Play now ▶ Watch the tutorial Learn Saltwind in six minutes



How to play
- Bring a walletPhantom, Solflare or Backpack, on a computer. No funds needed.
- Sign the messageA sign-in message, not a transaction. It costs nothing.
- Pick a crewOne of fourteen free starter crews. Your slabs can take any of the five slots.
- 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.
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.
| Grade | Stars | Ability power | Cooldown |
|---|---|---|---|
| Starter officer | ★ | base | base |
| Below 8, or ungraded | ★★ | +10% | −4% |
| 8 to 8.5 | ★★★ | +20% | −8% |
| 9 to 9.5 | ★★★★ | +30% | −12% |
| 10 | ★★★★★ | +40% | −16% |
- A slab of a starter officer replaces them: a PSA 10 Sanji is Sanji at five stars.
- Many characters sail only on slabs: Usopp, Robin, Franky, Brook, Akainu, Kizaru and Fujitora, Hancock, Yamato, Enel, Kuma and more.
- The printed card tunes the ability: its power nudges the strength, and Rush, Blocker, Double Attack and Banish each add a twist.
- Cards worth Rare or more ($200 and up) unlock their character's second ability: Gear Second, Asura, Mirage Tempo, Divine Departure, Yoru and more. Choose which goes on the bar.
- Any One Piece character card works. A character we haven't written a power for gets one from the card's printed attribute.
- Sell or move the card and the officer leaves with it. Sinking never costs a slab.
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.


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.
A fair sea
- Free to play. Packs are optional, and nothing in the game needs them.
- Slabs give an edge, not a wall: a starter officer at one star still does the job.
- Stuns, slows and holds are halved against other captains, so nobody is locked down.