Pirate Adventures

Every fight, grid, and charted destination

Kraken, King Crab, Ghost Ship, Brigands Convoy, and Shallow Waters all play out on the same tactical Sea Battle Grid — coordinates, movement charges, and manual cannon fire instead of one-button voting. Below: the shared legend, a full phase-by-phase breakdown of every encounter, and where the ship's special charted routes lead.

Grid tacticsBoss phasesSalvage rewards
Tabzy and Kitty's ship under attack by the Kraken

Battle manual

Reading the Grid

Every battle grid encounter shares the same coordinates, the same anchor-exit idea, and the same station rules. Learn this once and it carries into every fight below.

Coordinates • Stations • Salvage

Anchor Exit

Sail the ship onto this tile and the Captain/Navigator is asked !yes to retreat (no boss reward) or !no to keep fighting. Kraken, King Crab, and Ghost Ship only — Shallow Waters and Brigands have no exit tile.

Rock

A fixed obstacle. Blocks movement onto that tile.

Danger Telegraph

An attack is about to land here. Clear these tiles before the warning timer ends.

Ink Cloud

Kraken Phase 1 only. Hides the Kraken — shots aimed into the ink are unreliable.

Whirlpool

Kraken Phase 3 only. Rings the board while the Kraken is submerged.

Sandcastle Wall

King Crab Phase 1 only. Blocks movement and shields the King until all three walls fall.

Ice Patch

Ghost Ship hazard tile — sliding over ice carries the ship one extra tile in the same direction if the next tile is open.

Reef (Blocked)

Shallow Waters only. Impassable — steering into a reef holds the ship in place.

Sandbank

Shallow Waters only. Costs 2 movement charges to enter instead of 1.

Current

Shallow Waters only. Pushes the ship one extra tile in the marked direction unless a reef or blocker stops it.

Your Ship

Always starts a grid encounter at C5.

Kraken

Hidden in ink during Phase 1, fully exposed from Phase 2 on.

King Crab / Minion

Large icon for the King, smaller icon for his guard minions.

Ghost Ship Section

The cursed ship's bow, midship, and stern each occupy their own tile.

Brigand Escort

Must be sunk before the Merchant Galleon can be targeted.

Merchant Galleon

Carries the cargo locker — salvage it before it sinks for good.

Shark

Shallow Waters only. 100 HP, fightable while surfaced — !target then !shoot, same as any other grid target.

Mimic Chest

Ghost Ship Phase 3 only. Unrevealed — could be treasure or a ghost.

Target Marker

The tile last set with !target. !shoot fires here regardless of who pulls the trigger.

Crew procedure

Reading the coordinates

Every battle grid is a 5x5 board. Columns A-E run left to right, rows 1-5 run top to bottom, so the ship's starting tile is always C5. !target works off these labels directly, e.g. !target B3.

Crew procedure

Movement & stations

!sail assigns you to the sailing station. Station work resolves every 30 seconds; every 4 sailing contributions banks 1 movement charge. The Captain/Navigator spends charges with !up / !down / !left / !right.

  • !carp = carpentry station, auto-repairs hull each round
  • !bilge = bilge station, auto-clears flooding each round
  • !sail / !carp / !bilge are mutually exclusive — picking a new one switches you off the old one
  • !rally can be used from any station for an immediate morale boost

Crew procedure

Targeting & cannon range

!target <coordinate> marks a tile for the Captain/Navigator; !shoot fires on it. Damage falls off hard with distance from the ship, so closing range matters as much as gunner skill.

  • Distance 0-1 (adjacent): 100 damage
  • Distance 2: 50 damage
  • Distance 3: 25 damage
  • Distance 4+: shot blocked, no cannonball spent — move within 3 tiles first

Crew procedure

The anchor exit

Kraken, King Crab, and Ghost Ship all have a single anchor tile (E5). Reaching it prompts the Captain/Navigator: !yes leaves the encounter immediately with no boss reward, !no keeps the ship in the fight. Treat it as an escape valve for a sinking run, not a shortcut to loot.

