Your crew is gone. The ship is not. You see her in cutaway — all three decks at once — and every job on board is a place you have to stand.
Colour tells you which station. Brightness, size and pulse tell you how bad. The worst one is marked WORST on the strip at the left. Every badge sits on the deck where the job is.
Raiders shell you and put men aboard. Branders only have to touch you. Bomb ketches stand well off and drop shells into the hold. Grapnel boats latch on and drag your head out of the channel. Of the men who come over the rail, a brute plants himself on a ladder and shuts it, and a powder runner goes straight below for the magazine — cut him down and the fuse goes out with him.
Twice in the campaign something arrives with a name and a bar across the top of the screen. It has phases, it tells you before it does anything heavy, and there are moments when it simply cannot be hurt — the bar says which.
Turn CREW to 2 on the title, or just press Enter (or A on a second pad) mid‑voyage — the second pirate drops in at the hatch. One keyboard, one screen, one ship.
One way only: the water in the hold reaches the powder. Everything you neglect ends up as water.