How to play Brinebell
A visual guide · Make your first delivery, read seats and patience, and plan queued crossings and Bank.
Your goal
Little crossings. Happy landings.
Send island ferries where their passengers want to go. Match destinations, make room aboard and collect points for happy arrivals. Keep sailing for as long as you like, then bank your run.
These are simplified teaching diagrams. The bay runs in real time during play. Your game waits while you read this guide.
One bay, five numbered docks
01Make your first happy landing
Before: two passengers board at Bell Quay
After: one passenger reaches Orchard
- Click or tap a ferry’s A or B control, then a numbered dock. With focus in the game, A or B selects a ferry and 1–5 chooses a dock. Closed docks and the unavailable second ferry cannot be selected.
- Passengers leave automatically at their destination before new riders board. Each stop exchanges passengers once. If more arrive while the ferry waits, choose that same dock again for another boarding stop.
- Use P or Pause to stop the harbour; use Resume or Keep Playing to continue. Help and Passenger list also pause it. Tab reaches buttons, and Enter or Space activates the focused button.
02Read destinations and leave room
Four seats on each ferry
- Travellers and couriers use one seat. Market carts use two. Boarding follows arrival order, but skips a cart that cannot fit so a later one-seat passenger can board.
- The ring shows the lowest patience in that destination group. Couriers start with less patience and carts with more. Open Passenger list for individual destinations, types and time left.
- Patience falls twice as fast at a dock as it does aboard. A waiting passenger whose patience runs out takes the shore launch: one service pip goes and your delivery streak resets. Riders already aboard still reach their destination, even at zero patience.
03Plan the next crossing
Finish this route, queue the next
Use both ferries when B arrives. Group riders going to the same dock, then look for waiting passengers near the landing. Routes connect any open docks; they do not have to follow the shoreline.
04Keep the bay moving, then bank your points
- Base points are 100 for a traveller, 160 for a courier and 180 for a cart. At delivery, at least two thirds of patience left adds 40; at least one third adds 20.
- Each extra passenger delivered at the same stop adds 40. Two high-patience travellers together earn 140 + 140 + 40 = 320 before the streak multiplier.
- Eight consecutive deliveries raise later landing scores to ×2; sixteen raise them to ×3. The multiplier for a stop is the one you had before that stop. Every 20 deliveries adds another 300 points outside the multiplier.
- The five-dock, two-ferry harbour continues indefinitely at a steady maximum traffic rate. There is no final stage or whole-run timer.
- Bank Run asks for confirmation and keeps points already earned. Keep Playing cancels. Five waiting departures also finish the run; unfinished trips earn no extra points. Play Again starts fresh and Menu returns to the games.
- Full screen offers more room where supported; otherwise use Expand game. If the screen becomes too small, your run pauses safely. Closing help restores the previous pause state.