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The rulebook

How to play Tiland The rules of the island strategy board game

This page is the whole rulebook of Tiland, the island strategy board game, in twelve short chapters. Read it end to end in about twenty minutes, or open the chapter you need. The game’s tutorial teaches the heart of it in about ten minutes, on your device and offline.

  • wood
  • sheep
  • wheat
  • brick
  • ore
  • Every island is drawn anew, from 7 to 61 land tiles.
  • Each tile yields one of five resources. Deserts yield nothing.
  • Every tile but a desert carries a number from 2 to 12, never 7.
  • A 6 or an 8 never lies next to another 6 or 8.

Setting out

Before the first roll, every player places twice.

The order at a table of 4

Round one

  1. Seat 1
  2. Seat 2
  3. Seat 3
  4. Seat 4

Round two

  1. Seat 4
  2. Seat 3
  3. Seat 2
  4. Seat 1
  1. Numbers in view

    Every tile shows its number from the start, so choose your corners by the land and the numbers.

  2. Round one

    In seat order, each player places a settlement, then a road touching it.

  3. Round two

    The order snakes back. The last seat places twice in a row, and seat one ends.

  4. The second harvest

    Your second settlement takes 1 resource from each producing tile it touches. The first takes none.

  5. The first roll

    Seat one takes the first ordinary turn, starting with the roll.

  • The host sits first. Each player who joins takes the lowest open seat.
  • At an online table, whoever waited longest sits first and hosts.
  • Setup pieces cost nothing. A setup settlement needs no road, but it keeps the distance rule.
  • Setup is worth 2 points. Its roads and harbours already count towards the awards.

A turn

One player is on turn. A turn runs in five steps.

  1. Roll

    Roll two dice, or play a court card first.

  2. Produce

    Tiles with that number pay: 1 resource to each settlement on them, 2 to each city.

  3. Trade

    Trade with the bank, or offer a trade to the other players.

  4. Build

    Build roads, settlements and cities, or buy a court card.

  5. End

    End the turn. The next seat rolls.

  • Trade and build in any order, as often as you can pay.
  • The tile under the bandit produces nothing. Nor does a desert.
  • On a 7, nothing is produced. The seven has a chapter of its own.
  • Only the player on turn acts. The others may only answer an offer or discard.
  • Your offers never hold your turn up: build, trade and offer again while they stand.
  • Nothing is built between turns, at any table size.

What things cost

Everything is paid to the bank in resources.

Road

No points
  • 1 wood
  • 1 brick

On an empty edge that touches your building, or meets your road where no rival has built.

Settlement

1 point
  • 1 wood
  • 1 brick
  • 1 sheep
  • 1 wheat

On an empty corner your road reaches. No building may stand on a neighbouring corner.

City

2 points
  • 2 wheat
  • 3 ore

Replaces one of your settlements. It takes 2 resources from each roll, not 1.

Court card

No points
  • 1 sheep
  • 1 wheat
  • 1 ore

Drawn at random from the deck. Only you see which card it is.

There is no box of pieces. Build whatever you can pay for and the island has room for.

The seven

A 7 produces nothing. It calls the bandit instead.

  1. Beat 1

    Discard

    • Every hand of more than 7 resources discards half, rounded down.
    • A 7 only makes a player who has played a Treasury discard above 10 resources.
    • You pick the resources. Court cards are never counted.
    • Nobody plays on until every debt is paid. After 40 s, random resources go.
  2. Beat 2

    The bandit moves

    • The player on turn moves the bandit to a different tile.
    • Any tile will do, a desert included.
    • While he stands there, that tile produces nothing.
  3. Beat 3

    A resource is taken

    • Choose one player with a settlement or city on that tile.
    • Take 1 random resource from their hand.
    • If nobody there holds a resource, nothing is taken.
    • A Strongbox they hold stops it: nothing is taken, and the box is gone.

A Mercenary moves the bandit and takes a resource the same way, with no discards.

Trade

Trade with the bank, or with the other players.

