Sail
A two-player cooperative trick-taking voyage. Learn how to steer by winning tricks, match card symbols, survive the Kraken and beat the five-round deadline.
Two pirates, one ship and limited communication. Win tricks in the right direction, combine card symbols to sail or fight back, and escape the Kraken before the voyage ends.
Sail is a two-player cooperative trick-taking game published by Allplay, designed by Akiyama Koryo and Kozu Yusei. Partners use the familiar idea of following suit, but their goal is not to score the most tricks. Card-symbol combinations steer a shared ship through hazards, while poor timing allows the Kraken to catch up.
What makes Sail distinctive?
Your partner cannot discuss cards once a round begins. You must cooperate through the cards you exchange, the suit you lead and the symbols you pair—then make the ship reach the End token before the Kraken or the clock stops you.
How to play Sail: the objective and essential rules
You and a partner control one pirate ship. To win you must move the ship onto the End token before the Kraken or the five-round time limit defeats you. Allplay’s rules also put two storm deadlines on the voyage: if you are not completely past the first storm at the end of round two, or past the second storm at the end of round four, you lose.
Most actions come from trick-taking. One player leads a card and the other follows its colour if possible. The highest number in the led colour wins. After determining the winner, look at the icons on the two played cards. Particular icon combinations move the ship forward, steer it toward the trick winner, hit the Kraken or trigger a cannon effect. Other combinations do nothing.
The game is deliberately cooperative despite having a winner for every individual trick. Whoever wins a trick affects the ship’s steering, so an obviously strong card can be the wrong play if it takes the boat toward an island. Correct matching of icons matters at least as much as card strength.
Do not confuse the trick winner with the winner of the game. The team wins together if it reaches the destination. There are no separate player scores or competitive victory conditions in the base game.
Setup: scenario, boards, pirates and the two decks
Start by placing the Ocean Board between the two players, with the Play Area Board and Kraken Board at opposite ends. Choose an adventure from the included Scenario Book. That scenario tells you where to place the Start and End tokens, islands, storm markers and Kraken hazards. Place the ship on the Start token.
Each player chooses a Pirate card. These characters grant different abilities, adding replay value and giving each partner distinct options. Put the Kraken meeple at the lowest left position of its board, set both trick-counting cubes to zero and place the round disc at round 1.
Separate the number ranges in the playing cards. Shuffle the cards numbered 1–2 together and put them face up to form the Kraken Deck; place the special Kraken card at its bottom. Shuffle all the remaining playing cards, numbered 3–9, to make the face-down Player Deck.
Use the official scenario arrangement rather than making up an island layout for a first session. A route that is technically possible on one arrangement may be blocked or need different steering on another.
Source: the setup sequence, tracker positions and deck separation are shown in Allplay’s English Sail rulebook.
Deal and exchange: the most important conversation happens before the hand
At the start of each round, deal nine Player Deck cards to each player. Each person privately examines their cards, chooses one card to give the other player and passes it over without first looking at the card they will receive. This exchange offers a small amount of coordination, but it does not let you show your entire hand or discuss exact card choices.
The game’s key communication rule begins when the cards are dealt: you may not communicate about cards or tactics until after the final trick of that round. Between rounds, talking is permitted. This makes the hand exchange and the lead player’s opening card much more meaningful than in an unrestricted cooperative game.
A useful approach is to think about what your partner is likely to infer from the exchanged card. A high-number card might help them win a trick they need to steer, while a card with a useful icon might make a particular combination possible. However, you cannot be certain what cards they already hold, so every exchange involves a trade-off.
Remember that drawing and discarding are governed by the round structure. Do not refill hands after each trick; players are dealt a new hand only when the next round is prepared.
Trick-taking explained: following suit and deciding who steers
The player with the round disc on their side leads the first trick of a round. For each trick, that player places one card. Their partner must play a card of the same colour if they have one. If they lack that colour, they may play another colour. There is no special trump suit in the standard game.
The winning card is the highest number in the led colour. A high number in a different colour does not beat a lower card of the led colour. Advance the winning player’s trick cube by one, then resolve the card icons according to the action reference.
The winner leads the next trick. That means winning changes not only the ship’s potential steering but also who controls the next lead colour. Sometimes losing a trick deliberately is the sensible option because your partner will then choose the suit for the next one.
For a basic example, suppose a player leads a blue 5 and the other follows with a blue 8. The 8 wins. If the reply is not blue because the partner has no blue card, the blue 5 wins regardless of how high the off-colour number is. In either case, the symbols on both cards still determine whether the ship moves or the Kraken is affected.
Round-ending rule: the round ends as soon as one player wins their fourth trick. It is not necessary to play all nine cards, and the player who wins four tricks may be either partner. This timing is a major reason to avoid taking extra tricks that do not help the ship.
Sail’s card-symbol combinations: helm, Kraken and cannons
Each card has a symbol. After resolving who wins the trick, combine the symbols on the two cards to see whether the pairing triggers an action. The player aids show the exact icons and should be kept beside the table.
