This page provides a concise summary of the official rules for quick reference in specific scenarios. If you’re new to the game or prefer a gentler introduction, please visit the tutorial, or read the strategy guide once you know the basics.
1.1 Tilekingdom is a tile-based game where players take turns placing tiles and subjects to score points.
1.2 Each turn consists of drawing a tile, placing it on the map, and optionally placing a subject on that tile.
1.3 The game uses 72 tiles total, including the start tile which is automatically placed at game start.
1.4 The whole tile distribution can be seen here.
2.1 There are two different modes that affect how tiles are drawn during the game.
2.1.1 Default: Tiles are drawn randomly from the remaining tiles.
2.1.2 Chess mode: The tile draw order is predetermined at game start and visible to all players throughout the game.
3.1 Tiles must be placed adjacent to existing tiles, meaning north, south, east, or west of another tile.
3.2 Tile edges must match so that features align: road connects to road, city connects to city, and desert connects to desert.
3.3 When tiles are placed, all matching features merge into single connected features.
3.4 Tiles can be rotated before placement to make features align properly.
3.5 Some city tiles contain fountains, which are special features that affect scoring.
3.6 A legal tile placement is always guaranteed to exist, or the game ends.
3.6.1 With the default tile manager, only placeable tiles are drawn.
3.6.2 In chess mode, unplaceable tiles are automatically skipped and removed from the predetermined order.
4.1 After placing a tile, players may optionally place one subject on any feature of that newly placed tile.
4.2 Subjects cannot be placed on features that already contain any subject from any player.
4.3 Subjects can be placed on roads, cities, mosques, or deserts.
4.4 Each player starts with 7 subjects, and placing one reduces their available count by one.
4.5 Subjects return to players when their feature is completed.
4.6 Features complete under these conditions: roads and cities complete when all their edges have neighboring tiles, mosques complete when all 8 surrounding positions are occupied, and deserts never complete.
5.1 Players score points for features where they have at least one subject and have more subjects on that feature than any other player, or are tied for the most subjects.
5.2 When features complete during the game, they score as follows: roads score 1 point per tile, cities score 2 points per tile plus 2 points per fountain, and mosques score 9 points.
5.3 At game end, an additional scoring phase is run, in which incomplete features score as follows: roads score 1 point per tile, cities score 1 point per tile plus 1 point per fountain, mosques score 1 point per tile in its surrounding positions and 1 point for the mosque itself, and deserts score 3 points for each completed city that shares an edge with any part of that desert.
5.4 All scoring values can be customized in the lobby settings.
6.1 The game ends when no more tiles are available to draw or place.
6.2 The player with the most points wins the game.
7.1 Each player has a time budget for their turn, which is set in the lobby settings.
7.2 If a player runs out of time, a random tile placement is made for them and no subject is placed.
7.3 Players who disconnect for more than 15 seconds are replaced by an AI opponent, which plays with 'Easy' AI with less time per move than this AI normally gets.
7.4 AI opponents require a minimum of 2 seconds per turn to function properly.