Quick Answer
A duo sloop needs flexible roles, not two captains. One player owns helm and macro decisions; the other owns sails, cannons, repairs, and boarder calls. Swap only when the ship is stable.
Pressure Roles
| Situation | Helm player | Flex player |
|---|---|---|
| Leaving outpost | Choose route, watch horizon | Supplies, sail angle, voyage table |
| Approaching island | Park angle, exit plan | Anchor call, harpoon, ladder watch |
| Cannon fight | Keep angle and distance | Cannon first, repair when water is real |
| Boarder threat | Call ladder side, keep ship moving | Blunderbomb, guard ladder, repair after |
| Selling | Pick low-risk sell order | Carry high-value loot and watch horizon |
FAQ
Should both players repair immediately?
No. If both leave helm and cannons too early, the ship loses angle and gets boarded. One player calls water level and repair priority.
Who should board enemy ships?
Only board when your own sloop is angled, repaired, and not about to hit land. A failed board during leaks often loses the fight.
Where should I go next?
Use Ships and Crew Roles for broader role splits, then PvP Defense if boarders are the main problem.