TIDELANDS

Bronze-Age Maritime Trade
Players:
Map: Seed:
Poseidon's Wrath: 1 / 5 — Gathering
1
Set sail upon the wine-dark sea. Click "Next Turn" to begin!
Hermes' Ship
He buys cheap, sells dear — sell at listed price, buy at double.
Propose Trade with Another Player
Only players whose structures are adjacent to yours, or bridged by a trireme, are listed.
You Give
You Get

Trade Offer

Poseidon’s Council

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 15 Victory Points.

The Map

Hexagonal islands form an archipelago. Each hex has an elevation from 1 (shoreline) to 5 (highland). The board scales with player count: 37 hexes for 2–3 players, 61 for 4, 91 for 5–6.

Poseidon's Wrath (the Tide)

The tide level cycles each round: 1→2→3→4→5→4→3→2→1→2... A hex is flooded when the tide rises strictly above its elevation (elevation < tide level). So at tide 1 nothing floods; at tide 5 only highland (elevation 5) hexes remain dry.

Poseidon’s Council (optional, on by default): At the start of each round, before harvest, the cycle proposes a tide step (+1 while rising, −1 while falling). Each player may spend 2 coins once to roll 1d3: ↑ +1, ↓ −1, or − 0. The tide moves by the net of the cycle plus all rolls (clamped 1–5). If no one influences, the cycle alone applies.

Omen Cards (optional, on by default): Each round, Hermes reveals one Omen before the Council. The Omen affects everyone for that round. Players whose camps, temples, or triremes are linked to Hermes’ Ship when the round begins also receive the Omen’s Hermes bonus — another reason to reach the golden merchant.

Flooded hexes:

Resources

When islands emerge from the sea, treasures wash ashore: Resources decay after a few turns if uncollected. You harvest automatically at the start of your turn from every non-flooded hex within 1 step of one of your camps (the camp's hex itself plus its 6 neighbors).

Structures

Camp (2 Timber + 1 Olives) — 1 VP
Beachhead for harvesting. Must be built on a non-flooded hex adjacent to one of your existing camps, temples, or triremes (your starting camp seeds your first build). When the hex floods, the camp is dormant; it returns automatically when the hex re-emerges.

Temple (1 Stone + 2 Wine) — 2 VP
A divine refuge. Built on a non-highland hex (elevation 1–4) that you own or that is adjacent to one of your structures. Temples permanently protect their hex from Poseidon's wrath — flooding skips it forever. Temples also count as connection points for trade with Hermes.

Trireme (1 Timber + 1 Bronze + 1 Wine) — 2 VP
A warship-bridge linking two adjacent hexes (including across water). One end must touch one of your existing structures. Triremes extend your network: a hex linked by your trireme counts as adjacent for camp-building and trade-routing, even if you don't own it.

Hermes' Ship — Trade & Movement

The golden merchant vessel of Hermes is shown on one hex of the board.

Drifting: Between rounds, Hermes drifts on his own to a random adjacent non-flooded hex. You cannot predict where he'll go.

Trading: On your turn, if your network of camps + temples + triremes forms an unbroken chain leading to Hermes' hex, you may spend an action to trade. Hermes is a two-way merchant — he buys cheap and sells dear. You may sell or buy any number of times before closing the trade panel.

Sell to Hermes (you receive coins): Buy from Hermes (you pay coins; common goods at 1.5× sell price, Stone/Ambrosia at 2×): Stone cannot be sold to Hermes, only bought. Use this when you're stuck with the wrong mix of resources and can't barter with a neighbor. Coins convert to VP at 5 coins = 1 VP at game end.

Move Hermes (Redirect): Spend 1 Ambrosia and 1 action to push Hermes onto an adjacent non-flooded hex. This is how you bring him to your network when he drifts away — or how you yank him out from under an opponent who is mid-trade. Movement is one hex at a time; you cannot teleport him across the map.

Appeasing Poseidon

Once per round, the active player may spend 1 action + 1 Ambrosia + 2 Wine to offer libations to Poseidon. The next round skips Council entirely — no cycle step, no influence rolls, tide holds (direction preserved). At most one player per round may appease; the first to act gets it. Use this when low-elevation camps are about to drown and you can't build temples in time.

Player-to-Player Trade

On your turn you may propose a barter trade with another player, but only if you are physically connected to them in one of two ways: No more "we share an island so we can trade" — you have to actually meet at a border or sail a trireme to their port. Pick a target player, choose any quantity of resources to give and to ask for, and send the offer. AI players evaluate by Hermes' coin prices — they accept if what they receive is at least as valuable as what they give. Human targets get an Accept/Reject prompt. Either way, proposing a trade costs 1 action whether or not it's accepted.

Turn Structure

Each round has two phases for every player:
1. Active Phase — The current player takes 2 actions. An action is one of: Build Camp, Build Temple, Build Trireme, Trade with Hermes, Trade with another Player, Move Hermes, or Appease Poseidon.
2. Special Build Phase — After the active player finishes, every other player (in clockwise order) gets one optional structure build (camp, temple, or trireme) if they have the resources. They cannot trade or move Hermes during this phase.

Then the next player becomes active and the round continues. At the start of each new round, Poseidon’s Council resolves (cycle + optional coin influence), then harvest and Hermes drift.

Victory

First player to 15 VP reaches Ithaca and wins. VP sources:

Opening (Rounds 1–3)

Resource Priorities

Camps: Quantity Over Position

Temples: When and Where

Triremes: The Network Game

Player-to-Player Trade

Hermes Strategy

The Tide Cycle

Appeasing Poseidon

Special Build Phase: Free Tempo

Endgame (12+ VP)

Multiplayer Dynamics (4–6 players)

Game Over

About Tidelands

Tidelands is an original hex-based strategy game set on Homer's wine-dark sea. Poseidon's wrath raises and lowers the tide across an archipelago, drowning low islands and revealing new treasures. Establish camps, raise temples, and launch triremes to harvest resources, trade with Hermes' drifting ship, and race to 15 victory points. Designed for 2–6 players, with a board that scales to the count.

How to play

Each round the tide steps along a 1-2-3-4-5-4-3-2-1 cycle; a hex floods when the tide rises above its elevation, wiping its resources and leaving camps dormant until it re-emerges. On your active turn you take 2 actions — build a camp (1 VP), temple (2 VP, permanently shields its hex), or trireme (2 VP, bridges and extends your network); trade with Hermes when your network connects to his ship; barter with a neighbor; move Hermes; or appease Poseidon. After you finish, every other player gets one optional Special Build. Camps and structures must anchor to your existing network. First to 15 victory points wins.

Frequently asked questions

Why do tides matter?

Poseidon's tide cycles 1-2-3-4-5-4-3-2-1 each round. A hex floods when the tide climbs above its elevation, losing its resources and leaving camps dormant until it re-emerges. Temples permanently shield a hex, so timing builds around the tide is the core puzzle.

How do I score victory points?

Camps score 1 VP, temples and triremes 2 VP each, and every 5 trade coins converts to 1 VP. The largest connected network adds a 3 VP bonus (2 VP in 2-player games). First to 15 VP reaches Ithaca and wins.

What can I do on my turn?

You get 2 actions per round: build a camp, temple, or trireme; trade with Hermes or another player; move Hermes; or appease Poseidon. Then every other player may take one optional Special Build.

How many players is it for?

2 to 6. The board scales with the count — 37 hexes for 2–3 players, 61 for 4, and 91 for 5–6 — and the AI can fill any empty seat.

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Discussion

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