Tidebound Atlas
Build a lasting world together across 42 islands. Rescue crews, chart lost shores and light beacons. Your settlements, scars and chosen laws survive into the next chapter.
1–6 playersAbout 40 minutesAutomated rules
Sign in to host. Friends join by room link or QR code without an account or API key. Built-in games use no AI tokens.
How to play Tidebound Atlas
- Cooperate through eight chapters. Each has a public goal; completing it wins the chapter. Losses also advance the story. Settlements, beacons, revealed islands, scars and unlocked laws persist. Resources, ship positions, lit beacons and rescued flags reset between chapters.
- The map has 42 islands in six rows of seven. Orthogonal neighbors connect; rows do not wrap. Each turn grants two actions. Sail to an adjacent revealed island, or Scout an adjacent unknown island without moving. All explorers begin at island 1.
- Gather grants 2 Timber in forests, 2 Stone in quarries or 2 Crystal in ruins. Each scar reduces that gain by one, minimum one. Build a settlement for 2 Timber and 1 Stone plus one Stone per scar. Build a beacon for 2 Stone and 1 Crystal, then light it for 2 Crystal. Each action affects your current island.
- Rescue once per island per chapter for 1 Timber (island 1 has nobody to rescue). Restore removes one permanent scar for 1 Timber and 1 Stone. Repair restores 2 fleet Hull for 1 Timber. Calm reduces Tide by 1 for 1 Crystal. Supply transfers one chosen resource to another explorer on your island. An action costs one of your two actions; Pass ends your turn.
- After everyone has had a turn, draw an event and raise Tide by 1. At Tide 7 or more, lose 2 Hull, add a permanent scar to a revealed island, then set Tide to 3. Hull reaching zero or finishing the final round (24 solo, 12 with a crew) loses the chapter. Goals are checked after every action. All gathered and transferred resources cap at 30; Hull caps at 30.
- Chart goals count newly revealed islands. If fewer unknown islands remain than the chart goal, reduce the goal to the remaining count; if none remain, the chart chapter is already won. Settlement goals count permanent settlements. Light and rescue goals count only this chapter.
- After each chapter the host chooses one of two offered permanent laws and begins the next chapter. A loss also scars the starting harbor. After chapter eight, your ending records victories, settlements and laws. To resume later, keep the room link; signed-in participants can also use Saved campaigns on another device. Guests must retain their browser player session.
- Computer players use public information and legal actions without AI. On paper use the numbered island tiles, event cards and a written campaign journal; shuffle events each chapter and record every permanent change.
Bring your group together
Open a table, invite your friends, then start when everyone is ready. The host can add available computer players before starting. For a living-room game, open the TV screen from your table while everyone plays on their own device.
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