1/12tide
0/0pop
🪨3fill
⚒8digs

Tide Survived

★★★
Driftwood earned+0
Driftwood total0

Driftwood Shop

Driftwood0

How to play

Goal

  • ★ Survive the tide with at least one villager.
  • ★★ Save the target share of your people.
  • ★★★ Save everyone under the seeded actions budget.

Earthworks: dig to build

  • Terraforming is redistribution. Dig costs one ⚒ move and banks 🪨 fill. Raise spends fill — but costs no move. You can raise freely as long as you have fill.
  • Each turn you get a fill trickle and a limited ⚒ dig budget. Fill banks across turns — dig aggressively early to stockpile.
  • Two-finger tap quick-digs. Drag to paint. Undo reverts this turn before you Advance Tide.

Villagers

  • Each tide turn settlers migrate one step uphill automatically — they follow the landscape. Sculpt slopes and ramps so they naturally flow toward the Ark, not just a solitary peak they can't reach.
  • If their tile floods they make an emergency leap to the highest reachable peak via any connected dry path. A settler with no dry neighbour is lost.

The Ark ⛵, caches 🪵 & ebbs

  • The Ark is fixed high ground (can't be reshaped). Villagers ending on it are boarded for bonus points — make it the highest reachable peak to funnel people aboard.
  • Driftwood caches score big: keep a villager on/next to one while it's dry. The tide can ebb (gauge bars dip), exposing low caches — dig basins to reach them.

Strategy

  • Dig tiles that will flood soon. They'll submerge anyway — mine them for free fill before the tide arrives.
  • Make the Ark the highest peak. Villagers auto-flee to the tallest reachable tile. Raise the Ark (or dig rival peaks down) to funnel everyone aboard for bonus points.
  • Guard connectivity. A villager with no dry neighbour when the tide rises is lost. Make sure every group has a path to high ground.
  • Stockpile fill early, spend it late. The ⚒ dig budget is your scarce per-turn resource; 🪨 fill rolls over. Dig hard in early turns to bank a big raise budget for the final surge.
  • Build slopes, not just peaks. Settlers migrate one step uphill each turn — a cliff face stops them cold. Grade the landscape so every group has a walking path to the Ark.
  • Watch ebb turns (green gauge bars). Submerged tiles glow green the turn before they surface — dig basins near those tiles early so villagers can walk to driftwood when the tide pulls back.
  • Act on red-tinted tiles. They flood next turn — raise them or ensure villagers have an escape route before you Advance.
  • Efficiency star: every raise and dig counts toward the action budget. Plan the minimum reshape needed — don't sculpt for fun.

Score beats the seeded par for medals, and Share posts a board postcard. Earn Driftwood to buy perks. Daily islands are the same for everyone; Practice gives endless random islands.