A good deal works for both sides

Trading tips.
Offers people actually accept.

Trading is the liveliest part of Trade Isles. When to make an offer, what to give for what, and whether a computer captain will say yes, all on one page.

Set sail
TRADE ISLES20 ISLANDS / ∞ POSSIBILITIES
Trade Isles · Navigation chartN●◆▲■●1 · Timber · Tide 1 · Port 1 · Port11Timber●2 · Stone · Tide 222Stone3 · Grain · Tide 333Grain4 · Cloth · Tide 444Cloth5 · Timber · Tide 555Timber6 · Stone · Tide 161Stone7 · Grain · Tide 2 · Port 3 · Port72Grain▲8 · Cloth · Tide 383Cloth9 · Timber · Tide 494Timber10 · Stone · Tide 5105Stone11 · Grain · Tide 1111Grain12 · Cloth · Tide 2122Cloth13 · Timber · Tide 3 · Port 1 · Trading port133Timber●14 · Stone · Tide 4144Stone15 · Grain · Tide 5155Grain16 · Cloth · Tide 1161Cloth17 · Timber · Tide 2172Timber18 · Stone · Tide 3183Stone19 · Grain · Tide 4 · Port 3 · Port194Grain▲20 · Cloth · Tide 5205Cloth

TIMBER · STONE · GRAIN · CLOTH

The short version

Trade on your own turn, before you build. Ask for the one good that finishes a build or contract right now, and offer something the other captain doesn’t produce. Keep it one for one, or give a little extra: even two for one beats the market.

How a trade works

  • Only the captain whose turn it is can make an offer, to one other captain at a time, during the action phase.
  • Each side holds 1 to 9 goods, and the same resource can’t be on both sides.
  • The other captain has 45 seconds to accept. If they drop offline, that clock pauses until they’re back.
  • Both hands are checked again when the offer is accepted, so nobody can promise goods they no longer have.
  • Building, delivering, using the market, pausing or ending your turn cancels a pending offer. Make the deal first, then build.
  • Offers and completed trades are public; each captain’s exact cargo stays private.

Why a fair trade is a bargain

The market is always there, but it is expensive. This is what one good costs you on each route:

Goods you give up to get one good you need.
RouteYou giveLimit
Market3 of one resource3 market swaps per turn
Market with an upgraded port of that resource2Same limit
Trade with a captain, one for one1One offer at a time; they must accept
Trade with a captain, two for one2Still no worse than your best market rate

A one-for-one trade saves you two goods against the market, which is most of a lane. That is why it is worth offering a little extra when you really need the last piece.

Work out what the others need

You can’t see anyone’s cargo, but plenty is public:

  • Their islands. Island resources and owners are on the chart. A captain with no grain island is usually short of grain.
  • Their cargo count and score. The player strip shows how many goods each captain holds and their points.
  • The contracts. All three are face up. If a captain keeps collecting stone and cloth, you can guess which card they are aiming for.
  • The log. Recent harvests and trades show what came in and went out, and who used the market.

Offer the resource they don’t make, and ask for the one they produce. They are more likely to have spare, and more likely to say yes.

Example offers

Situations from a typical turn.
You needYou haveA good offerWhy
1 stone to build a port4 cloth1 cloth for 1 stone, to a captain with a stone island and no cloth islandOne for one, and it fills their gap too
1 grain to deliver a 2-point contract3 timber, no spare anything else2 timber for 1 grainThe market would take 3 timber; this saves one
Grain and cloth for a 3-point contractLots of stoneTwo separate turns: stone for grain now, stone for cloth next turnOnly one offer can be open at a time; split it
Nothing urgentA balanced handNo offerTrading without a goal often helps the other captain more

What the computer captains accept

The computer captains follow a simple, fixed rule. They accept an offer when all three are true:

  1. they hold everything you ask for,
  2. you give at least as many goods as you ask for, and
  3. at least one good you offer is something they hold fewer than 3 of.

They don’t look at the score and never make offers themselves. So “1 timber for 1 stone” works if they have a stone and fewer than 3 timber, while “1 timber for 2 stone” is always declined.

Trading with friends

  • Say what you need out loud. The game has no voice chat, so talk it over at the table, then send the offer from your phone.
  • Watch the leader. Before you accept, check the scores. A captain on 9 or 10 points who gets the last piece of a contract can win on the spot.
  • Small, specific offers get accepted. One or two goods for one or two goods is easy to say yes to in 45 seconds.
  • Remember the return trade. Your next turn comes soon. A captain you gave a fair deal is more likely to help you back.

For what to build with all those goods, see the Trade Isles strategy guide.

Ready to try it? Open a room for your friends, and add computer captains for any empty seats. The details are in the complete rules.

Set sail