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A hand-painted island of irregular tiles with roads, settlements, harbours and ships, seen from above at an angle.

Tiland

Every island drawn fresh, every table your own

  • Host 2 to 6 players
  • Online matches of 4
  • One purchase
  • No sign-up

Never the same island twice

Two hundred islands are drawn and scored for every game, and the highest-scoring one is kept.

A hand-painted island of irregular tiles with roads, settlements, harbours and ships, seen from above at an angle.A second island of a different shape, showing that every game's board is generated anew.

Five resources and a desert heart

Roll a tile's number and it pays every building on its corners. The bandit starts on the desert.

  • Wood

    Roads and settlements

  • Sheep

    Settlements and cards

  • Wheat

    Feeds every city

  • Brick

    Roads and settlements

  • Ore

    Three per city

  • Desert

    Yields no harvest

A court deck of its own

Buy a card for sheep, wheat and ore. Play one a turn, never in the turn you bought it.

Court cards
Court cards by name

Knight

Move the bandit and take a card from a player there who holds one. Counts towards the Grand Army.

20 in the deck of 40, 28 in the deck of 53.

Three awards, two points each

Each is held by one player or by nobody. A challenger needs more, and a tie changes nothing.

  • Grand Army

    Most knights played, at least 3.

  • Grand Road

    Longest stretch of road, at least 5 edges.

  • Harbour Warden

    Most harbour points, at least 3. A city counts double.

Tables of two to six

Host a table and share its six-digit code, or join the queue for a table of four. The host sets the island, the pace and the target, from 6 to 20 points.

4seats

A hosted table of 4: a suggested island of 19 tiles and a deck of 40 court cards. A table found online plays 24 tiles.

  1. Aldric
  2. Brunhilde
  3. Cedric the Bold
  4. Isolde
  5. Empty seat
  6. Empty seat

Nobody waits on a phone

At the standard pace, a candle burns through the last 20 seconds of an idle turn. A phone that goes dark is waited for, then played around.

  1. 45 s

    of quiet

    No clock shows while you play.

  2. 20 s

    of candle

    A touch puts it out.

  3. 3 + 3 min

    turn cap and bank

    A quick turn earns bank time back.

  4. 2 min

    for a dropped phone

    Then your turns are skipped.

Made for a phone held sideways

One finger pans, a pinch zooms, and nothing is built on a stray tap.

  • A hand-painted island of irregular tiles with roads, settlements, harbours and ships, seen from above at an angle.
    The whole island
  • A second island of a different shape, showing that every game's board is generated anew.
    No two islands alike
  • The trade sheet: an offer of two wood for one ore being built, the player's own hand counted along the top.
    Trade with the table
  • The court cards sheet open over the island: a hand of illustrated cards, two ready to play, and the count left in the deck.
    A court deck of its own
  • A close view of the east coast: three harbour piers with their 2:1 and 3:1 rate signs, a settlement on a harbour corner and trading ships at anchor.
    Harbours cut the bank's price
  • The table of six: a column of six coloured player tags beside the island during a turn.
    Tables of two to six
  • A lit candle next to the end-turn seal, counting down the seconds an idle player has left; one seat in the column is marked away.
    Nobody waits on a phone
  • A table found in the online queue: this seat has accepted, three of four seats are filled and the dialog waits for the last.
    A table found for you

Bought once, and that is all

Buy once. No ads, no in-app purchases, no subscription.

  • One purchase

    Nothing more to buy, ever.

  • No ads

    Nothing stands between you and the island.

  • No sign-up

    No e-mail and no password. The first launch draws you a name.

Take your seat at the table

Tiland is played online and needs an internet connection. The game is in English.

Read the rules