Road
No points- 1 wood
- 1 brick
On an empty edge that touches your building, or meets your road where no rival has built.
The rulebook
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.
Before the first roll, every player places twice.
Round one
Round two
Every tile shows its number from the start, so choose your corners by the land and the numbers.
In seat order, each player places a settlement, then a road touching it.
The order snakes back. The last seat places twice in a row, and seat one ends.
Your second settlement takes 1 resource from each producing tile it touches. The first takes none.
Seat one takes the first ordinary turn, starting with the roll.
One player is on turn. A turn runs in five steps.
Roll two dice, or play a court card first.
Tiles with that number pay: 1 resource to each settlement on them, 2 to each city.
Trade with the bank, or offer a trade to the other players.
Build roads, settlements and cities, or buy a court card.
End the turn. The next seat rolls.
Everything is paid to the bank in resources.
On an empty edge that touches your building, or meets your road where no rival has built.
On an empty corner your road reaches. No building may stand on a neighbouring corner.
Replaces one of your settlements. It takes 2 resources from each roll, not 1.
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.
A 7 produces nothing. It calls the bandit instead.
Beat 1
Beat 2
Beat 3
A Mercenary moves the bandit and takes a resource the same way, with no discards.
Trade with the bank, or with the other players.
A settlement or city on a resource harbour.
Two of that resource only.
A settlement or city on a generic harbour.
Three of any one resource.
Anyone, with no harbour.
Four of one resource for one of another.
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.
A deck of royal boons, bought in secret and played one a turn.
| Card | Effect | 2–4 seats | 5–6 seats |
|---|---|---|---|
| Mercenary | Move the bandit and take a resource, as on a 7 but with no discards. Counts towards the Grand Army. | 2–4 seats 20 | 5–6 seats 28 |
| Royal Road | Your next 2 roads this turn cost nothing. Roads not built by the end are lost. | 2–4 seats 2 | 5–6 seats 3 |
| Good Harvest | Take any 2 resources from the bank, the same or different. | 2–4 seats 2 | 5–6 seats 3 |
| Tithe | Name a resource. Every other player hands you all of theirs. | 2–4 seats 2 | 5–6 seats 3 |
| Trade Charter | Trade with the bank at 2:1 until your turn ends. | 2–4 seats 2 | 5–6 seats 3 |
| Master Builder | Your 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 2 | 5–6 seats 3 |
| Astrologer | Before rolling, choose the dice total, from 2 to 12. Never a 7. | 2–4 seats 1 | 5–6 seats 1 |
| Levy | Take 1 random resource from every other player who holds one. | 2–4 seats 1 | 5–6 seats 1 |
| Spy | Take up to 2 random resources from one player who holds any. | 2–4 seats 1 | 5–6 seats 1 |
| Treasury | Permanent. A 7 only makes you discard above 10 resources. | 2–4 seats 1 | 5–6 seats 1 |
| Right of Way | Until your turn ends, your roads may be built past any rival's settlement or city. | 2–4 seats 2 | 5–6 seats 3 |
| Gleaner | Take 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 2 | 5–6 seats 3 |
| Strongbox | Kept, 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 2 | 5–6 seats 3 |
| Whole deck | 2–4 seats 40 | 5–6 seats 56 |
Three decrees a seat, drafted before the island is set and issued in three rounds.
| Decree | Family | Target | Effect |
|---|---|---|---|
| Reassessment | Numbers | Tile | Two tiles swap their numbers, if those lie at most two pips apart. |
| Tax Revision | Numbers | Tile | One tile's number moves one up or down, never onto 6, 7 or 8. |
| Rich Soil | Land | Tile | A tile on 2, 3, 11 or 12: a settlement there yields 2, a city 3. |
| Re-cultivation | Land | Tile | One tile yields the resource you name. |
| Free Port | Harbour | Harbour | A 3:1 harbour trades the resource you name at 2:1. |
| Closed Port | Harbour | Harbour | One harbour closes for good. Nobody trades there. |
| Royal Ward | Guard | Tile or harbour | A tile or harbour no decree may touch again. |
| Restoration | Guard | Tile or harbour | One tile or harbour a decree changed goes back as the game began, ward too. |
Three titles, each worth 2 points to the one player who holds it.
Most mercenaries played, at least 3 mercenaries.
Worth 2 points
A Mercenary counts the moment it is played.
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.
Most harbour points, at least 3 points.
Worth 2 points
Each harbour you hold counts 1 under a settlement and 2 under a city.
The first to reach the target on their own turn wins.
Custom table · 29 Sep
Target 12 · 19 tiles
Aldric reaches the target
No clock shows while you play. A candle warns you when time runs short.
65 s
The candle lights at 45 s and burns for the last 20 s.
10 s
The candle burns from the start, for 10 s.
360 s
The candle lights at 330 s and burns for the last 30 s.
| Clock | Relaxed | Standard | Fast |
|---|---|---|---|
| Idle clock | 130 s | 65 s | 32.5 s |
| Its candle | 20 s | 20 s | 10 s |
| Nothing left but ending | 10 s | 10 s | 10 s |
| Turn cap | — | 180 s | 90 s |
| Time bank | — | 180 s | 90 s |
| Cap candle | — | 30 s | 30 s |
| Quick turn pays back | — | 10 s under 60 s | 10 s under 30 s |
| Discard after a 7 | 80 s | 40 s | 20 s |
| An offer stands | 60 s | 30 s | 15 s |
| Hurry-up vote | Yes | — | — |
A dropped player keeps their seat. The table does not wait forever.
Hosted by a friend for two to six, or found online for four.
| Seats | Fewest tiles | Suggested | Court cards |
|---|---|---|---|
| 2 | 7 | 19 | 40 |
| 3 | 10 | 19 | 40 |
| 4 | 13 | 24 | 40 |
| 5 | 16 | 30 | 56 |
| 6 | 19 | 42 | 56 |