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Build, and choose your Captain
Assemble a deck of forty to sixty cards from your collection and seat a Captain to lead it. Every Captain bends the game their own way — pick the one whose promise you can keep.
🏴☠️ Cross My Heart · The Flagship Game
A pirate duelling game across the Lantern Coast, where the boldest mechanic in the game is your own voice: call your shot out loud, and the current answers.
⚔️ The Duel
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Assemble a deck of forty to sixty cards from your collection and seat a Captain to lead it. Every Captain bends the game their own way — pick the one whose promise you can keep.
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Play your crew to the field, then strike. Before the blow lands you may call the shot: name your mark, out loud, and mean it. The current is listening.
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A true call lands. A hollow one misses. Duels turn on nerve as much as numbers — face the rival captains the game deals you, or challenge a friend head to head online.
⚓ The Captains
Your Captain isn't a figurehead. They set the terms of the duel — their court, their colours, their way of winning. The Red Prince leads the flagship court, but the Lantern Coast is crowded with rivals: storm-calling tengu, drowned courts, knotling swarms, iron works and fae courts, each with a strategy of their own.
512 cards make the pool — captains, champions, tactics, gear, and the domains they fight over — all built on rules that work the same printed on a table as they do on a screen.
🕯️ The Annals
The duels are only the weather. The Annals — the game's own book of persons, places, and deeds — carry the whole story of the Lantern Coast, and it grows with every set.
🧭 The Particulars
Your fleet is one sign-in away — and it will be exactly where you left it, on whatever screen you open next.