How to play TideForge
TideForge is a cap-and-trade trade game for 3–4 players (or you against three islanders). Gullwick is rebuilding its coast, and every workshop you raise is a bet: rebuild fast with kilns and gamble on the water, or build slowly and clean and hope the fast builders don't flood you out. Here is a full game in six ideas:
- Fire a kiln — fast, but it raises the Tide — A kiln rebuilds the most coast per turn (+3) and it is cheap — but each one lifts the shared Tide by 2, and you need a kiln permit to run one. Kilns are the temptation: they get you ahead fastest, and they are exactly what puts the coast at risk.
- Build a tide-mill — slower, but it eases the water — A tide-mill rebuilds less per turn (+2), costs more coins, and needs no permit — and it LOWERS the Tide by 1. Mills are the discipline: they hold the coast, at the price of falling behind the kiln-burners.
- Trade permits — cap-and-trade is the deal — There are fewer kiln permits than players (the cap), and they are TRADABLE. If you hold one, you can sell it to an islander who wants to burn — and you must say the trade is FOR a kiln (the Ask Rule). Deciding who gets to pollute, and for what price, IS the negotiation.
- The flood line — a shared cost you cannot dodge alone — When the Tide reaches the flood line, the outer coast washes out. Everyone loses rebuilt structures — but kiln-owners lose the most (their coast is the most exposed), and each flood erodes a little more than the last. The player who tips it hurts everyone, including themselves.
- Rebuild the most by the end of the season — After eight rounds, the islander who has rebuilt the most has done the best for Gullwick. There is no points-to-chase meter and no clock — just eight turns each, and the choice you keep making: rebuild fast, or hold the water back.
- There is no right answer — When floods stay rare, the boldest kiln-burner often wins. When kilns tip the coast again and again, the patient mill-builder pulls ahead. TideForge does not tell you which to be — it hands you the dilemma real communities face and lets you argue it out at the table.
Why the permit trade is the point
The kiln permits are capped on purpose — fewer than there are players. So someone always wants to burn and can't, and someone else is sitting on a permit they might rather sell. That negotiation — who is allowed to raise the Tide, and at what price — is the whole argument of cap-and-trade, made small enough to play in forty minutes. The Ask Rule makes every trade name what it is for, so the deal is always honest about its cost.
Where this idea comes from· 1987 · 1990 · 2005
Three real deals over shared air
In 1987 the countries of the world signed the Montreal Protocol to phase out the chemicals thinning the ozone layer. In 1990 the US Clean Air Act set a cap on the sulphur dioxide that causes acid rain and let power plants trade permits under it. In 2005 the European Union started the same kind of market for carbon dioxide, the EU Emissions Trading System.
One thing to hold: A permit: a paper that says how much one company may release, with a cap on the total.
Why it matters: Each of these turns a shared harm into a rule everyone signs. Whether a cap is set low enough is still argued about, and the card leaves that question open for you.
Dates:
- 1987 the Montreal Protocol is signed
- 1990 the US acid-rain cap and trade
- 2005 the EU Emissions Trading System starts