real laws and its real trade. Every one has a story worth reading.

13ships, from canoe to man-of-war
8famous pirates to meet (or avoid)
16period trade goods
5difficulty levels, cabin boy to Davy Jones
Tropic of CancerEquatorPortsmouthBostonNewportNew YorkPhiladelphiaAnnapolisHamptonBathOcracokeCape FearCharles TownSt. AugustinePensacolaMobileNew OrleansSt. George'sHarbour IslandNassauExuma CaysGrand TurkHavanaTrinidad de CubaSantiago de CubaSanto DomingoSan JuanCap-FrançaisLéogânePetit-GoâveTortugaÎle-à-VachePort RoyalCharlotte AmalieBasseterreCharlestownSt. John'sOranjestadPlymouthBasse-TerreSaint-PierreBridgetownPort of SpainLa GuairaSalt TortugaWillemstadBonaireMaracaiboCartagenaPortobeloBluefieldsRoatánBelizeCampecheVeracruzParamariboLondonBristolGlasgowAmsterdamBordeauxNantesCádizLisbonMadeiraAzoresCape VerdeGoréeJames IslandBunce IslandCape Coast CastleElminaWhydahLuandaNewfoundlandSaléAlgiersTunisTripoliGibraltarPort MahonBostonNew YorkCharles TownNew OrleansNassauHavanaPort RoyalBridgetownCartagenaVeracruzLondonLisbonMadeiraCape VerdeCape Coast CastleLuandaNewfoundlandAlgiers
Adventure between ports

Not just a spreadsheet with sails

A sea battle between a British merchant ship and a pirate ship

Aim every broadside yourself

A timing bar sweeps, and you tap to fire. Round shot for the hull, chain shot for the rigging, grape for the crew. Blackbeard, Black Bart, Calico Jack and Stede Bonnet are all out there. Prefer pure trading? Quick-play settles battles for you.

The crew screen, showing named sailors and their moods

A crew with names and moods

Your bosun, cook, lookout and cabin boy each have a personality: brave, jolly, grumpy, clumsy. Name them after your family. They get promoted, get seasick, and catch scurvy if you forget the limes. Nobody dies. Lost hands turn up again at the next port.

The fishing mini-game

Cast a line for supper

Mini-games in the spirit of Oregon Trail: reel in barracuda without snapping the line, steer through a storm, sound the depth near a reef. Find messages in bottles, follow treasure maps, dive on wrecks.

Ship's cat, parrot, dog & monkeyTreasure mapsVery rare sea monstersBarbary corsairsMedals to earnTavern history quizConvoysFamily cloud saves
For parents

The game we wanted our own kids playing

Written so a 9-year-old can read it alone, and so a younger one can play on a parent's lap. Adults in our family play it too.

No ads

None. Not banners, not videos, not "watch this to continue."

No in-game store

No gems, no loot boxes, no timers. One fair price for the whole game.

No accounts

No email, no login, no personal information. Families save to the cloud with a shared code like KRAKEN-RUBY-2614.

No tracking

No analytics or third-party trackers inside the game.

Kind by design

Crew members never die. Sailors lost overboard turn up again at the next port.

Real learning

Kids pick up geography, supply and demand, and history without noticing.

A note on hard history

The Atlantic world of 1715 included the slave trade. The game doesn't pretend otherwise. It appears the way it was, legal and openly offered, but it is never the best way to win. The game also tells the stories of resistance, uprisings and escape, and players can choose to free captives at real places of refuge. It's handled with care and pitched at an age-appropriate level, and it makes a good conversation starter.

For teachers & homeschoolers

History they'll ask to keep playing

Colonial America, the Caribbean and the Atlantic world, learned by trading through them.

  • Real places, people and events: the War of the Quadruple Alliance, the 1721 treaty with Morocco, the pirates of Nassau.
  • A tavern history quiz with an explanation for every answer.
  • An unlockable almanac: Nanny of the Maroons, Fort Mose, Cape Coast Castle, Black pirates, Carolina rice and more.
  • Economics you can feel: supply, demand, risk, insurance and the cost of a bad decision.
  • Geography by doing: winds, currents, seasons and why routes ran where they did.

Classroom edition

We're exploring a version for classrooms and co-ops, with teacher notes, discussion guides and class codes. If you'd use it, tell us what you'd need.

Tell us what you'd need
Why it exists
I loved an old trading game on my Palm Pilot, and I wanted my kids to have something like it, only set in a real place and time. So I built one. They told me when it was boring, and I kept fixing it until it wasn't. Now their friends play, the grown-ups play, and everyone's learned a little history along the way.
— A dad, and the game's maker
Price

One fair price. Once.

Free to play while the game is in early access. At full release, you can try the opening voyages free, then unlock the whole Atlantic with a single purchase.

$2.99
one time, for the whole family
  • All 79 ports, every ship, every adventure
  • Up to 12 captains on one family code
  • Every future update included
  • Phones, tablets and computers
Play free now

No subscriptions. No ads. No in-game store. Ever.

Questions

What ages is it for?

It's written for about 7 to 12, and readable alone by a 9-year-old. Younger kids do well playing alongside a parent. Plenty of adults play it for themselves; the Hard and Davy Jones difficulties are a real challenge.

What do I need to play?

Any modern web browser on a phone, tablet or computer. There's nothing to download or install. On a phone or tablet you can add it to your home screen so it opens like an app.

How do saves work without an account?

Your family gets a code like KRAKEN-RUBY-2614. Type it on any device to load your captains, up to 12 per family. We never ask for a name, an email or anything else about you.

Is it violent?

Ships fire cannon and crews board each other, drawn in a simple, cartoonish style with no blood. Crew members are never killed: sailors lost overboard rejoin at the next port.

How historically accurate is it?

The ports, flags, goods, ships, wars, laws and famous pirates are all real and researched, and every good and ship has a history note. It's still a game, so some things are simplified (and the sea monsters are, we're fairly sure, made up).

Will it always be free?

It's free during early access. At full release, the opening voyages stay free and the full game is a one-time $2.99 unlock. There will never be ads, subscriptions or anything to buy inside the game.

The sea is not safe. Set sail anyway.

Play free in your browser, right now.

Set sail ⟶