Crazy Ships: Clash of Ages

A Viking warrior and an Aztec warrior face off on a coastline, their fleets of warships behind them under a dramatic sky — key art for Crazy Ships: Clash of Ages.

Crazy Ships: Clash of Ages is coming soon

An asynchronous war of empires across a shared world of nine islands. Asymmetric civilizations and a war that doesn't end when you die.

Coming soon on theApp Store
Coming soon onGoogle Play

Crossplay. iPhone and Android players in the same match. Link your Apple and Google accounts to take your progress and Premium to any phone.

Crossplay9 islands9 civilizations6 Black Market upgrades3 Underworld weapons

The pillars

Three rules that change everything

Asymmetric Civilizations

Nine historical factions, each with one advantage and one disadvantage kept secret until elimination.

Life After Death

Dying isn't the end: as a Ghost you stay in the match and can help, shield, or sabotage any living player.

Prestige and the Black Market

Every accurate shot earns Prestige Points (PP). Spend them in the Black Market on upgrades that can swing the match.

How it works

The arc of a war, in six phases

  1. 1

    Turn order

    The server draws the turn order at match start; everyone sees it and continues.

  2. 2

    Choose your island

    Pick your position in the shared 3×3 world of islands.

  3. 3

    Choose your civilization

    Every faction pairs one advantage with one disadvantage, secret until death.

  4. 4

    Preparation

    Anchor your fleet and, if your civilization allows it, adjust one mountain. Then blindly plant your Opening Mine on an enemy island: every mine detonates at once when turn 1 begins.

  5. 5

    War

    Attack blind with Direct Fire or Parabolic Fire, or spend your turn moving a ship. Keep track of every shot you fire and defend without seeing the hit coming.

  6. 6

    Ghost and endgame

    Dying isn't the end: you keep playing as a Ghost until the last empire falls.

Beyond the shot

Every turn is a decision

Choosing where to fire is only the start. These are the tools that separate a captain from an admiral.

Direct Fire

A flat shot that destroys the cell it hits. The first mountain in its path stops it, and if it crosses an intermediate island it can end up hitting someone else's ship.

Parabolic Fire

An arcing shot that ignores mountains but only half-damages a cell. It takes a second hit on the same spot to destroy it.

Opening Mine

When you finish preparing, you blindly plant a mine on an enemy island. You won't know if it hit until the war begins.

Fleet movement

Spend your whole turn moving an intact ship one square or rotating it 90°. Each ship must rest for 3 Global Rounds before it can move again.

Turn nudge

Is someone taking too long? Send a reminder to the player whose turn it is. You can nudge the same player once every 15 minutes.

Push notifications

We let you know when it's your turn, when you're attacked, and when the match ends. You can mute the optional ones; your turn alerts always come through.

Stats and awards

When the match ends you get your accuracy, your economy, a timeline, a heatmap, and themed awards, with a link you can share.

Public games and join codes

Jump into a public game or join a private one with its code. Games that don't start within 24 hours close on their own.

Civilizations

Nine factions, one secret each

Every player picks a historical civilization. Each pairs one real advantage with one real disadvantage — but which faction has which pairing stays classified until their empire falls.

The roster

Vikings
Romans
Greeks
Mongols
Egyptians
Phoenicians
Japanese
Persians
Aztecs

The arsenal

No faction has a fixed pairing: pairings are drawn per game and stay secret until elimination.

Advantages

  • Topographic Engineering

    During preparation, may move one generated mountain to another valid cell or rotate it 90°.

  • Penetrating Ammo

    Every 3 Global Rounds, a parabolic shot that would only damage a cell destroys it outright.

  • Salvage Crew

    Sinking a ship grants +2 PP on top of the normal sinking reward.

  • Oracle's Vision

    Once every 7 Global Rounds, scan a 3×3 area for free of any enemy island at no turn cost.

  • Mercantilism

    Offensive Black Market items cost 5 PP less.

  • Trade Secrets

    Using a Black Market item does not apply the +1 PP generation cap that turn.

  • Salvage Economy

    When one of this player's own ships is fully sunk, they receive an automatic +10 PP refund.

  • Imperial Logistics

    This player's Fleet Repair completes in 2 Turns instead of 3.

  • Bloodlust

    When sinking a ship, immediately regain the turn and fire again, limited to one extra iteration per turn.

Disadvantages

  • Brittle Structure

    When an enemy direct attack strikes one of this player's mountains, it is permanently destroyed.