The bank

  1. 2:1

    A settlement or city on a resource harbour.

    Two of that resource only.

  2. 3:1

    A settlement or city on a generic harbour.

    Three of any one resource.

  3. 4:1

    Anyone, with no harbour.

    Four of one resource for one of another.

  • A harbour lies on a coastal edge. A building on either of its two corners earns its rate.
  • The best rate you hold is used. A harbour only a rival holds gives you nothing.
  • One bank trade may swap several lots of several resources at once. What you give and what you get never share a resource.
  • Bigger coasts carry more harbours. An island of 19 tiles has eight.
  • Every island has a 2:1 harbour for each of the five resources. The rest are generic, so a smaller coast has fewer of them.
  • A Trade Charter makes every rate 2:1 until your turn ends.

Between players

  • You may: Make an offer on your own turn, after the roll.

    You may not: Make an offer when it is not your turn.

  • You may: Make up to 3 offers a turn, each to one player or to everyone. Several may stand at once.

    You may not: Make a fourth. A cancelled or expired offer still counts.

  • You may: Answer an offer made to you once: accept, decline, or send one counter-offer that everyone sees.

    You may not: Take an answer back, or counter a counter-offer.

  • You may: Choose whom you trade with: one player who accepted, or a counter-offer you take.

    You may not: Trade by accepting alone. The player who made the offer always picks.

  • You may: Give at least one resource for at least one resource.

    You may not: Give resources away for nothing in return.

  • You may: Swap one resource for a different one.

    You may not: Put the same resource on both sides.

  • You may: Offer what you hold. Accept only what you can pay.

    You may not: Trade court cards. They never change hands.

  • An offer stands for 30 s at standard pace, then closes with no trade. An accept in its last 10 s sets it back to 10 s, so its maker has time to choose.
  • It closes when everyone addressed has declined. Only the player who made it can cancel it.
  • Nothing is held back while it stands. An offer its maker can no longer pay closes.
  • A counter-offer goes to the player who made the offer, and everyone sees it. Its sender must hold what it gives.
  • An answer its sender can no longer pay counts as declined.
  • An offer to a player who is away counts as declined.

Court cards

A deck of royal boons, bought in secret and played one a turn.

The deck, card by card
CardEffect2–4 seats5–6 seats
MercenaryMove the bandit and take a resource, as on a 7 but with no discards. Counts towards the Grand Army.2–4 seats 205–6 seats 28
Royal RoadYour next 2 roads this turn cost nothing. Roads not built by the end are lost.2–4 seats 25–6 seats 3
Good HarvestTake any 2 resources from the bank, the same or different.2–4 seats 25–6 seats 3
TitheName a resource. Every other player hands you all of theirs.2–4 seats 25–6 seats 3
Trade CharterTrade with the bank at 2:1 until your turn ends.2–4 seats 25–6 seats 3
Master BuilderYour next build this turn is cheaper. A road costs nothing, a settlement 1 wood and 1 sheep, a city 1 wheat and 2 ore.2–4 seats 25–6 seats 3
AstrologerBefore rolling, choose the dice total, from 2 to 12. Never a 7.2–4 seats 15–6 seats 1
LevyTake 1 random resource from every other player who holds one.2–4 seats 15–6 seats 1
SpyTake up to 2 random resources from one player who holds any.2–4 seats 15–6 seats 1
TreasuryPermanent. A 7 only makes you discard above 10 resources.2–4 seats 15–6 seats 1
Right of WayUntil your turn ends, your roads may be built past any rival's settlement or city.2–4 seats 25–6 seats 3
GleanerTake 3 random resources from the tiles your buildings touch. Each comes from one of them, drawn at random. The bandit's tile and the desert give nothing.2–4 seats 25–6 seats 3
StrongboxKept, not played. It guards you from the turn you buy it. It stops the next taking from you: the bandit's, a Spy's, a Levy's or a Tithe's. Then it is gone. With nothing to take from you, it stays.2–4 seats 25–6 seats 3
Whole deck2–4 seats 405–6 seats 56

Playing a card

  • A court card costs 1 sheep, 1 wheat and 1 ore. The table only hears that you bought one.
  • Cards are drawn at random from what is left. There is no deck order to learn.
  • Play one card per turn, before your roll or after it. The Strongbox is never played.
  • A card cannot be played in the turn it was bought.
  • No card is worth a point. Every point anyone holds is in plain sight.
  • Held court cards are never stolen, traded or counted on a 7. An away seat keeps them.
  • Once the deck is empty, no more cards can be bought.

