How to play TradePals

TradePals is a first deal-making game for ages 6–8, played in Barter's Market. You and the island pals are all building things, and nobody has everything they need — so you swap. Here's the whole game in five ideas:

  • Look at what each of you needs — Every deal shows what YOU want to build and the good you're missing, and what a pal HAS and needs. A good swap gives each of you a step closer.
  • Build an offer — Pick a good to GIVE (one you have to spare) and a good to GET (the one you're missing). Say what it's FOR — "I need grain for my cottage" — that's the Ask Rule.
  • Watch the Fair-o-meter — Barter the badger shows if your offer is a fair swap. 🙂🙂 means you BOTH get closer. If it warns you, you might be giving away a good you still need, or asking for one your pal needs too.
  • A pal can say no kindly — If your offer wouldn't help the pal, they'll say no kindly — or offer their own idea (a counter). You can take their idea, or build a different offer. Nobody is ever rushed.
  • Make all 5 deals — Finish every deal in the market with a fair swap and you're a fair trader! There's no clock and no score to chase — just fair, friendly swaps.

What makes a swap fair

A fair swap helps both islanders. The best move is to give a good you have to spare (one you don't need for your own build) in exchange for the good you're missing — and to give a good the pal actually needs. Saying it out loud — "I need grain for my cottage; I'll give you wood" — is the whole idea. TradePals never rewards being greedy: the Fair-o-meter is happiest when you both win.

A note for grown-ups: TradePals builds fair give-and-get, reading a partner's needs, and the habit of saying what a trade is for — through play, with no exam and no skill claim. Every deal is worked out by a small, exact engine (checked by automated tests) on your device; nothing about your game leaves it. There's an optional "🔊 Read to me" button for younger readers.

Privacy · Play →