Cartels & Cutthroats box art
Turn-based economic strategy

Cartels & Cutthroats

“A complete game of financial strategy.”

Run a company through the boom-and-bust cycles of an open market: set prices, manage production and inventory, borrow, advertise, invest in R&D, and out-maneuver up to seven rivals — human or computer. One of the earliest computer business simulations, and an early credit for the designer who would go on to define multiplayer gaming.

📅 1981 🏷 SSI 👥 1–8 (human or computer) 🎨 Danielle Bunten Berry · Bill Bunten

Play it

Choose your edition — from the real binary to a modern remake.
Play now — live and playable In development — coming soon Planned — on the roadmap
Original edition
Emulated

Original

The original binary itself, emulated in your browser — the game exactly as it shipped.

Faithful edition
Modernized

Faithful

The same game, loop for loop, rebuilt with a modern web interface we design — faithful underneath, comfortable to play today.

Revival edition
Live multiplayer

Revival

The Faithful game brought online — play live and simultaneously against others on the web, instead of passing one keyboard.

Successor edition
Reimagined

Successor

A full 2.0 — the original's premise carried forward into a brand-new, modern game of our own.

Planned

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History

How it came to be.

Cartels & Cutthroats was published by Strategic Simulations, Inc. (SSI) in 1981, during the first wave of serious home-computer strategy gaming. Where most of SSI's early catalog was wargames, C&C turned the same systems-modelling instinct toward economics: a complete simulation of running a company in a competitive market.

The game is an early credit for Danielle Bunten Berry (then credited as Dan Bunten), working with Bill Bunten. Bunten Berry would go on to design M.U.L.E. (1983) and The Seven Cities of Gold (1984) — landmark titles, with M.U.L.E. in particular celebrated for its pioneering simultaneous multiplayer. The fingerprints are already here in C&C: a focus on economic competition between players rather than combat.

Under the hood, the game is a network of interacting systems — a demand curve (price drives units sold, modulated by the wider economy and consumer tastes), a twelve-category cost structure, a macroeconomic layer of growth and interest-rate cycles, computer-controlled opponents, and a table of random market events. Players submit decisions each quarter and the simulation resolves the results.

It saw release across the popular platforms of the era, and is the title we used to prove out the studio’s preservation pipeline end-to-end: reading the original disk image, recovering the source, and validating a faithful re-creation against the real emulated binary.

📚 Best-effort history, per the project’s curatorial commitment: documented facts are kept separate from lore, gaps are flagged rather than invented, and credited creators — living or deceased — are treated accurately and with care. Danielle Bunten Berry passed away in 1998. Corrections from people who were there are welcome.

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Credits