Captain's Handbook

How to Play Trade Empires

A complete rulebook, not just a quick-start card — start here for the shape of the game, then follow any card below into the actual mechanics.

A ship warping across a glowing hexagonal sector grid
The Idea

What Is This Game?

Trade Empires is a persistent, browser-based space-trading game descended from the classic BBS-door genre. There's no combat lobby and no matchmaking — you and every other commander share one galaxy that keeps running whether you're logged in or not. You start with a small ship and a handful of daily turns, and everything else — a fortune, a fleet, a reputation, a corporation, a colonized world — is something you build, not something the game hands you.

The whole game reduces to one loop, repeated at whatever scale you're comfortable with: explore a sector, find something worth doing there, spend turns doing it, and use what you gained to reach further next time. Nobody is required to fight — a commander who never fires a shot can still build a trading empire and a colonized world; a commander who never trades can still live off combat and bounties. The systems below are independent enough that you can lean on the ones you enjoy.

Why This Exists

Where This Actually Came From

Long before there was a browser tab for any of this, there was a phone line, a modem, and a BBS called The Underground Society — run out of my own bedroom, for whichever friends I'd given the number to. We played a door game that ate entire evenings: warp out, scout a sector, get jumped by something you didn't see coming, warp home with half a hold of Fuel Ore and a story worth telling. We printed our sector maps on dot-matrix paper, folded them into notebooks, and coordinated actual attacks across a desk in class the next morning — a good chunk of what really happened in that game happened nowhere near a keyboard.

And if some of this already feels familiar, there's a reason for that. Trade Empires was inspired in large part by the Trade Wars family of BBS games I grew up playing, and their DNA is absolutely part of this one.

The idea of building my own version stuck with me for a long time. Years later, while studying Game Art and Design at the Art Institute of Pittsburgh (2001) and the International Academy of Design & Technology (2007), I used it as a concept for game development work and kept building upon it. Back then I called it Outer Empires. The technology, the design, and eventually even the name would change, but the idea never really went away.

When I finally came back to build it for real, I wanted the name to acknowledge where some of that inspiration came from without simply borrowing the Trade Wars name. Trade Empires became that little nod to its ancestry — while still being its own game.

And really, that's what Trade Empires is trying to rebuild — not just the mechanics of a game I loved, but the reason a bunch of teenagers cared enough about it to plan an ambush on notebook paper between classes. The maps, the arguments over routes, the alliances, the betrayals, and the stories we'd still be talking about the next day.

So, after all these years, this is me finally building the game I kept thinking about. Not to recreate the one we played, but to hopefully capture a little of what made those nights, those maps, and those ridiculous plans with friends so much fun in the first place.

If Trade Empires manages to create even a few of those stories for somebody else, then I think it did what I wanted it to do.

— Jason Bramble // aka Blitz
Creator of Trade Empires

The Family Tree

Trade Wars Was Never One Game

It's worth being straight about that history, because the story of Trade Wars is far more tangled than "one BBS classic" — and it probably explains any argument you've ever had with an old friend about what "TradeWars" was actually like.

Year Game By What happened
1984 Trade Wars Chris Sherrick The original — written in BASIC for the TRS-80 Model II, then ported to the IBM PC as a BBS door game. Conceived as a cross between Dave Kaufman's Star Trader, the board game Risk, and Gregory Yob's Hunt the Wumpus. Sherrick released it freely, which is exactly why so many branches grew out of it.
Sept 1986 TW2 for WWIV James T. "Lord Darkseid" Gunderson A Turbo Pascal 3 port for WWIV boards, sharing no source code with Sherrick's BASIC original. Because WWIV chain programs had to ship as source, everyone who installed it also got the code — which is the single biggest reason the family tree fractured the way it did.
1986–88 The modified TW2 branch B0b "OM" Mosley, Dylan Tynan, and others A run of sysops kept working on Gunderson's version — a Turbo Pascal 4.x port, a long list of bug fixes, a Star Trek coat of paint, and a map editor that allowed bigger and randomly generated universes. Mosley then released the source, which is how it reached Gary Martin.
Late 1986 Trade Wars 2001 Gary Martin Martin inherited that Pascal code — unstable and crash-prone, by his own later account — and overhauled it to get the game running on his board. A substantial rework, though a commercially quiet one: only 14 sysops ever registered it.
1991 TradeWars 2002 Gary & MaryAnn Martin (Martech Software) The big one. Begun as a total rewrite in March 1989 and shipped as v1.00 that June, no longer a WWIV chain but a standalone door that ran under almost any BBS software. StarDock, an expanded universe, and most of the systems people now associate with the name. v1, v2 and v3 were BBS mainstays for the rest of the decade.
1998 TW2002 v3, Gold, and TWGS John Pritchett Pritchett wrote v3 and its Gold expansion, then acquired the Trade Wars license from Gary Martin in 1998 and built TWGS — the dedicated Trade Wars Game Server that carried the game off BBSes and onto the internet, where it's still played. He also maintains the TradeWars Museum, which is the reason most of this history is documented at all.

And that's only one side of the tree. Sherrick's own branch kept going in parallel under John Morris — a separate, competing descendant of the same 1984 idea, not an ancestor of TW2002. Here's the part that explains a lot of arguments: that branch was also called TradeWars 2. Two different games, the same name, the same era, no shared code between them — one in BASIC, one in Pascal. There were other relatives too, like Andrew Vega's TradeWars V: Galactic Armageddon, and Alan Davenport's Trade Wars 1000, which eventually grew into its own game, Yankee Trader.

Gary Martin has described his own path simply as Trade Wars → Trade Wars 2001 → TradeWars 2002 — three real, separate steps, not three version numbers of one thing.

So if you and an old friend both swear you played "TradeWars" as a kid and can't agree on how many turns it gave you, or which ships existed, you're probably not misremembering. You may have genuinely played different branches of the same family. There was never one single immutable ruleset.

Trade Empires continues that tradition. You'll recognize ideas and mechanics with roots throughout this family of games, but it's been built independently on an entirely original codebase, with original artwork, ships, locations, content, gameplay systems, and mechanics of its own — along with the occasional wink to other games we grew up loving. The universe has some familiar ancestry, but we're charting our own sectors from here.

Historical details above draw on the TradeWars Museum, the Break Into Chat BBS wiki, and Josh Renaud's 2019 interview with Gary Martin. Corrections are welcome — this history deserves to be recorded accurately.

Independence & Trademark Notice
Trade Empires is an independently developed game featuring an original codebase, artwork, content, and original gameplay elements. It is not a remake, recreation, or port of any other game. References to other games, creators, companies, or properties on this page are provided for historical, informational, and occasional homage purposes.

Trade Empires is not affiliated with, sponsored by, endorsed by, or officially connected with Trade Wars, TradeWars 2002, Space Quest, or any other game, publisher, developer, or rights holder mentioned on this page. All trademarks referenced are the property of their respective owners.

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