
Tiny Kingdom
Build a village, raise a castle

Every season you get a few actions, a patch of sea-washed ground and one petition from the council. Put fields where the water reaches them, huts on the reef, groves where the wind comes in — then end the season and see what the harvest brings.
Did you like Island Council?
Island Council is a calm, turn-based island builder drawn as a hand-painted board: small tiles with rounded edges floating on a sunset sea, foam lapping at every coast, boats drifting past the reef. You start with four islanders, a handful of timber and twelve years on the clock. Everything after that is a choice about where things go.
Eight tiles, and each one wants the right neighbours. Fields drink from the water beside them and sleep all winter. Fishing huts need a beach and count every reef tile within reach. Groves cut timber and break the wind for anything next to them. Quarries want the high ground and leave the neighbours grumbling about dust. Houses are happier beside a market or the temple, markets count the houses around them, and a lighthouse steadies the whole island when the weather turns. Every working building needs one villager, so a season is really a question of who is doing what, and undo is there for the whole season if you change your mind.
Once a season the council brings you a petition — a card with two answers and no obviously right one. Give the fishers the last of the rope or tell them to mend the old nets. Spare the old grove or fell it for timber. Board up the huts before the gulls fly inland, or trust the lighthouse. Every third year a hurricane comes through and finds out which buildings you sheltered; storm-struck tiles stop working until you repair them. Three islands set three different goals — forty-six islanders on the Coral Atoll, nine hundred prosperity on the Misty Isle, a five-tier wonder on Volcano Rock — and Endless Seas runs with no clock at all. It saves itself to your browser and plays with a mouse, a keyboard or one finger.
Island Council is about placement, so read what each tile needs before you build. Fields want water beside them, fishing huts need a beach and count every reef tile in reach, and quarries belong on high ground but annoy their neighbours with dust, so keep them away from homes. Houses are happier beside a market or the temple, and markets count the houses around them, which makes a tight cluster worth more than a scattered one.
Every working building needs one villager, so a new building with nobody to run it does nothing. Grow your people alongside your tiles and move villagers to wherever they earn the most. Prepare for the hurricane that comes every third year: groves break the wind for their neighbours and a lighthouse steadies the whole island. Storm-struck tiles stop working until you repair them, so fix them quickly. Undo lasts the whole season, so try a layout and take it back if it disappoints. Endless Seas has no clock if you want to learn calmly.
Yes. Island Council is free to play in your browser on Kiloo, with nothing to download and no account to create. The game saves itself to your browser, so you can end a season, close the tab and carry on later.
Yes. On a phone or tablet you tap a tile at the bottom and then tap the ground to build, all with one finger. On a computer you click, or use 1 to 8 to pick tiles, Enter to end the season and Z to undo.
Once a season the council hands you a petition card with two answers, such as sparing the old grove or felling it for timber. Neither answer is obviously right, and the island lives with whichever one you pick.
You start with four islanders, some timber and twelve years. The Coral Atoll asks for forty-six islanders, the Misty Isle for nine hundred prosperity and Volcano Rock for a five-tier wonder. Endless Seas has no clock and no goal to reach.
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Island Council
Build an island, season by season