Decrees

Three decrees a seat, drafted before the island is set and issued in three rounds.

The draft

  • Before the island is set, every seat drafts three decrees. A hosted table may play without them. Its host turns the decrees off in the game options, and the setup begins at once.
  • Every seat drafts from all eight decrees, bots included. Every decree is free to every player, and gold buys looks only.
  • There are three rounds of 60 seconds. In each, every seat picks one decree.
  • Nobody sees a pick until the round ends. Then every pick of the round is shown at once, and the next round begins. After the third, the picks stay up a moment before the setup.
  • A pick may change until the round ends. A seat that picked nothing gets one at random. Nobody drafts the same decree twice.

The decree rounds

  • There are three decree rounds. The first comes when the setup ends, before the first roll.
  • The second follows the turn in which the leader first reaches 35 % of the target.
  • The third follows the turn in which the leader first reaches 65 %.
  • In the first round the last seat to place issues first. Later rounds start with the leader.
  • In each round every seat issues one decree it holds, or throws one away. There is no passing.
  • A seat has 60 seconds. When time runs out, one of its decrees is thrown away at random.
  • A decree with no legal target cannot be issued. A seat with none to issue is skipped.
  • Nothing else happens in a round: no roll, no build, no trade.

The decrees

The decrees, one by one
DecreeFamilyTargetEffect
ReassessmentNumbersTileTwo tiles swap their numbers, if those lie at most two pips apart.
Tax RevisionNumbersTileOne tile's number moves one up or down, never onto 6, 7 or 8.
Rich SoilLandTileA tile on 2, 3, 11 or 12: a settlement there yields 2, a city 3.
Re-cultivationLandTileOne tile yields the resource you name.
Free PortHarbourHarbourA 3:1 harbour trades the resource you name at 2:1.
Closed PortHarbourHarbourOne harbour closes for good. Nobody trades there.
Royal WardGuardTile or harbourA tile or harbour no decree may touch again.
RestorationGuardTile or harbourOne tile or harbour a decree changed goes back as the game began, ward too.
  • There are eight decrees in four families: numbers, land, harbour and guard.
  • In each family, one decree works for you and the other works against your rivals.
  • A decree changes the island for good, and the change is shown to every seat.
  • A tile showing a 6 or an 8 never changes. No decree makes a 6, 7 or 8.
  • A number's pips are the rolls of two dice that make it: one for a 2, four for a 5.
  • So a Reassessment may swap a 2 with a 3 or a 4, never with a 5.
  • A ward refuses every later decree but Restoration, which lifts it.

Awards

Three titles, each worth 2 points to the one player who holds it.

Grand Army

Most mercenaries played, at least 3 mercenaries.

Worth 2 points

A Mercenary counts the moment it is played.

Grand Road

The longest continuous road, at least 5 edges.

Worth 2 points

Counted in edges, not in distance: the longest single path along your roads. A branch off it adds nothing; a loop may be walked once round.

Harbour Warden

Most harbour points, at least 3 points.

Worth 2 points

Each harbour you hold counts 1 under a settlement and 2 under a city.

A tie changes nothing
A challenger needs strictly more than the holder. Drawing level is not enough.
A road can be cut
A rival's settlement or city on a corner cuts your road in two there. It cuts it even when you built past it under a Right of Way.
A holder who falls behind
The award goes to the single leader at the minimum or above. If several tie, nobody holds it.
A closed harbour counts nothing
A harbour closed by a decree counts nothing for the Harbour Warden.

