A new horizon. A deal between friends.

Trade Isles rules.
From ports to points.

From starting ports to shipping contracts: learn what you can do each turn, how trades work and how to reach 12 points.

  • 3–4 seats
  • Computer captains
  • Free, no signup
Set sail
TRADE ISLES20 ISLANDS / ∞ POSSIBILITIES
Trade Isles · Navigation chartN●◆▲■●1 · Timber · Tide 1 · Port 1 · Port11Timber●2 · Stone · Tide 222Stone3 · Grain · Tide 333Grain4 · Cloth · Tide 444Cloth5 · Timber · Tide 555Timber6 · Stone · Tide 161Stone7 · Grain · Tide 2 · Port 3 · Port72Grain▲8 · Cloth · Tide 383Cloth9 · Timber · Tide 494Timber10 · Stone · Tide 5105Stone11 · Grain · Tide 1111Grain12 · Cloth · Tide 2122Cloth13 · Timber · Tide 3 · Port 1 · Trading port133Timber●14 · Stone · Tide 4144Stone15 · Grain · Tide 5155Grain16 · Cloth · Tide 1161Cloth17 · Timber · Tide 2172Timber18 · Stone · Tide 3183Stone19 · Grain · Tide 4 · Port 3 · Port194Grain▲20 · Cloth · Tide 5205Cloth

TIMBER · STONE · GRAIN · CLOTH

01 Gather your fleet

3–4 seats, one connected phone per human. Create with a nickname, then invite by QR, link or a six-character room code. Add simple computer captains for missing seats. All humans must be online and ready. Free, with no signup.

02 Find two places to call home

Each game shuffles four resources and tide numbers 1–5 across 20 islands. In a random starting order, then reverse order, place a port and one empty adjoining sea lane. One owner per island; neighboring islands may both have ports. Everyone then receives 2 timber, 2 stone, 2 grain and 2 cloth.

03 Let the tide come in

Roll one six-sided die. On 1–5, every unblocked port with that tide number produces one of its island resource; upgraded ports produce two. On 6, no islands produce: move the storm to another island to block future production. No stealing or discarding. After any roll, choose one free supply resource.

04 Connect your islands

A lane costs 1 timber and 1 cloth; a new port costs 1 timber, 1 stone and 1 grain; an upgrade costs 2 stone, 1 grain and 1 cloth. Extend from your own port or lane, without passing through another player’s port. Build new ports on empty islands reached by your lanes. Take up to 3 building or delivery actions per turn, then end your turn.

05 Make a deal

During your action phase, propose an exchange with one player. They have 45 seconds to accept. Both hands are checked again on acceptance. Each side may contain 1–9 goods; a resource cannot appear on both sides. Building, delivery, market exchange, pause or ending the turn cancels an offer. Computer captains decide from their own needs. Only you see your resource breakdown; offers and completed trades are public.

06 Markets and deliveries

Exchange 3 of one resource for 1 other at the market. An upgraded port gives a 2:1 rate for that island’s resource. Up to 3 market exchanges per turn. Three public shipping contracts offer 2 or 3 prestige for the shown goods, replenished from a deck of 20. Deliver at most one per turn, using one action.

07 A route to prosperity

Ports score 1, upgraded ports score 2, and delivered contracts add prestige. Reach 12 points during your action phase to win immediately. Otherwise, the highest score after 24 full rounds wins; ties share the win. Keep room win totals and play again. First-release pacing and computer strategy remain open to real friends-room feedback.

08 Pause, reconnect, share a screen

Each phase allows 90 seconds. Timeout chooses a starting placement, roll or supply; it ends the action phase. A disconnected current human pauses the game, and the answer clock of a trade offer pauses while its captain is offline. Reconnect to resume; computers pause when all humans are offline. The host can pause, let a computer finish an offline turn, decline an offer for an offline captain, or return to the lobby. An offline host passes control after 30 seconds. Separate viewing codes enable a read-only screen; phones work independently. New phone? Choose “Change device” in the menu for a single-use code that works for 10 minutes; the new device takes over the seat and the old one leaves. If the old phone is gone, join the same room with the same name to get your seat back.

09 Privacy and leaving

Your browser stores your reconnect credential. Leaving mid-game hands your seat to a computer. The last human leaving deletes the room; otherwise it expires 24 hours after its last state change. No accounts, payments, recordings, paid model calls, matchmaking or permanent leaderboard. The results card is made on your device and never includes the room code.

10 3D islands, sound and battery

Each room is a full-screen 3D archipelago: drag to pan, pinch or scroll to zoom, turn the view, and tap a glowing island or lane to build. It is drawn on your own device; the menu switches quality, stops the waves or swaps in a 2D power-saving chart. Sound effects and light background music are on by default (they start after your first tap) and can be switched off separately; the music is CC0 public domain. With a shared screen connected, public sounds play there.

11 An independent design

Adria Trade Isles is an independent resource-trading game by Adria Island. Its island network, port artwork, contract system, interface and rule text are created for this project. It is not an official online edition or licensed expansion of another branded board game.