GL GAMES · 8-level demos
Cartographes des marées
Choose movement cards, visit two stops in order and return to port within twelve turns. Plan around the tides and manage your energy to complete the route.
Your goal
Visit both stops in order and return to port within twelve turns.
Your first move
Choose a movement card, click an allowed tile, then click Confirm.
How to play — Cartographes des marées
Your goal
Visit both stops in order, then bring the ship back to port within 12 turns.
How a game unfolds
- Find the port and stops 1 and 2. You start with 8 energy and three cards in hand.
- Choose a card: Heading moves one cell for 1 energy; Sail moves two cells in a straight line for 2; Shelter stays in place and restores 2 energy, up to 8.
- Choose a circled destination. With Sail, both the crossed cell and the destination must be navigable.
- Read the move preview, then press Confirm. The card is used, another is drawn if available, and the tide changes.
- Arrive at stop 1, then stop 2, then return to port. Avoid a cell that the tide closes after your move.
Controls
- Click or tap a card, then a circled cell
- Prepare a move, or choose your current cell for Shelter.
- Confirm move / Cancel
- Commit the prepared move / change your choice before playing.
- Tab, arrow keys and Enter
- Reach controls, browse cards or cells and activate a choice.
- Undo last move / Restart
- Reverse a committed move / restart the voyage at port.
- Pause / Atlas
- Pause or select a mission.
How to win
Return to port after both stops by turn 12. You lose if the tide closes your cell, no legal move remains, or turn 12 ends without a win.
A starting example
Mission 1: choose Sail, select stop 1 two cells below the port, then confirm. You arrive on turn 1 with 6 energy and the first stop completed.
Tip
The port and stops never close. Shelter does not complete a stop: you must arrive there with Heading or Sail.