Crew procedure

Salvage timers

Wrecks, Ghost Ship treasure mimics, and the Brigands cargo all use the same !salvage rhythm: start the 25-second timer while adjacent, then hold position — any movement command cancels it.

  • Shallow Waters wrecks: 25s salvage, no grace period needed
  • Ghost Ship treasure mimics: reveal first (!salvage when adjacent to an unopened 📦), then salvage the 25s timer on the 🪙 result
  • Brigands cargo: once the Merchant Galleon sinks, get adjacent and run the standard 25-second salvage; the cargo no longer expires on an encounter grace timer

Sea encounters

Battle Dossiers

Choose an encounter to study its access route, HP, phase rules, grid examples, and rewards.

Kraken

Random sea event

HP / Targeting

1,000 HP (fixed)

Layout

Ship starts at C5, the Kraken starts hidden at C1, the exit is E5, and three rocks (B2, D2, B4) dot the board.

Encounter Brief

A 3-phase sea boss built around weak-point timing: stay close, bait the exposed strike windows, and survive the submerge cycle in Phase 3.

Phase 1

Phase 1 — Inkstorm

Opening phase

The Kraken hides inside a cloud of ink around its tile (C1, B1, D1, C2). It can't be cleanly targeted while inked — this phase is about closing distance and getting cannons within range for when it surfaces.

A1
B1
C1KRAKEN
D1
E1
A2
B2
C2
D2
E2
A3
B3
C3
D3
E3
A4
B4
C4
D4
E4
A5
B5
C5SHIP
D5
E5
Phase 1: Kraken hidden at C1 inside the ink cloud.

Phase 2

Phase 2 — Tentacle Barrage

Triggers at 500 damage taken (50%)

The Kraken surfaces fully and weak points start cycling in (glowing eye, wrapped tentacle, soft underflesh). Landing a hit while one is active adds a big damage bonus that stacks the longer the combo runs.

  • Weak point hit: +45% base damage, plus +15% per consecutive hit (caps at +75% combo bonus)
  • Extra proximity bonus on a weak point hit: +35% adjacent, +15% at range 2
  • Missing while a weak point is active resets the combo to zero
A1
B1
C1WEAK PT
D1
E1
A2
B2
C2
D2
E2
A3
B3
C3
D3
E3
A4
B4
C4
D4
E4
A5
B5
C5SHIP
D5
E5
Phase 2: Kraken fully exposed, weak point cycling at C1.

Phase 3

Phase 3 — Crushing Depths

Triggers at 750 damage taken (75%)

The Kraken alternates between submerged and surfaced. Submerged, whirlpools ring the board and cannon fire is nearly useless — shift the crew onto sail/carp/bilge and wait it out. Surfaced, it's exposed again and shooting resumes as normal.

  • Submerged hit chance: 20% for the gunner, 8% for anyone else — shots still cost a cannonball
  • Surfaced: normal targeting and damage resume
  • Whirlpool-disrupted shots that do land deal 60% damage even outside the submerge window
A1
B1
C1
D1
E1
A2
B2
C2
D2
E2
A3
B3
C3
D3
E3
A4
B4
C4
D4
E4
A5
B5
C5SHIP
D5
E5
Phase 3 (submerged): whirlpools ring the board, Kraken token disappears.

Rewards

Victory pays the ship fund, restocks cannonballs and rum, and drops a Kraken Tentacle boss material for everyone who contributed, plus a chest — the Sunken Kraken Chest at the top tier.

Charted Routes

Special Destinations

Lucky Waters

8 minutes of map/chest fishing with no cast cap and a 20-second !fish cooldown, then the ship returns to open sea.

Treasure Island

A charted Treasure Island map lands the ship directly on the island — no reef or approach hazard to navigate first.

Ghost Ship Waters

Leads straight into the Ghost Ship grid battle — see Ghost Ship under Sea Encounters below for the full fight.