VERSION 0.8.2 · FIELD GUIDE

Your first voyage

Set up a Tidemark match and place your two founding villages without wasting the opening.

PlayerTome · September 14, 2026

Choose the match you want

Tidemark voyage setup with captain portraits, landscape and renown settings
Choose a captain, landscape, supplies and victory target before setting sail. Click to enlarge · v0.8.2

Open the creator’s browser game and choose Begin voyage. Pick Rowan, Sable or Tomas and a house color; the captain choices share the same rules. Choose Heartland or Open coast, then set the renown target to 8 (Short), 10 (Classic) or 12 (Long).

Standard supplies begin with 2 timber, 2 clay, and 1 each of grain, stone and flax. Plentiful is another available setting. The Harbor charter toggle enables the one-time delivery objective. Keep it enabled if you want that extra route to renown.

Record both the chart number and landscape to revisit the same island. A chart number reproduces an island; it is not a copy of your saved progress.

Place the founding villages

Founding village placement using the legal-site dropdown
The site list names neighboring goods and marks coastal locations. Choose a legal site, then confirm with Place village. Click to enlarge · v0.8.2
  1. Choose Set sail. During founding, your village and road pieces are free.
  2. Choose a highlighted junction for your first village. If picking in 3D is awkward, expand Choose a site by list.
  3. Place the road beside it when prompted.
  4. Let Mara and Ivo found their settlements. The order reverses: you → Mara → Ivo → Ivo → Mara → you.
  5. Place your second village and its road. That village gives one starting good from each neighboring productive tile.

Keep at least one empty junction between homes. After founding, new villages must also connect to your road network.

Read the island before committing

Resource tiles produce when their number is rolled. The dots below each number indicate its odds, so examine both the available goods and the dots at a prospective site.

Timber and clay support road building; villages also require grain and flax. Town and beacon upgrades need grain and stone. Choosing access to different goods can reduce how often you need to trade. This is a planning principle, not a guarantee that one fixed opening wins every chart.

Your first ordinary turn

Roll two dice when prompted. All homes beside matching land can collect, including opponents and homes producing on another house’s turn. Towns and beacons collect twice as much as villages. A seven triggers the squall process instead.

After resolving the roll, use the building tray and trade panel to spend your goods. Consult building costs and placement before choosing a route, and trade and renown when supplies are uneven.

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