Steering pairs typically advance the ship one space forward and toward the trick winner. Depending on the icon pairing, they may also deal one or two points of Kraken damage to the ship. A different sail-related pair can move the ship straight forward instead of diagonally toward either player.
Cannon pairs can instead damage the Kraken or make you reveal a card from the top of the Player Deck to perform its printed Cannon Action. The rulebook lists possible results, including a forward move, a shot against the Kraken, or revealing another card. If the Player Deck is empty when a Cannon Action calls for a card, that action has no effect.
Some pairings create no action. The trick still has a winner and advances that player’s trick cube, but the ship stays in its current space and the pairing itself causes no damage. You do not get a default ship movement simply because a trick was won.
When learning the game, avoid memorising the entire icon chart before your first attempt. Keep the official reference visible and ask three questions after every trick: Who won? What symbols paired? Does this effect move, damage or protect?
Ship movement, islands, Kraken spaces and the edge of the board
The ocean contains obstacles. An island is impassable: if a card action would move the ship onto one, the ship does not move. The edge of the board is also impassable, so an action that would take the ship beyond the map leaves it in place.
A space containing a Kraken token is hazardous. After the ship moves onto one of these spaces, the Kraken damages it. Importantly, some symbol-pair effects also cause damage even when the associated movement fails—for example, when an island blocks the move. Check the specific action icon rather than assuming no movement means no consequences.
Directional steering becomes a puzzle because the trick winner determines which side of the board the ship moves toward. If you need a rightward move, the player sitting to that side may need to win the relevant helm trick. But if that player is close to their fourth trick, making them win another could end the round before you navigate the next obstacle.
Illustrative decision: imagine the ship is just left of an island and the next safe space lies forward-right. A pairing that moves toward the player on the left may fail to advance or send you toward a hazard. The winning card’s number is only useful if it produces the direction you actually need.
Kraken damage: deck depletion, movement and the loss condition
The Kraken is more than a token on the map. Its deck and track together create pressure on the crew. When an effect says the Kraken damages the ship, move the top card of the Kraken Deck into the discard pile. If you would remove the special Kraken card, move the Kraken meeple one space clockwise around its track and return that special card to the bottom of the Kraken Deck.
If the Kraken card is the only card left in its deck, the players lose immediately. You also lose if the Kraken meeple reaches the track’s final space, marked Dead. These two conditions are related but not identical: the Kraken can win because its deck is reduced too far, or because its track reaches the fatal space.
Cannon actions that damage the Kraken can defend the ship by placing a card from the played trick beneath the Kraken Deck instead of discarding it. This helps maintain a buffer against future damage. Choosing a cannon pairing can therefore be just as important as moving forward, especially when a later storm or round-end penalty would otherwise drain the deck.
Do not confuse a Kraken-space hazard on the ocean with the damage caused by a symbol pair or by round-end effects. All can be dangerous, but the timing differs. Reading the relevant icon in the moment prevents an incorrect damage count.
Round end: fourth trick, Kraken punishment and redeal
The moment either player takes a fourth trick, stop playing cards for the round. The Kraken damages the ship a number of times equal to the number printed under the Kraken meeple at its current position. Resolve that damage, and check whether it produces a loss.
If the voyage continues, advance the round disc by one, return both trick cubes to zero, then shuffle the Player Deck, the played-and-discarded cards and all cards still held in both players’ hands to form the deck for the next round. Deal nine new cards per player and repeat the exchange step.
The round end can surprise new players because the game does not wait for a full hand to run out. A player who wins three early tricks may need to avoid winning the fourth until the team has used more of its current cards to navigate and defend. But delaying has its own risk: you still need the correct colours and symbols to perform the desired actions.
Two clocks run at once: the five-round limit, and the Kraken’s capacity to absorb damage. Efficient crews need to push forward but also preserve enough Kraken Deck cards to survive round-end punishment.
Storm deadlines and all official victory/loss conditions
Victory: you win immediately when the ship reaches the End token. You do not need to finish the round after arriving.
Defeat occurs immediately if the Kraken card is the only card remaining in its deck, or if the Kraken meeple reaches the final Dead space. The rulebook also specifies that you lose if round five ends before the destination is reached.
The scenario contains two storm markers that establish intermediate progress requirements. By the end of round two, your ship must be completely beyond the first storm. By the end of round four, it must be completely beyond the second storm. Missing either deadline loses the game even if the Kraken is still distant.
One helpful edge case is explicitly resolved by Allplay: if the same action would simultaneously satisfy a win and a loss, the win takes precedence. For example, a move that reaches the End token despite triggering a damaging side effect still wins under that combined-outcome rule.
Beginner checklist: after every trick verify the ship location and Kraken Deck; after every fourth trick verify round-end damage; after rounds two and four also check storm progress. These checks prevent the most common mistaken ‘wins’ in an incomplete teach.
Four common rules mistakes to avoid
- Playing all nine cards. A round stops when either player has won their fourth trick, leaving cards unused; it does not automatically last nine tricks.
