Trade & Turmoil is a objective based competitive game for 2 to 6 players. A fun and easy to learn ruleset combined with fairly 'crunchy' strategic elements allows for casual players to dive right in and the expert gamer to expand their control of the waves!
Victory points are won by completing various trade, shipwright and privateering missions. Players must carefully choose their path and balance a mix of honest trading, treasure hunting and outright piracy, all while dodging enemy ships, the navy, booby traps and the seas own wrath.
Resources must be cunningly managed in order to successfully complete tasks, purchase new ships and upgrade vessels to improve cargo space, speed and firepower.
Trade & Turmoil is played on a 24" by 36" cloth map and consists of over 900 cards, components and models.
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The year is 1750. The golden age of piracy has long since passed, however only a fool would be blind to the lingering shadows still haunting these azure waters.
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Treaties of peace between fledgling island states and the new guard of the old world monarchy have afforded inhabitants of these isles much hope and prosperity. Yet these binds of accordance are wearing thin, stretched to near breaking point.
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The governance make little attempt to hide the fact that they yearn for full control of these waters. Free of the trade restrictions and taxes demanded by a distant crown.
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Yourself, a keen and talented upstart captain have caught the attention of the governance, and the commissioner begs your ear. You must prove your worth on the water in order to win the command of the governances' newly proposed naval fleet. It must be shown that you can maintain and operate trade routes between the expanding island settlements and grow the regions wealth.
Let it quietly also be known, it is their expectation that you can protect their control from mounting threats, none of which as tenacious as the crowns imposing naval fleet, who will not take their fall from power lightly.
Despite the dangers, you will be rewarded handsomely for your efforts, and it is not of consequence to the governance if the spoils of your defensive endeavours are conveniently 'lost at sea'.
Let fair winds and calm seas guide you, but it must also be known you are not the only captain chosen to demonstrate your ability on the waves. Create trade with your allies and stir turmoil amongst your adversaries as you rise to control the surf.