SaltwindOnline Checking… Play now
How it works

Sail the sea. Raise a crew. Your slabs come aboard.

Saltwind is a pirate MMO in your browser. Pick a free starter crew and sail. The graded One Piece cards in your wallet join your crew as officers, stronger the higher their grade.

Play now ▶ Watch the tutorial Learn Saltwind in six minutes

Ships sailing past an island port
One sea for everyone: every named ship is another player.
A ship using its crew's abilities on a pirate
Cannons, then crew powers: lightning, flaming kicks, sword cuts.
The crew screen with slabs in the lineup
Your slabs take a slot in the crew, card photo and all.

How to play

  1. Bring a walletPhantom, Solflare or Backpack, on a computer. No funds needed.
  2. Sign the messageA sign-in message, not a transaction. It costs nothing.
  3. Pick a crewOne of fourteen free starter crews. Your slabs can take any of the five slots.
  4. Set sailSteer with A and D, sails on W and S, click to fire toward your mouse, crew on 1 to 5. A guided first voyage walks you through it.

Fourteen starter crews, free to everyone

Every crew has five officers. Each officer brings a role (a bonus to the ship) and an ability on your bar, and comes with a basic starter card: a real graded slab of that character, mostly from the official starter decks. It's the officer's icon, and its printed card tunes the ability, as your own slabs do. You don't own it; it's free to sail with. Switch crews in port.

Slabs come aboard

What a slab becomes

A graded One Piece card held as an NFT in your wallet becomes that character, as an officer on your ship. Their portrait is the card's own photo.


GradeStarsAbility powerCooldown
Starter officer★basebase
Below 8, or ungraded★★+10%−4%
8 to 8.5★★★+20%−8%
9 to 9.5★★★★+30%−12%
10★★★★★+40%−16%

Ways to get slabs

Flags and territories

Hold an uncharted island's flagpole for ten seconds, alone, and your flag goes up with your chosen card on it: your name's Territory. Inside it you and your fleet earn a quarter more and mend; anyone can tear it down the same way.

The sea crowns

The biggest bounty or merit at sea in each of the six seas wears its crown, live: it changes hands the moment someone bigger sails in, and pays its wearer a tenth more.

The Calm Belt

A windless ring between the Blues and the Grand Line where Sea Kings hunt. One Reverse Current in each Blue carries you across fast.

The Treasure Chest

Free, in Draws (P) anywhere at sea: a chest of real graded cards from our own vault. Each free roll opens it once, for a card sent to your wallet. Free rolls are never sold: you earn them by sinking ships, winning duels, taking ports, topping the daily boards and wounding the Elder Kraken most.

Treasure ships

Now and then a treasure ship sails out carrying a real graded slab: its card floats over the deck. Sink it and the slab floats in a chest in the wreck; whoever reaches it first wins the card, sent to their wallet. Free to win, one a day for each captain.

Your wallet

Any graded One Piece slab you already hold sails with you the moment you sign in. Pick up a new card and read your wallet again from the crew screen.

Card packs

In Draws (P), anywhere at sea: One Piece packs from a third-party pack service, one real graded card each, odds and expected value shown first. The reveal shows the officer it becomes. 18+.

Trading

Two captains near each other at sea swap slabs and gold (X). The slabs move wallet to wallet in one transaction each giver signs; nothing moves unless every signature is there.

A port's shipyard and market
Ports. Buy goods where they're made and sell where they're wanted; fit heavier shot, drilled gun crews, oak plating and fine canvas; trade your sloop up to a brig, a frigate, a galleon.
A kraken and a sea serpent beside a port
Monsters. Serpents surface to bite and dive away again; krakens wake when ships come near and reach up with tentacles. Both guard a hoard.

Battle and climb

  • Duels: challenge any captain, for honour or for gold. Five minutes; the loser strikes their colours and nobody sinks. With a wager, the winner takes both stakes.
  • Bounty: pirates earn it by sinking ships. Past 2,500 you're wanted.
  • Merit: Marine captains earn it by hunting pirates.
  • Ports: in the Grand Line and New World, silence a port's fort and hold its harbour, your fleet alone, for twenty seconds to take it. It flies your flag, its fort fights for your side, and it pays you tribute while you sail. Away for an hour, and it raises its own flag again.
  • The Elder Kraken: every twenty minutes it rises near a port in the Grand Line or New World, announced two minutes ahead. A truce holds around it; everyone who wounds it shares its hoard by the damage they did.
  • Plunder: in the Grand Line a pirate may attack any captain, and Marines hunt pirates; in the New World everyone is fair game. Sink a captain and their wreck holds a third of their gold and their whole hold: reach it first and it's yours. The four Blues stay starter waters, duels only.
  • Boards: the most wanted, today's biggest bounties, the Marines with the most merit, and today's duel wins and krakens slain. Every day at 00:00 UTC the top three of each daily board win gold, and the first a free roll. See them live.

Your card is real

Every slab is a real graded card in a protective case, kept in a vault on your behalf and represented by an NFT in your wallet. Keep it, trade it, or have the physical card shipped to you from your collection page.

Saltwind never holds your cards or your funds, and signing in never moves anything.

Fair play

A fair sea

Ready to raise the sails?

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