- Treating the biggest card as an automatic good play. The winner determines who leads next, and many steering effects move toward the winner’s side. Sometimes the lower card is more useful for the team.
- Ignoring colour matching. The second player follows the first player’s colour if able. Off-colour cards do not beat the highest in-suit card merely by having a larger number.
- Confusing the different deadlines. The ship can lose because of the Kraken Deck, the Kraken track, a missed storm, or the five-round limit. Surviving one danger does not remove the others.
These clarifications address rules that are easy to overlook when reading a brief game summary. The printed player aids and official rulebook should be used for exact card-symbol illustrations.
Beginner strategy: steer deliberately rather than chasing trick wins
Study the map before choosing your opening hand exchange. Think about which direction the ship must move to avoid the nearest island. That tells you which player should ideally win certain helm-symbol tricks. Passing a card that supports that outcome can be more helpful than simply giving away the lowest card.
Use trick wins sparingly. Every fourth trick ends the round and incurs Kraken damage. If one partner has already won three tricks, let the other player lead more often when possible, or prioritise card combinations that move the ship enough before that last trick lands.
Budget damage as carefully as distance. Pairs that move and cause Kraken damage are not always bad; sometimes they are necessary to steer past an obstacle. But when the Kraken Deck is thin, it may be wiser to use a cannon pairing or a safer move, even if the ship advances less that turn.
Respect storm timing. In round two, progress beyond the first storm can outweigh an elegant detour. In round four, passing the second storm may matter more than choosing a theoretically optimal path that takes additional turns.
Adapt to Pirate abilities. The six Pirate cards provide different powers. Before your first move, read both selected Pirates and identify whether either one helps with navigation, recovery or information. Do not assume every pair of Pirates produces the same best opening.
These are independent strategy suggestions based on the rules, not additional official actions or claims of first-hand playtesting.
Difficulty levels, scenarios and the Seafarer expansion
The base box includes a Scenario Book with routes at multiple difficulty levels. Allplay describes four difficulty settings and allows custom arrangements using the board and its island, storm, start and end markers. That makes replayability depend on the route as well as on card order and Pirate abilities.
For a first game, start with the easiest recommended scenario and use the standard Pirates before making your own island configuration. Because trick cards steer relative to the player who won, even a small change in island placement can substantially change which cards are desirable.
The optional Sail: Seafarer Expansion adds new Pirate characters and more scenarios. Allplay also sells a Meeple Upgrade, which is a component accessory rather than a new rules system. Neither product is necessary for normal two-player cooperative play.
If you enjoy constrained cooperation, compare The Fox in the Forest Duet, another two-player cooperative trick-taking game. For a multi-player cooperative trick-taking campaign see The Crew: The Quest for Planet Nine. Sail differs because its tricks physically steer a ship around a shared map.
Sail board game FAQ
Is Sail competitive or cooperative?
Cooperative. Two players win or lose together by navigating the ship to the End token before the Kraken or time limits stop them.
Can you play Sail with three players or solo?
The official base game is for exactly two. The publisher does not list an official three-player or solo mode for the base game.
What ends a round?
The round stops immediately when one player wins their fourth trick. Unused hand cards go back into the deck for the next round after the normal reshuffle.
Can the players discuss their hands?
Not during a round. Communication is prohibited from the time the cards are dealt until the final trick of that round. Players may talk between rounds.
What happens if I cannot follow suit?
You may play a card of another colour. Only cards in the colour led can win the trick under the standard rules.
Do we move the ship whenever somebody wins a trick?
No. Movement occurs only when the two cards form a symbol pairing or another relevant effect instructs the team to move.
What if an island blocks the ship?
The ship remains in place. If the triggering symbol pair also deals Kraken damage, that damage may still occur even though movement failed.
What if the Kraken card is the only card remaining in the Kraken Deck?
The team loses immediately. The Kraken meeple reaching the Dead space is a separate loss condition.
How many rounds can Sail last?
At most five. You lose if round five ends before reaching the End token, and you must also beat the storm deadlines at the ends of rounds two and four.
How do Cannon cards help?
Specific matching cannon symbols damage the Kraken by putting a played card beneath the Kraken Deck, while other cannon actions reveal cards from the Player Deck for additional effects.
Does Sail have an expansion?
Yes. The Seafarer Expansion provides more Pirate characters and scenarios. The base game remains fully playable without it.
Official sources and editorial scope
The main authority for this guide is the official Allplay Sail English rulebook (PDF). The Allplay Sail product page confirms the two-player format, age range, play time, communication limits, scenario variety and available Seafarer expansion. For game credits and publication history, see Sail on BoardGameGeek.
Facts reviewed October 16, 2026. The descriptions of first-game decisions and worked card examples are original editorial explanations, not quotations from the rulebook or claims of hands-on testing. Use the publisher’s diagrams to check icon pairings and scenario placement. Sail artwork and trademarks belong to their respective owners; no publisher graphics have been reproduced in this article.