Winning

The first to reach the target on their own turn wins.

68101214161820222425
6 to 25 points · 16 at four seats
  • The host sets the target, from 6 to 25 points.
  • The island sets its ceiling: 6, plus twice the tiles per seat, rounded down to an even number.
  • A target above the ceiling grows the island until it fits.
  • Left alone, the target sits 2 under the ceiling. It is never over 14 at two seats, 16 at three to five, or 18 at six.
  • A table found online always plays 24 tiles to 16.
  • You win only on your own turn, the moment you reach the target.
  • It is checked after a build and after a card played.
  • Points that came off turn, a decree among them, are checked when your next turn starts.

Stalemate

  • Each time a turn passes, the server asks whether any seat can still gain or lose a point.
  • That takes an island with no corner left to settle, where every settlement has become a city.
  • No decree round may still be to come, and neither award may still change hands.
  • Then the game ends in a stalemate, and nobody wins.
  • Places go by points, and level points share a place. Gold and Renown follow those places.

Last player standing

  • When every seat but one is away, and that one is connected, it wins.
  • This is how a game of two ends when one side stops playing.
  • When every seat is away, nobody wins and the game waits.

After the last point

Custom table · 29 Sep

Target 12 · 19 tiles

Aldric reaches the target

  1. 1stAldric12 points
  2. 2ndBOT Hild10 points
  3. 3rdBrunhilde8 points
  4. 4thBOT Bors7 points
  • Players who finish at a table that pays gold earn it by their place.
  • Which tables pay gold may change.
  • A seat that was abandoned, or is away when the game ends, earns none.
  • A bot earns none.
  • Your first win of each day pays extra gold.
  • A table with a bot at it pays a smaller bonus.
  • Signing in with Google or Game Center brings a welcome gift of gold, once per account.
  • Gold is kept on your account and earned by playing.
  • It is spent in the Inventory, which opens from your gold total on the home screen.
  • In the Inventory, gold buys skin packs and dice sets. It buys looks only: every decree is free.
  • None of it changes a rule.
  • Match history, on the home screen, keeps your last 20 finished games, newest first.
  • After a hosted game, the host may open a new table under a new code.
  • Everyone still at the finished table is seated at it, bots included, in the same order.
  • Anyone may leave at once. A table found online simply ends.

Clocks

No clock shows while you play. A candle warns you when time runs short.

Your turn, untouched

65 s

The candle lights at 45 s and burns for the last 20 s.

  • Any touch puts the candle out and starts the idle clock again.
  • If it burns down, you lose the turn.
  • After a lost turn, your next idle clock is half as long.

Nothing left but ending the turn

10 s

The candle burns from the start, for 10 s.

  • The candle lights at once. After 10 s the turn ends itself, and that is not a lost turn.

A full bank, spent to the end

360 s

The candle lights at 330 s and burns for the last 30 s.

  • Every turn has 180 s. After that it draws on a bank of 180 s for the whole game.
  • The candle burns for the last 30 s of the cap and the bank together. Touching the screen does not put it out.
  • End your turn within 60 s and 10 s go back into the bank, never above full.

When a clock runs out

  • A lost turn is skipped, as if the seat were away. Its open offers close.
  • In setup, a random settlement and road are placed for you instead.
  • Two lost turns in a row and your seat counts as away, though still connected.
  • A touch says you are back. Ending a turn yourself clears the count.

Three paces

  • The host picks the pace when the game starts. Standard is the default.
  • A table found online always plays at standard pace.
The clocks at each pace
ClockRelaxedStandardFast
Idle clock130 s65 s32.5 s
Its candle20 s20 s10 s
Nothing left but ending10 s10 s10 s
Turn cap—180 s90 s
Time bank—180 s90 s
Cap candle—30 s30 s
Quick turn pays back—10 s under 60 s10 s under 30 s
Discard after a 780 s40 s20 s
An offer stands60 s30 s15 s
Hurry-up voteYes——

The hurry-up vote

  • At relaxed pace there is no cap. The other players can vote to hurry a slow turn instead.
  • The vote opens once a turn is 90 s old.
  • With up to three other players present, all must agree. With four or more, all but one.
  • Once the vote passes, the turn has 30 s left. Running out is a lost turn.
  • Your phone reports a touch at most every 5 s, and only while the table waits for you.
  • No clock runs in a lobby, in a finished game or while nobody is connected.

