Puzzle Pirates


Puzzle Pirates is a massively multiplayer online game developed by Grey Havens. The player takes the role of a pirate, adventuring on the high seas and pillaging money from roaming enemy ships. The mechanics of Puzzle Pirates are driven by puzzles. For example, to effectively sail a ship, players must play puzzle games representing work at the sails for speed, pumping bilge water to remove it from the ship, and carpentry to fix any damage the ship may take.
Puzzle Pirates is open-ended and community-driven. Over time, pirates can join a crew, progress in rank within that crew, buy and run sailing vessels and shoppes, and perhaps even become captain of a crew, royalty within a flag, or governor of an island. Islands are governed and shoppes are managed exclusively by players. From time to time, players are also called upon to help expand the game, whether it be new puzzles, island objects to be used on new oceans, or artwork used for a variety of purposes in-game.
Players are encouraged to use pirate-themed words and phrases such as "Yarr!" and "Ahoy there, matey!" instead of "Hi", etc., and the same is done throughout the game; for instance, the tips which appear in the game's News, which is updated regularly, use terms such as "Jackanapes".
As of December 2008, there were 4 million pirates registered to the game.
On August 31, 2011, the game was made free-to-play on Steam. Support for an iPad platform was developed and released in 2013. Three Rings later announced the removal of the iPad application and ceased support of the platform in July, 2014.
On April 5, 2016, Three Rings Design announced that support for Puzzle Pirates would shift from them to Grey Havens, a company consisting of former Three Rings employees.

Oceans and payment methods

Players are able to play most of Puzzle Pirates for free. Payment methods differ across different servers on which characters can be created. If playing on a [|doubloon ocean], players will have to use a virtual microcurrency called doubloons for access to most in-game functions, and in-game purchases will often carry a doubloon cost in addition to the regular cost in the primary in-game currency, Pieces of Eight. On subscription oceans, access to the entire game is included in the monthly subscription cost and in-game PoE purchases do not have an additional doubloon cost. For example, buying a specific in-game item may cost 5 doubloons and 5,000 PoE on a doubloon ocean, but only 5,000 PoE on a subscription ocean.

Subscription oceans

The first subscription ocean opened on December 8, 2003, the official launch date of the game. Subscriber oceans are named after different shades of blue - the ocean that follows the subscription method of payment is known as Cerulean.
Subscription oceans cost US$9.95 per month, with discounts for long term purchases and old accounts. Free accounts have limits, however, such as restrictions on fancy clothing and "high-end" weapons, as well as the inability to perform certain functions reserved for higher pirate ranks.
An alternative method is to convert 42 doubloons into a month's subscription, known as a coinscription, which must be manually renewed each month. In May 2005, the game became available in retail stores, which includes a single month of play as part of the purchase price and a single-player mode where four puzzles may be practiced.
Doubloons do not exist at all on subscription oceans.
There is a test ocean known as Ice which is available to all players who are either current subscribers or have recently purchased doubloons. Though it is a test ocean, it follows the subscription ocean model.

Doubloon oceans

On February 11, 2005, the first doubloon ocean was opened. Doubloon oceans are named after shades of green; the current oceans are known as Meridian, Emerald, Opal, and Jade.
On a doubloon ocean, items are purchased both with normal in-game currency and a micropayment currency called doubloons. One must spend doubloons to execute the privileges of pirate/officer/captain rank, play most games without restriction, purchase most in-game items, create a new crew or flag, and perform other important tasks. As of December 2005, doubloons can be purchased for US$0.20 to US$0.25 each or from other players for in-game PoE.
Those willing to pay extra real world cash for extra in-game money can buy many doubloons and sell them to other players for PoE. Those who wish to play for free can purchase the doubloons they want from those players who buy doubloons with cash. Such exchanges are usually done through the in-game doubloon exchange. This works like a commodity exchange marketplace, with a list of buy and sell offers; players can either post an order to wait, or fill the current best order. This effectively creates a pay-as-you-go model, where one can pay with either real world cash or both time and puzzle skills. The extra game-money does not translate directly into game-power; puzzle skills, and organizational skills are far more important than game money.
Doubloons can also be purchased in selected countries by reverse SMS billing, however, as charges are billed in foreign currencies, prices are often substantially higher than payment with a credit card or PayPal. Converting 42 doubloons into a month of subscription permits people who only have access to a mobile phone to play as subscribers.
You may spend $200 or the equivalent in pound sterling a month.

Family oceans

On July 1, 2009 Three Rings released "family oceans" as an experiment. The first, and only Ocean was the Crimson Ocean.
In this ocean, several features which are considered inappropriate or unwanted for children are disabled, including poker, hearts, spades, sinking, etc. It also has a chat filter which only allows words on an approved list of words to be spoken. The Crimson server was shut down permanently on March 31, 2011.

