A pirate card-battler roguelite — build your deck, recruit your crew, and sail into a fresh fight every run.
Clear sequential waves with one ship. Your hull carries its scars from fight to fight — heal wisely.
Chart Your Course
Choose Your Voyage
Pick how you sail into the Vortex — a measured run, an endless chase, a salvage hunt, or the full campaign.
Before the Vortex
Prepare Your Voyage
Choose your captain, ship, and up to 2 crew. Every pick saves instantly — coins and loadout both carry over between runs.
0coins
Captain
Ship
Equipment —
Won from Equipment Run wave-10 clears. Not locked to the ship it dropped on — freely reslot here.
Crew (up to 2)
Deck — 10 default + up to 10 from your collection (max 20)
Built into this run's deck —0 / 10
Deck presets — save your current selection above, or load one to replace it instantly.
Your collection
Wave1 / 10
Affinity Wheel
🚢
100 / 100
5 / 5
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0
Spoils of the Wave
Wave Cleared
Take on a new card, or patch the hull instead.
The Ship's Log
How to Play
Tutorial
A short 3-wave introduction to the basics — AP, damage types, Shield, and what a loss actually costs you (nothing).
The Basics
AP (Action Points) — each card costs AP to play. You get a fresh set every turn, sized to your ship's max AP. Unplayed cards discard when your turn ends and return once your draw pile reshuffles.
Direct vs. Area Damage — Direct Damage hits one target and can be dodged by that enemy's Evade. Area Damage hits regardless of Evade, but can't target a single enemy for extra damage the way Direct can.
Shield — absorbs incoming damage before it touches your Hull. Resets to 0 at the start of your turn unless a card or crew ability refreshes it.
Pierce — some attacks ignore Shield entirely, dealing full damage straight to HP.
Elements & the Affinity Wheel
Five elements form a cycle, each strong against the next: Fire → Earth → Lightning → Air → Water → Fire. A card whose element beats the enemy's deals ×1.5 damage (×2.25 if Amplified); on the losing side of the matchup it deals ×0.75. Neutral cards and enemies are never boosted or weakened by the cycle.
Captain
Your Captain is always active — no equip slot needed — and has an element and an expertise. Both apply on top of the card's own element above:
Damage affinity — if the Captain's element beats the current enemy's, all your outgoing damage gets ×1.2 that fight; if the enemy's beats the Captain's, ×0.8. This applies to every hit, all run.
Reward bias — when you're offered reward cards, one matching the Captain's expertise is ×1.5 more likely to appear; one matching its element is ×1.3 more likely.
Starter deck — each Captain also starts every run with its own themed 10-card deck (instead of one deck shared by everyone), built from cards matching that Captain's own element and expertise. Switch Captains on the loadout screen and the "Deck" section below updates to show that Captain's actual 10.
Captains are unlocked permanently (one per run win) and swapping between unlocked ones at the loadout screen is free.
Crew
Up to 2 crew slots. Every crew member has the same element/expertise affinity as the Captain above (their own ×1.2/×0.8 damage swing, their own reward-pool bias), stacking multiplicatively with the Captain's. Some crew also have a passive (always on) and/or an active ability (usable once per wave from the battle screen). Leveling a crew member slightly strengthens whichever of these they have.
Card Rarity
Reward-pool cards are Common, Rare, or Legendary — shown by the card's border color. Deliberate reward picks (wave clears, a run win) offer 3 options with no rarity weighting; higher rarity generally means a stronger or more complex effect, not just bigger numbers. Losing a run past wave 6 grants one consolation card automatically, weighted heavily toward Common.
Status Effects
Vulnerable — the target takes +33% damage for its duration.
Weaken — the target deals 50% less damage on its own attacks for its duration.
Reduction — your next N incoming hits deal reduced damage (typically -50%).
Stun — the enemy skips its next move entirely.
Blind — the enemy's next attack automatically misses.
Evade — negates the next N incoming Direct hits (Area damage ignores it). Both you and some enemies can have this.
Counter — reflects damage back when you're hit while it's active.
Bleed / Hemorrhage — Bleed ticks flat damage at the start of the bleeding side's own turn, bypassing Shield. Hemorrhage detonates all remaining Bleed instantly. Only some tougher enemies (mini-bosses and bosses) can inflict Bleed on you.
Cleanse — removes your own Bleed.
Redirect — forces an enemy's next attack onto another enemy instead of you (fizzles if it's the only one left).
Exile — the card is removed from your deck for the rest of the run after being played.
Wavebound — the card leaves your deck when played and returns at the start of the next wave.
Mini-bosses — some waves spawn one tougher "Elite" enemy (+40% HP). Only mini-bosses and true bosses can roll Evade or a Bleed attack — ordinary enemies never do.
The Quartermaster
Settings
Display
On iPhone/iPad, music volume is controlled by your device's volume buttons — this slider can't change it. Use Mute Music below to turn it off.
Secret Code
Got a code? Redeem it here to unlock a special Ship Skin — check it under Ship Skins once redeemed.
Cross-Device Save
Move your progress to another device — no account needed, and nothing leaves this device until you copy the code yourself.
Win with a Captain equipped to climb their Mastery rank — Recruited (1 win), Trusted (2), Legend (3, unlocks their Ship Skin).
Ship Skins
Win 3 runs with a Captain equipped to unlock their Ship Skin for good — then pick any unlocked skin per ship type below, no matter which Captain you're sailing with. Purely cosmetic, no combat effect.
Equipment
Win an Equipment Run (see Choose Your Voyage) to salvage one piece at a time. Every tier for every item, whether you own it yet or not — equip what you've won from the Loadout screen.
Chart Your Growth
Your Island
Build and upgrade structures to unlock new capabilities across your fleet — Town Hall gates how far every other building can go.