Away and rejoin

A dropped player keeps their seat. The table does not wait forever.

  1. 0:00

    The connection drops

    • The table waits for you for 2 minutes.
    • In a lobby, your seat, colour and host role are held as long.
  2. 2:00

    The seat is away

    • Its turns are skipped: no roll, its offers close, an unfinished bandit move is given up.
    • In setup, a random settlement and a road touching it are placed for it.
    • On a 7, random resources are discarded for it. Offers to it count as declined, and so does an answer it had sent.
    • An away host hands the role to the lowest seat still present, for good.
  3. Back

    You rejoin

    • Join the same room with the same account, and your seat is yours again.
    • Your pieces, resources, court cards and points were kept for you, even mid-game.
  • Nothing advances while every seat is empty.
  • A seat whose clocks lose two turns in a row is away too, until a touch.
  • Empty lobbies close after 10 minutes. So do finished games nobody is connected to.
  • Any room nobody has been connected to for an hour is closed.

Tables

Hosted by a friend for two to six, or found online for four.

A hosted table

Island and deck by table size
SeatsFewest tilesSuggestedCourt cards
271940
3101940
4132440
5163056
6194256
  • A hosted table seats 2 to 6. It starts once 2 seats hold a connected player or a bot.
  • The host picks the island size, the target and the pace, and may turn the decrees off.
  • The island bounds the target: a larger island carries more points, and a higher target grows the island.
  • An island may grow to 61 tiles. A count under the minimum is raised to it.
  • Until the host picks a size, the table plays the suggested one.

Bots, and emptying a seat

  • In the lobby, the host may seat a bot in any empty seat.
  • Each bot plays for itself and sees only what a player in its seat would see.
  • A bot is named from a fixed roster: "BOT" and a given name, such as BOT Edith.
  • The online queue seats a bot only at a seat it finds nobody for. A bot at a ranked table holds no rank.
  • Until the game starts, the host may empty any seat but their own.
  • A bot's seat is emptied. A player goes back to the home screen.
  • Nothing is remembered: the same player may join again with the same code.

Your account

  • You play as a guest from the first launch, with no e-mail and no password.
  • Signing in with Google or Game Center is optional.
  • It pairs your account across your devices and brings a welcome gift once.

Playing online

players
4
tiles
24
points to win
16
pace
Standard
  • Online play is ranked. Every game there moves your Renown, and a rank from Villager up to Duke follows it.
  • A table is made of players near you on the ladder. The search widens the longer you wait.
  • After a minute, bots fill the seats nobody near is found for. A tap seats you with them at once.
  • Each player has 20 s to accept.
  • Then the app answers a roll call within 5 s by itself. There is nothing to press.
  • Whoever declines, leaves or stays silent is out. Dodge a few tables in a row and the queue closes for a while.
  • The island is drawn from a seed nobody chose.
  • From then on it is an ordinary table: the clocks and the away rule apply. Walk out and the game counts as a last place.

Your rank

  • After ten placement games you carry a rank no higher than Baron. Duke is reached by the games after.
  • You are promoted the moment your Renown reaches a rank's floor.
  • You are demoted only once it has fallen a little under that floor.
  • Renown moves more while your rank is young and after a run of wins or losses.

The leaderboard

  • The leaderboard lists the hundred best placed players of the last thirty days.
  • Your own row is shown with its place.
  • Thirty days without a ranked game takes you off the board until you play again.

The room code

  • A hosted table has a six-digit code. Its leading zeros count.
  • It is shown in two groups of three. Spaces are ignored when it is typed back.
  • After 10 wrong codes in a minute, the server asks you to wait.