Set sail upon the wine-dark sea. Click "Next Turn" to begin!
Hermes' Ship
Overview
Sail the wine-dark sea of Homer's epic. Poseidon's wrath causes the waters to rise and fall, drowning islands and revealing new ones bearing treasures from shipwrecks and gifts of the gods. Hermes' merchant ship drifts between the islands. Establish camps, raise temples, and launch triremes to harvest resources and trade your way to glory.
Poseidon's Wrath
Each turn Poseidon's fury shifts one step: 1-2-3-4-5-4-3-2-1-2... Islands are swallowed when the wrath reaches their elevation. Submerged hexes lose resources and camps are temporarily lost beneath the waves.
Resources
When islands emerge, treasures wash ashore: Timber (common), Shell, Kelp, Salt, Rock, Pearl (rare, gifts of the gods). Resources decay after 2 turns if not collected. Harvest automatically from hexes adjacent to your camps.
Structures
Camp (2 Timber + 1 Shell): Establish a beachhead to harvest from this island and its neighbors. 1 VP. Temple (1 Rock + 2 Kelp): Raise a temple to appease the gods — protects the island from Poseidon's wrath. 1 VP. Trireme (1 Timber + 1 Salt): Launch a warship connecting two islands even across open sea. 2 VP.
Hermes' Ship
The golden merchant vessel of Hermes drifts each turn. If your camps and triremes form a connected chain to Hermes' Ship, you may trade. Prices: Timber 1, Shell 2, Kelp 2, Salt 3, Pearl 6.
Actions
Each turn you get 2 actions: Build a structure, Trade with Hermes, or Redirect Hermes' Ship (costs 1 Pearl).
Victory
First to 15 VP reaches Ithaca and wins. Camp/Temple=1 VP, Trireme=2 VP, every 5 coins=1 VP, largest connected network=3 VP bonus.
Game Over
Discussion
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