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Feature

Tides of War

The naval battleground: an Armada that must cross, a Keep that must hold, and two sides not playing the same game.

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.