A Tactical Naval Strategy Game of Fleets, Dice, and Command
Tides of War is a strategic naval board game where players command powerful fleets across a dynamic modular ocean battlefield. Using tactical movement, dice-based combat, and customizable fleets, every match becomes a new test of strategy.
Build your fleet. Control the seas. Outmaneuver your enemy.
Before battle, construct your fleet using a point-based system. Select from battleships, cruisers, destroyers, submarines, and special ships. Each ship has unique abilities and point costs, so balance firepower, defense, and mobility to fit your strategy.
Interlocking, rotating, and double-sided map tiles create a unique battlefield every game. Control chokepoints, flanking routes, and high seas for strategic advantage.
Combat in Tides of War uses traditional six-sided dice to determine outcomes. Each attack involves both positioning and dice rolls, influenced by ship type and abilities.
When a ship fires, roll dice to determine hit success. Ship stats, range, and special abilities modify the roll.
Target ships roll to avoid damage or reduce impact using armor, evasion, or shields. Damage is tracked via ship health points. Ships sink when HP reaches zero.
Ships move each turn using dice rolls. Faster ships may move further or take maneuvering actions. Tactical positioning can allow flanking or avoiding enemy fire.
Role: Flagship / Air Support
Ability: Launch aircraft (Extra attack each turn). Critical hit on dice roll 6 allows double airstrike.
Role: Balanced Support
Ability: Supporting Fire – Add +1 to adjacent ship’s attack roll once per turn.
Role: Fast Attack
Ability: Evasion – On dice roll 5-6, ignore incoming damage.
Role: Stealth Strike
Ability: Submerge – Can attack undetected; critical hit on dice 6 doubles torpedo damage.
Role: Escort / Defensive
Ability: Intercept – Can roll dice to absorb damage from allied ships once per turn.
Role: Fast Attack Flagship
Ability: Ambush – Can roll dice to ignore enemy line-of-sight on first attack. Critical hit on dice 6 adds +2 damage.
Role: Fast Raider
Ability: Hit-and-Run – Can move again after attacking if dice roll is 5 or 6.
Role: Boarding / Harassment
Ability: Boarding Party – On critical hit (dice 6), disable one enemy ship’s movement next turn.
Role: Scout / Harassment
Ability: Evasive Maneuver – Roll dice on incoming attack; 5-6 completely avoids damage.
Role: Flagship Galleon
Ability: Heavy Broadside – On dice 6, deal extra damage to all enemy ships in adjacent tiles.
Role: Cruiser / Boarding
Ability: Boarding Party – On critical hit (dice 6), disable enemy ship movement for next turn.
Role: Fast Attack / Support
Ability: Flanking Maneuver – Roll dice on movement; 5-6 can move an extra tile after attack.
Role: Recon / Harassment
Ability: Surprise Raid – On dice 5-6, enemy ship must reroll defense.
A classic naval engagement. Destroy your opponent’s fleet and dominate the seas.
Protect cargo ships while the enemy attempts to intercept and destroy them. Use fleet coordination and dice tactics to succeed.
Command Britain's legendary ships with superior firepower and resilience.
Lead Spain's historic fleets into battle across the oceans.
Fast, unpredictable ships built for ambush and plunder.
Missile destroyers, aircraft carriers, and submarines redefine naval warfare.
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