
Trade Winds
Buy low, sail far, sell high

Two sides, blue and crimson, face each other across a hand-painted hex map of forest, hills and a river with two crossings. Move your knights, archers, pikemen, cavalry, catapults and healers a hex at a time, see the damage before you commit, and take the castle. Twelve scenarios, four skirmish maps and hot-seat two-player on the same device.
Did you like Siege Lords?
Siege Lords is a turn-based tactics game played on a hand-painted hex map that looks like a war table someone has been leaning over all afternoon. There is forest and hill country, farmland and roads, a river crossed at a ford or a bridge, and a walled castle at the heart of it, with chunky painted tokens carrying blue and crimson banners pushed about on top. Six of them do the fighting: knights who are hard to shift, archers who reach two hexes and three from a hilltop, pikemen who brace against horsemen, cavalry that covers five hexes and cuts archers down, catapults that throw three hexes but cannot move and fire in the same turn, and healers who mend whatever stands next to them.
Everything on the board answers to something else. Pikemen hold off cavalry, cavalry ride down archers, archers pick pikemen apart, and knights soak up all of it. The ground counts too: forest thickens a defence, a hill lets your archers shoot further, ramparts make the castle a hard thing to take, roads are quick going, and the river will not let anyone across except at the ford or the bridge. Step beside an enemy and its zone of control stops you dead where you stand. Catch a unit with enemies on two sides and the flank does extra damage, and any unit knocked below a third of its health loses its nerve and falls back a hex.
Nothing is hidden from you. Tap a unit and the hexes it can reach light up along with every enemy it can hit and the exact damage it would do, and you can undo your last move right up until you attack; End Turn hands the board over. Twelve hand-authored scenarios ask for different things — wipe out the other side, hold the castle for a set number of turns, walk a wagon safely to the bridge, capture the banner, break a siege — and stars come down to how few turns you took and how few units you lost, with your progress kept in the browser. There is a skirmish mode on four maps against the computer at Easy, Normal or Sharp, and hot-seat two-player on one device. Play with touch, mouse or keyboard: arrows pan the map, Tab cycles through your units, Enter confirms, Backspace undoes, E ends the turn, P pauses and M mutes.
Learn the counters before anything else: pikemen hold off cavalry, cavalry ride down archers, archers pick pikemen apart, and knights soak up the lot. Send each unit at the thing it beats and keep it away from the thing that beats it. Before every attack, tap the unit and read the exact damage shown, and remember you can undo a move until you attack.
Use the ground. Archers on a hill reach three hexes, forest makes a defender harder to shift, and the river can only be crossed at the ford or the bridge, so those crossings are where fights happen. Bring two units against one enemy for flanking damage, and push a unit below a third of its health to make it fall back. Zones of control stop you dead beside an enemy, so plan your path before you step in. Move catapults early, since they cannot move and fire in the same turn, and keep healers just behind your front line. Stars reward few turns and few losses, so play steadily.
Yes. Siege Lords is free to play in your browser on Kiloo, with nothing to download and no account needed. Your progress through the scenarios is kept in the browser, so you can pick up where you stopped.
Yes. On a phone or tablet you tap a unit, then tap a highlighted hex to move or attack, drag to pan and pinch to zoom. On a computer you can use the mouse or the keyboard, with Tab to cycle units and E to end the turn.
Yes. Siege Lords has hot-seat two-player on one device, so blue and crimson take turns on the same screen and End Turn hands the board over. You can also play skirmish on four maps against the computer at Easy, Normal or Sharp.
Each of the twelve scenarios gives stars based on how few turns you took and how few units you lost. Goals differ between scenarios, from holding the castle to walking a wagon safely to the bridge, so read each one first.
Plan, build and outthink the other side.

Buy low, sail far, sell high

Keep the lights on, keep them breathing

Lay the track, run the line

Gather scrap, build bots, take the yard

Roll the dice, take the map

Happy animals, happy visitors

Build a port, keep the ships coming

Build an island, season by season

Build a village, raise a castle

Aim, fire, topple the king

Five dice, fifteen rounds

Race four tokens home

Race, hit, bear off

Match the pips, block the table

Guess the word before the balloons pop

Sixty seconds, how many can you get?

Meld, knock, gin

Got any sharks? Go fish!

Every rule, a real engine, no download
Siege Lords
Outflank, outthink, take the castle