I read a paper about how Filipinos of centuries ago built boats from nailless planks. I don’t really have much experience or knowledge of boat-building, so I had to google a lot of terms while reading. Please, don’t hesitate to correct me if I got something wrong about boats, hahaha.
I talked about karakoas in a previous blog post about naval vessels, but I only had what details my W.H. Scott’s Barangay had. So this will be sort of an extension of that post.
Here’s what I’ve learned, and how I can possibly use them for running a game in this setting.
The Karakoa
The karakoa was the precolonial Filipinos’ most prestigious naval craft, their man-o-war. Datu superiority was based on capability of their Barangay to build and launch these warships, for how else could they raid other Barangays.

A medieval Chinese author described plank-built boats like the karakoa like so:
“They make boats of wooden boards and fasten them with split rattan, and cotton wadding to plug up the seams. The hull is very flexible, and rides up and down on the waves, and they row them with oars made of wood, too. None of them have ever been known to break up.”
The karakoa were ships with low freeboard and light draft (basically means it lays shallow on the water), a keel (sort of the backbone) with one continuous curve, one or more tripod masts (instead of the huge singular masts of european ships we’re more familiar with) with square sails, double outriggers made of bamboo, and raised platforms from which warriors let loose projectiles at enemy ships.
They were steered with quarter rudders, and banks of paddlers sit on the outriggers and paddle with their legs and lower bodies right on the water, giving it boosts of speed.
“The fact that the caracoa was double-ended made it extremely maneuverable in battle: its paddlers could back it down as rapidly as drive it forward simply by turning around in their places and shifting the helm to the other end.”
One of my favorite details is that warriors on the boat itself could act as extra paddlers on the ends of the outriggers, giving it extra speed and maneuverability when needed.
The optimal number of crew for a karakoa seems to be more or less a hundred men. There are larger versions of the karakoa called joangas that can carry up to 300 men, but these are said to “have reached or exceeded the optimum point between manpower and deadweight.” Maybe it’s a power projection thing.
The crew is split between paddlers and warriors. Warriors make up around a quarter to a third of the crew, and the rest are paddlers who were said to be able to paddle from sunrise to sunset. At sea, the warriors attack enemy ships with arrows and bamboo spears while the paddlers, well, paddle. On land, the paddlers join the fray as fighters also. Paddlers who show valor and bravery in raids can be promoted to the warrior elite.
The karakoa must have looked very flimsy to sailors of Spanish galleons or Chinese junks. A Spaniard even remarked that “a caracoa was a boat that could be sunk with one oar of a galley.”
The truth is, the karakoa is specially designed and built for purposes different from something like a Galleon.
The Difference between the Galleon and Karakoa
Ships like the galleon were designed for crossing the high seas. They had to withstand wild weather, store provisions for a large crew, enough for months without land in sight, and they needed to be able to carry large amounts of cargo for trade and artillery for engagements at sea. For this, their large masts, deep keels, and other specifications are perfect.
The karakoa, on the other hand, is specialized for speed and maneuverability in coastal waters.
“Rather, they were intended to carry warriors at high speeds before seasonal winds through dangerous reef-filled waters with treacherous currents on interisland raids-”
Rather than flimsy, the karakoa’s hull is actually made flexible to distribute blows from under the water, like from reefs. Nails that hold a galleon together would come loose from these blows, but the karakoa’s rattan lashings can be tightened again or even replaced.
The karakoa’s outriggers prevent the boat from rolling, add bouyancy, and receive the forces of the high seas first. They also serve as handles to carry the ship up from and down to the shore.
The karakoa’s shallow and curved shaped makes able to resist the currents of the Philippine seas and channels, “which were the constant bane, and frequent undoing, of Spanish galleons.” It also gives the Karakoa a very hydrodynamic design. It’s said that with the wind behind it, the karakoa’s speed is “probably twelve to fifteen knots to a galleion’s five or six” – two or three times faster than the galleon.
How Will I Run Karakoas in my Setting?
I have a couple of ideas.
I’m thinking of running naval combat with a mix of Into The Odd and Whitehack’s rules. Ships will have stats like Into The Odd’s: HP, Armor, and Detachments. Roles (navigation, detachments, other features) will be divided between the player party like in Whitehack.
A karakoa will have less HP and Armor than a galleon and will have two bow detachments, upgradeable to musket detachments. As per ItO rules, any weapon weaker than a cannon will have no effect on a ship’s HP. Players are forced to aim for enemy detachments to render enemy ships helpless.
Galleons have more HP and Armor, and two cannon detachments. This means a galleon can attack a karakoa’s HP directly and sink everyone in it.
It is not supposed to be fair. Karakoas really weren’t a match against a galleon’s superior firepower back then. Which means the players should be more wise in engaging these ships.
Escape through shallow waters and channels where galleons couldn’t give chase. Lead the colonizers towards reefs that will damage their keels and hulls, or towards currents that they will not be able to fight against. Maybe even use the weather against them?
Perhaps the players should also be given the ability to order their detachments to become emergency paddlers, enabling them to make difficult maneuvers at the cost of less attacking power. Perhaps I should also let them upgrade weapons to cannons instead of bows and muskets, but decreasing the number of detachments to just 1 because of the weight.
I’ll need to think more about this.
