How to Play Tradewind
Tradewind is a nautical trade-route strategy game set on a hand-drawn island atlas. You start in Portmere with 50 gold sovereigns, a cargo hold with room for 10 units, and 12 wind tokens to spend on sailing. The goal is to profit from price differences between the six island ports by buying goods low and selling them high before returning home to bank your earnings.
Each voyage begins in the market panel at your current port. You will see four goods — Timber, Spice, Cloth and Metals — each with a buy price unique to that port. The map rings every port connected to your current one — amber if you can afford the lane, red if you cannot — and hovering brightens the ring you are over. Each lane carries a small label with its base wind cost; Rigging discounts come off when you actually sail, not off that label. Sail to a port where the goods you carry sell for more than you paid, trade, then plan your next hop. Wind tokens do not replenish mid-voyage, so every route decision is a trade-off between profit and getting home again.
The voyage ends when you arrive in Portmere with four or fewer wind tokens left, or whenever you click End Voyage at home port. Your score is the gold you are holding at that moment, so unsold cargo is worth nothing — sell the hold down before you bank. Each new voyage seeds a fresh price table, so no two runs are identical, but the underlying price matrix is fixed: a port that is structurally cheap for Timber is cheap on every run, and learning that matrix is the skill the game rewards.
Prices swing roughly thirty per cent either side of each port's base value, which is enough to turn a marginal trade good or bad but never enough to reverse a large structural gap. A route worth ten gold a unit on paper will always be worth trading; a two-gold edge is the one you should check the market panel for before committing your hold to it.
The Six Ports and What They Trade
The atlas is a sparse network, not a full mesh — only nine sea lanes connect the six ports, so the cheapest source of a good is often not adjacent to its best buyer. Knowing which port is the natural producer of each cargo is what turns a wandering voyage into a circuit.
- Portmere (home). Cheap Timber and Metals, dear Spice. Connects to Kelp Bay and Marrow Cove for 2 wind each, and to Ironshoal for 4. Every voyage starts and ends here.
- Kelp Bay. The cheapest Timber and Cloth on the map, and by far the most expensive Spice — carry Spice in, never out.
- Ironshoal. The cheapest Metals and the best Timber buyer. It is the busiest junction on the atlas, with lanes to four other ports.
- Dustwick. The cheapest Spice and the best Cloth buyer, tucked away with no direct lane home.
- Marrow Cove. The best Metals buyer on the map and, behind Kelp Bay, the second-best for Spice — and only two wind from Portmere, which makes it the ideal last stop before you bank.
- Sunhaven. Cheap Spice and dear Cloth, but like Dustwick it has no lane home, which makes it the easiest place on the map to strand yourself.
Route and Cargo Strategy
Because the network is sparse you often cannot go straight from your cheapest source to your best buyer. The strongest opening is not a there-and-back trade at all but a full loop: Portmere to Kelp Bay, on to Ironshoal, down to Dustwick, across to Marrow Cove and home. That circuit costs exactly 12 wind — your entire starting allowance — and every leg has a trade waiting on it. Carry Metals out of Portmere to sell at Kelp Bay, load Timber and Cloth there, dump the Timber on Ironshoal at roughly triple what you paid, pick up Ironshoal's cheap Metals for Dustwick, swap them for Dustwick's cheap Spice, and sell that Spice into Marrow Cove at around three times cost before the short hop home.
Running the loop leaves you no margin for a mistake, which is exactly what the Rigging upgrades are for. Lateen Rig takes a wind token off every leg and turns the same circuit into a seven-token trip, leaving room for a detour to Sunhaven; Storm Rigging simply hands you three extra tokens at the start of each voyage. Note that no route can ever be discounted below a single wind token, so stacking Canvas Sails on top of Lateen Rig on a 2-wind lane is wasted gold.
- Learn the staple runs. Three of them are a single three-wind lane: Timber from Kelp Bay to Ironshoal, which averages about three and a half times your money; Spice from Dustwick to Marrow Cove, about three times; and Cloth from Kelp Bay to Sunhaven, about double. Two more pay just as well but need a hop in between, because the atlas has no lane for them — Kelp Bay's cheap Cloth reaches its best buyer at Dustwick only through Ironshoal, and Ironshoal's cheap Metals reach Marrow Cove through Dustwick. All five turn a profit on every voyage, whichever way the prices roll.
- Fill the hold. An empty cargo slot earns nothing. If you have spare gold and spare space, take any good you expect to sell up, even for a thin margin, rather than sailing with the hold half empty.
- Check wind before you spend gold. Sinking your last coins into cargo is pointless if you cannot afford the lane to the port that buys it. Reachable destinations are ringed on the map — read them first, buy second.
- Never end a hop at Sunhaven or Dustwick on fumes. Neither has a lane home. If you get becalmed there, a passing trader will tow you back to Portmere, but the fee is a fifth of everything in your purse.
- Sell before you bank. Score counts gold, not cargo. If you are one hop from home with a full hold, it is usually worth selling at a mediocre price rather than carrying goods across the finish line for nothing.
