ODYSSEY

Upon the Wine-Dark Sea
Players:
Map: Seed:
Poseidon's Wrath: 1 / 5 — Gathering
1
Set sail upon the wine-dark sea. Click "Next Turn" to begin!
Hermes' Ship
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

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. 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) — 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. Sell any of your resources at fixed prices: 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 tide change is skipped — the tide level holds at its current value for one round before the cycle resumes (the direction is 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. Tide shifts at the start of each new round.

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 strategy game about Bronze-Age maritime trade. Pilot a fleet of small craft along a coastline of trading villages; manage tides (which open and close river mouths), seasonal winds, and competing traders. Designed for 2–4 players, 30–45 minute sessions.

How to play

Each turn: check the tide and wind, move ships, trade at port, optionally upgrade a ship. Tides open river-mouth ports for limited turns; winds favor specific routes. Score points for completed trade routes and unique commodities delivered.

Frequently asked questions

Why do tides matter?

River-mouth ports — often the most lucrative — are only accessible during high tide. Tide rotates predictably, so timing route completion to the tide is the core puzzle.

Is wind direction random?

Pseudo-random with seasonal bias. Spring favors westerly routes, autumn easterly. Adjust your route plan to the season at the start of each round.

How many players is best?

3 — enough trader competition to make blocking matter, not so many that the map gets crowded. 4-player is fun but slower.

Is Tidelands historically grounded?

Loosely — Bronze-Age trade in the eastern Mediterranean inspired the design. Ship types, commodity list, and route geometry are stylized, not historical.

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Discussion

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