Ocean merge

On December 8, 2011, the developers of Three Rings Design announced that the six English-speaking oceans would be merging into three oceans, with testing which began in early January 2012. The three new oceans would be named as follows;
The merge was made official on January 31, 2012. A few last minute bugs made some bugfix updates necessary, but the new oceans were quickly stabilized.

Grey Havens switchover

On April 5, 2016, Three Rings Design announced support of the game would no longer be provided by them but by Grey Havens. The servers were unavailable for several hours in the early hours of April 5, 2016 PDT to facilitate the switch over.

Puzzle descriptions

Many of the puzzles featured in Puzzle Pirates bear resemblances to established puzzle games, with some changes in mechanics. The following list describes each puzzle game, as well as the game, if applicable, each was derived from.

Multiplayer puzzles

Multiplayer puzzles can be played between two or more players, and may be wagered on. Swordfighting and Rumbling are also played during a Sea Battle. Tournaments, funded by players and seeded by the software, are available and commonly played; only Drinking, Swordfighting, and Treasure Drop were playable in tournaments until July 2005. Rumbling was added in April 2006.
The introduction of Spades in November 2004 heralded the beginning of a new sub-category of competitive multiplayer puzzles classed as parlor games. Played primarily at inns, these games traditionally include various card games, yet player versus player brawling and drinking is accessible via inns located on most islands.
Six games exist that simulate production of goods. Shop owners and employees play these games to create the goods other pirates have ordered from the associated shops and stalls. So far, only five types of shops have puzzles associated with them as of March 2010: distilleries, apothecaries, shipyards, iron mongers and weaveries. The sixth game, foraging, is played from aboard a ship docked at an uninhabited island; ship owners can pay crew and jobbers to forage for them. Performance on non-existent craft puzzles is simulated.
On subscription oceans, each account receives 24 "hours" of labor per ocean each day, split evenly among multiple pirates on the same ocean. On Doubloon Oceans, each pirate may hold a Labor Badge to receive 24 hours of labor per day or a Deluxe Labor badge to receive 72 hours of labor per day, giving a potential 216 hours of labor per day per account. One completed crafting puzzle uses one hour of labor, and each crafted good requires a certain number of hours of labor to be completed. Once a pirate's allotment of hours is used up, that pirate cannot contribute to the production of goods until the next day. Pirates who have jobs can contribute their labor to a shop without playing the puzzle, although they must play occasionally to keep their ratings from going dormant.
There are a few crafting jobs which do not yet have puzzles. They are:
A number of puzzles are available only on a ship, and help to maintain that ship and increase its performance while sailing. Many crews insist on their members being well-experienced in these, if not the other, puzzles before promoting them to higher positions.
Puzzle Pirates features a market economy. Basic resources, such as wood and iron, as well as various herbs and minerals are produced by the game on most islands. Most colonized islands and some uncolonized islands have markets, which sell the local production to the highest bidder; others are harvested by "Merchants" which in turn sail the goods to the highest dockside buy offer. On uninhabited islands, players may harvest fruit, and may sell them to either the government of other islands or privately owned businesses. Commodities are processed by player-run shops, using player-supplied labor, into refined goods such as swords, ships and rum, or into intermediate items such as cloth or enamel.
Unlike most MMOGs, player-run shops and stalls determine what will be made at what price, with player employees that are hired to help with the crafting. While anyone can open a stall, there is both an opening cost, as well as the need to acquire the commodities to construct the product, and the labor and time to actually construct. In addition, there is a weekly tax which is paid out of the shoppe or stall. Tax amounts depend on the size of your stall, as well as an additional rate set by the governor. This is very different from crafting in other games, where any individual player may gather the materials and craft any item, usually instantly once you have the materials, without needing to own a shop or hire help. The best way to think about this is simple: The person who opens and runs a shop is not the crafter; they are the manager of an industrial production shop. However, managers can become employees of their own shops and input to the labor needed to make the product.
To keep an ocean's economy going, most items age. When a certain amount of time passes, the item will have "aged" and it "crumbles to dust", disappearing completely. As an exception, tops and pants turn into rags if you have no other clothing of that type, and swords will turn into a stick if you have no other sword. Sticks do not age, although rags do. To sell a stick, you must have another sword besides a stick. The conditions, in order from newest to oldest is: New, good, old.
With the exception of ships, which may be sunk in only certain circumstances, all items manufactured by players in Puzzle Pirates either decay or are consumed in everyday use. Cannonballs are shot during battle, rum is drunk during voyages, swords, mugs and clothes decay through wear-and-tear, and furniture wears out when it is moved around to redecorate scenes. This decay results in a steady demand for new items. Specifically, it forces on-going demand for raw commodities and player crafting labor, keeping shops in business. Without this, the eventual oversupply of finished items would result in "worthless game coin", as finished items are extremely common, and game coin has no meaning.