Upgrades Between Voyages
Banking a voyage opens the Between Voyages screen, where your gold carries forward and can be spent across three upgrade branches. Each branch unlocks in order, so the cheap node is always the gateway to the expensive one, and everything you buy is permanent for the rest of the run.
- Hull raises cargo capacity from 10 up to 30 units. It is the most reliable first purchase, because every other advantage in the game scales with how much you can carry.
- Charts buys information. Tide Tables mark whether each price has risen or fallen since your last voyage, Merchant Guild prints the previous price beside the current one, and Master Cartographer opens a panel showing what a chosen good is fetching at all six ports at once — enough to plan a whole circuit before you cast off.
- Rigging buys range. Canvas Sails shaves a token off the short 2-wind lanes, Lateen Rig off every lane, and Storm Rigging adds three tokens to the start of every voyage.
Choosing End Run instead of Next Voyage wipes your upgrades and your purse and starts a clean run from 50 gold, so treat it as a deliberate reset rather than a way back to the map.
Frequently Asked Questions
How do you play Tradewind?
You start in Portmere with 50 gold and a cargo hold of 10 units. Buy goods at low prices in the local market, then click a port on the map to sail there spending wind tokens. Sell your cargo at the destination for a profit. Manage your wind tokens carefully — when they run low, return to Portmere to complete your voyage and bank your earnings.
What are wind tokens and how do I manage them?
Wind tokens are your movement fuel. Each voyage starts with 12 and each sea lane costs 2, 3 or 4 tokens depending on distance. They do not replenish mid-voyage, so the whole game is deciding which hops are worth the fuel. When your wind drops to 4 or fewer at Portmere the voyage ends automatically and your gold is banked. The Rigging upgrades stretch your range, and you buy them in order: Canvas Sails first, which takes a token off the two-wind lanes only; then Lateen Rig, which takes one off every lane; then Storm Rigging, which adds three tokens to the start of each voyage. No lane can ever cost less than one token, so once Lateen Rig is in, Canvas Sails adds nothing.
Which trade routes are the most profitable?
Prices reroll about thirty per cent either side of a fixed base value each voyage, which can shuffle who holds the very cheapest or dearest slot but never closes the big gaps, so four runs are worth knowing. Buy Timber at Kelp Bay and sell it at Ironshoal, three wind apart. Buy Spice at Dustwick and sell it at Marrow Cove or Kelp Bay. Buy Cloth at Kelp Bay and sell it at Dustwick or Sunhaven. Buy Metals at Ironshoal and sell them at Marrow Cove. Each of those trades turns a profit on every voyage no matter how the prices land. Chain them into the Portmere to Kelp Bay to Ironshoal to Dustwick to Marrow Cove circuit and every leg carries a paying cargo.
What happens if I run out of wind away from Portmere?
Sunhaven and Dustwick have no direct lane back to Portmere, so it is possible to be left without an affordable route anywhere. If that happens the market panel offers to have you towed home: the voyage ends and your gold is banked as normal, minus a fifth of your purse as the tow fee. You will never be permanently stuck, but the fee is steep enough that planning the return leg is worth doing.
What do the Hull, Charts and Rigging upgrades do?
Gold carries between voyages and is spent on the Between Voyages screen. Hull raises your cargo hold from 10 units to as many as 30. Charts sells information: price-direction arrows, the previous voyage's price printed beside the current one, and finally a panel showing one good's price at all six ports simultaneously. Rigging cuts wind costs or adds wind tokens. Each branch unlocks in order, so the cheapest node is always the gateway to the next.
What happens when the voyage ends?
When you return to Portmere with 4 or fewer wind tokens remaining, or click End Voyage at home port, the voyage ends and the gold you are holding is banked. Cargo still in the hold counts for nothing, so sell down before you bank. You then land on the Between Voyages screen, where that gold buys upgrades and carries forward into the next voyage. A voyage ending is not the end of the game — the run continues for as many voyages as you want.
Is there a leaderboard, and when does my score get submitted?
Yes. Your score is the largest amount of gold you banked at the end of any single voyage during a run, and it is submitted when you choose End Run on the Between Voyages screen. That is the only point at which the score is final, which is why the game does not interrupt you with a leaderboard prompt after every voyage. You can open the board at any time from the Leaderboard button on the title screen, the Between Voyages screen or the Run Complete screen.
Does Tradewind save my progress if I leave and come back?
Yes. Your run is stored in your browser, so you can close the tab mid-voyage and pick it up later with the same gold, upgrades, cargo, wind tokens, prices and port. Return to the game and the title screen offers Resume Run alongside a summary of where you left off. Beginning a New Run discards the saved one and asks you to confirm first. Because the save lives in your own browser, it does not follow you to a different device or survive clearing your site data.
Can I play Tradewind on mobile?
Yes. Tap a port island on the chart to sail there, and use the Buy and Sell buttons in the market panel. The layout adapts to smaller screens with the panel below the map. Every port connected to your current one carries a ring at its waterline — amber when you can afford the lane, red when you cannot. The tap target is not the ring itself but the island body just above it, so aim for the island rather than its waterline or its name plate.