Every Pirate Ape and the Sea Mutant it becomes — including the 3,000-odd mutations that have not happened yet.
Type a number from 1 to 5,700 — or take a random one that has never been mutated. Both halves load together, and the pair below is a wipe: drag across the artwork to turn the Ape into the Mutant.
One cell per Pirate Ape, #1 top-left to #5,700 bottom-right. Point at any of them for its number; click to load it above. Bear in mind what the tiles say: far more Apes are un-mutated than there is Rum left to mutate them with.
Both are true, and they are not in conflict — they count against different totals. Mutation burns rum, and rum ran out long before the apes did: only 3,286 apes could ever be mutated at all, so 2,414 of the fleet will stay un-mutated whatever happens. Against the rum we are 76% of the way through; against the fleet, 44%. 788 mutations remain.
| Portion | Left in wallets | What it does |
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Swipe the table sideways to see every column.
Mint counts are read straight from the Sea Mutants contract and the Rum figures from the Rum Club contract, —. A mutation costs one Rum token, cannot be undone, and is the only way a Sea Mutant has ever been created. The Tavern is where it happens.
Mutating needs the Ape and a Rum Tankard, Rum Bottle or Toxic Tankard in the same wallet. The Tavern checks both, tells you which portions you are holding, shows you the mutant before anything is signed, and does the rest.
Enter the Tavern