Feudalism!

Lords of the Coast — the strategic conquest of new horizons

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Build your empire, trade with allies, and conquer the waves in this grand strategy hex-based experience.

Painted resource cards
A living board, in three dimensions
Dynamic turn-based action

Experimental

RPG Mode

Pick a class before the first roll and play the whole game as somebody. Eight of them, each with a talent tree that forks — and you only ever get to walk one side of it.

A tree that asks something

Four talents a class, and the second tier is a fork: take one branch and the other closes for good. Points come from building, so a class is something you grow into over a match rather than arrive with.

Quests, quietly

Three are dealt at the start and you keep one — a private ambition worth a victory point. Nobody else sees which you took, and the log will not tell them.

Sail for the islands

Past the coast there is open water and an archipelago in it. Build a seaport, put ships in the water and cross — roads and ships meet only at a settlement, so going to sea is a decision, not a detour.

Three ways to play: Original for the game you already know, Sea Expeditions for the islands without the classes, and RPG Mode for all of it.