Playgridia
Seven Sails
A naval war-and-trade game: buy low, sell high, hire sailors, marines and corsairs, pour a broadside into a rival hull, board her, and take her island. Your flagship levels up. 2–6 captains.
The Narrows
★ 4.6 / 5 — 103 ratings
Rules
- The sea is a TILE GRID: your ship stands on a tile, carries a heading, and really sails to the tile you tap
- The wind is painted onto the range — green tiles cost 1 with the wind, amber ones 2 against it; you never compute an angle
- On a harbour tile the market, the quay, the yard and the island panel open; harbour business costs NO movement, only gold
- Your crew is a roster: Sailors work the guns, Marines volley, Corsairs fight hand to hand — all three do different jobs
- Troops earn XP in battle and are promoted at a harbour; nobody dies, they are wounded, and they recover on an island you hold
- A duel is three exchanges: round shot holes the hull, chain shreds the rig, grape kills crew — then you go over the rail
- NO dice: every shot is a card dealt off the BATTERY DECK — 4 hits, 4 blanks, drawn without replacement, so eight shots land exactly four times
- Win a fight, take an island, raid a convoy or bank a rich cargo and you draw a SEA FORTUNE card; you may play one per engagement — and so may the captain being shot at
- To take a shore: bombard it first, then choose how many go ashore; your odds are printed before you commit
- Build walls and a shore battery — the battery fires on an enemy ship within two tiles, on THEIR turn
- Your flagship earns XP, levels, and picks a perk each level; your captain also has one signature order on a cooldown
- Hold the map's island target to win, or be the last captain afloat. Lose your last shore AND your ship and you are out
How a turn works
- Tax and convoy income land at the start of your turn; a garrison and a deck above their free size cost upkeep
- Your sail points equal your ship's speed. Everywhere you can reach lights up: green 1, amber 2
- On a harbour tile every piece of harbour business is FREE — movement only ever buys where the ship IS
- Laying alongside costs 1, storming a shore 2, a bombardment 1; when you are done, End Turn
Trade
- A good is cheap where it is grown and dear where it is wanted — profit lives BETWEEN islands
- The hold remembers what it paid; a sale reads as profit in green or loss in red
- The market panel also tells you where the good is dearest — plan the route around it
- Buying pushes the price up and selling pushes it down; buy→sell in one harbour always loses money
- Found a convoy between two of your islands: it pays every round, and a rival sitting on the lane can raid it
Crew and promotion
- Every harbour keeps a visible recruit pool that refreshes each round; a rival quay spares you only one per turn
- Sailors feed the guns, Marines volley BEFORE any melee, Corsairs fight on a deck and on a beach
- A hand who has survived three fights can be promoted — for gold, in a harbour
- Casualties are wounded, not dead; a few recover every round on an island you hold
The duel
- Laying alongside opens the scene: you pick the shot each broadside and the enemy answers at the same moment, with both sides’ cards dealt face up
- Round shot holes the hull (at zero she strikes), chain shreds the rig (she slows and cannot run), grape kills crew
- After one exchange you may board; the percentage on the button is the true odds of the whole melee
- Breaking off is always open. Losing does not end your campaign: you lose cargo and gold, and refit at your island next turn
Sea Fortune
- You hold at most 5 cards; winning a fight, taking an island, raiding a convoy or selling a rich cargo each deal one
- Only ONE card per engagement — the question is never "do I have a card" but "is this the fight"
- Cards are played face up: your rival sees what you have armed, and you see theirs
- You may play one while under fire; it is the one thing a captain can do out of turn
- Favourable Slant and Crossing the T grow or shrink a broadside, the Carpenter’s Gang patches the hull, a Fog Bank buys you out of the fight for nothing, a Black Flag doubles the prize
Shores and conquest
- A bombardment silences the walls and thins the garrison before the boats go in
- Once you have bombarded a shore, that island is closed to you for the rest of the turn — the bombardment commits you
- You choose how many go ashore — land everyone and the survivors stay as the new garrison, leaving your ship defenceless
- A captured island loses its buildings; walls, battery, yard and warehouse must be built again
- Reach the map's target to win; a captain who loses their last shore AND their ship is out
Online Naval Battle and Trading Game — Sail Her Yourself, Raise a Crew, Take the Islands
Seven Sails is a 2–6 player open-sea strategy game. The sea is a tile grid: your ship stands on a tile, carries a heading, and really sails to the tile you tap, working the wind out for you. Downwind tiles are cheap, upwind ones cost double — but the game does the arithmetic and you just read the colour. Free in the browser, no download.
Buy low and sell high, then spend the gold on crew, on a bigger hull, and on walls and shore batteries for the islands you hold. Your hold remembers what every crate cost, so a sale always reads as profit or loss.
The Duel: Three Exchanges, Then the Deck
Lay alongside a rival and a battle scene takes the screen. You choose the shot each exchange: round shot holes the hull, chain shreds the rig and stops her running, grape sweeps the deck. The enemy answers at the same moment — and there are no dice: every shot is a card dealt off the BATTERY DECK, 4 hits and 4 blanks, drawn without replacement. The cards turned over on screen are the cards that were actually dealt. On top of that sits the SEA FORTUNE hand: cards you earn by winning a fight, taking an island or banking a rich cargo, and play face up in the middle of an engagement — even the captain being shot at can answer with one.
Once you have closed, throw the grapples and go over the rail. Your marines volley before the melee and your corsairs fight on her deck. Losing does not end your campaign: you lose cargo, and refit at your own island next turn.
Raise a Crew, Promote It, and Take a Shore
Every harbour keeps a visible recruit pool: Sailors feed the guns, Marines fire before any melee, Corsairs fight on a deck and on a beach. Troops earn XP in battle and are promoted at a harbour; casualties are wounded rather than killed and recover on an island you hold.
To take a shore you bombard the walls first, then choose how many go ashore — the odds are computed and printed before you commit. Hold the map's island target and the archipelago is yours.
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