Tides of War is the naval one, and it is deliberately not symmetrical. One side is an Armada that must cross open water; the other holds a Keep and the guns that cover the approach. The two sides are not playing the same game, and neither wins by copying the other.
Crossing
A ship makes way by being crewed: a navigator’s charts move it slowly, and every Armada hand aboard moves it faster, so coordination is literally speed. Reefs tear hull. The ship comes into firing position part-way across, not at the end, so the bombardment and the crossing overlap.
The Keep
Coastal batteries sink ships steadily rather than dramatically. Attackers who get ashore silence a share of the battery each, and those who storm the walls add to the Keep’s damage, but only the first 8 landers count, or the Keep melts to a mob rather than a siege.
Mustering
The muster stays open for 2 days and then sails whether or not both sides are ready.
Generated from the game, 12 August 2026.



