One sloop, a thin crew and a Caribbean run by governors who trade promises as readily as merchants trade sugar. Trade, raid, recruit, divide the plunder, and decide whose seal you sail under this month.


- A whole pirate career. From a single sloop to a fleet, or to the gallows.
- Governors with long memories. A royal seal makes you a privateer; a change of policy makes you a criminal.
- The Lantern Compact. Captains, pilots and harbour keepers who remember who kept their word.
- Crews you have to keep. Pay them, feed them, share the plunder fairly, or lose the ship.
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