  • Fragile Masts

    When one of this player's cells takes crossfire damage, it is destroyed outright, skipping the damaged state.

  • Cursed Loot

    On elimination, this player's Executor inherits 100% of their PP instead of the standard decreasing fraction.

  • Arrogant Commanders

    This player's PP generation per turn is capped at 3 while active.

  • Predictable Tactics

    Can't attack the same enemy island on two consecutive personal turns, unless only one enemy island remains.

  • Explosive Sinking

    When one of this player's ships is sunk, the explosion damages every adjacent cell — including their own fleet — and reveals 3 random adjacent cells.

  • Structural Decay

    One of this player's damaged cells automatically decays to destroyed after 2 full Global Rounds if not repaired.

  • Constrained Deployment

    During preparation can't place ships touching the board borders; their fleet is confined to the inner 8×8 region.

  • Crossfire Penalty

    When this player's direct-fire shot strikes an intermediate island as crossfire, they suffer an automatic -3 PP penalty.

Black Market

Spend your prestige wisely

Every ship you sink, every island you hold, every turn you survive — all of it turns into Prestige Points (PP). Spend them on single-use items that bend the rules for one turn.

Offensive

  • Rustic Torpedo

    Direct shot: destroys up to 3 random cells of the struck ship; instantly sinks it if 3 or fewer remain.

  • Holy Catapult

    Cross-shaped impact: total destruction at the center, partial damage to the four adjacent cells.

  • Final Bomber

    3×3 area: total destruction on every affected cell.

Defensive

  • Archer Tower

    3×3 shield on your island for 3 turns: intercepts the next incoming attack, then is consumed.

  • Smoke Bomb

    5×5 fog on your island for 5 turns: damage is real, but the attacker sees water.

  • Fleet Repair

    Repairs up to 3 cells of a ship over 3 turns; canceled if that ship is attacked.

The Ghost

The war is played by fleets. It is won by people.

Every Crazy Ships match ends with a ghost story. Four beats, in this order, every time.

01

Intel

Before you sink a fleet, you read the room: who is rich, who is desperate, who is one bad turn from eliminated.

02

Mercy

You can spare, threaten, or trade. The game won't stop a player who decides to stop the game.

03

Underworld

When an empire falls, the Executor inherits. Loyalty, betrayal, and inheritance are all fair moves.

04

The Curse

Every eliminated player's secret — faction, pairing, plan — is written into the war log. It comes back. It always comes back.

The dead still play

When you fall, you keep your seat. On your Ghost turn you choose one action, and almost all of them earn you PP.

Skip turn

Do nothing on the board and earn +1 PP. You can also turn on autoskip.

Help from Beyond

Donate 1 PP to a living player and earn 2 PP yourself.

Guardian Angel

Shield a 2×2 area on a living player's island for 3 Global Rounds. It stops base attacks, but not Black Market weapons.

Poltergeist Beacon

A scan that deals no damage: if it lands on a ship, that cell stays lit for everyone for the rest of the match. Recharges in 2 Global Rounds.

The Underworld Market

Three single-use weapons, exclusive to Ghosts. You buy and use them in the same turn.

Mine

5 PP

Planted hidden on a water cell. If a ship from that island moves onto it, the ship is anchored for good and takes damage.

Red Infernal

8 PP

Curse a living player: their next attack is canceled and bounces back onto an intact cell of their own island.

Robo de Almas

15 PP

Drain 15 PP from a living player. Those points leave the game; nobody keeps them.

Premium*

Your game, your rules

With a Premium subscription, the person who creates the game changes the rules. Everyone else joins for free.

Private games*

Create a password-protected game just for the people you invite.

Turn time limit*

Set the limit for each turn, from 5 minutes up to 24 hours.

World size*

Play on the classic 3×3 world (up to 9 players) or a 2×2 one (up to 4) for shorter matches.

No ghosts*

Turn off Ghost mode: once you fall, you're out for good.

Escalating Prestige*

Every eliminated player raises the PP earned per turn (up to a max of 6), and the Black Market has no stock limits.

Final orders

The fleet is waiting.

Pick your civilization, discover your secret pairing, and start the war. Crazy Ships: Clash of Ages is coming soon to iOS and Android, free to play.

Coming soon on theApp Store
Coming soon onGoogle Play

Free to join. Stay for the war.

* These features require a Premium subscription.