Skip to the harbour

A small boat. A shared plan.

Bring the
harbour
back to light.

Three lanterns are waiting for a lift. Plot a route, mind your energy and bring the courier home before the sixth watch ends.

Take the helm
A handcrafted copper harbour with a turquoise courier boat and copper-finned fish
6watches
one shared boat
Solo puzzle / shared-table playOriginal harbour gameNo account needed
Two illustrated otter couriers stand beside a glowing copper lantern

A dispatch from the workshop

The harbour
is in your hands.

Moss keeps the lanterns shining. Pip knows every shortcut. Neither can do the whole job alone. Their little boat needs a crew that thinks one crossing ahead.

  1. 01Light Reed, Bell and Copper.
  2. 02Spend energy to sail.
  3. 03Get back to Depot in six watches.

Your boat is ready

One harbour.
Make every watch count.

Play at your own pace. “Watches” are turns, not a timer. A first visit to any of the three lantern docks delivers its lamp automatically.

Dispatch console / six-watch puzzleWatch 1 · slack tide
Select an available dock to sail.

● Your dockAmber = a lit lampDashed = tidal route

Ready at Depot

Five energy, three lamps, six watches. Choose Market or Copper Point for your first crossing.

Open the movement ledger
  1. Set up at Depot with 5 energy and 3 lamps.
Dockmaster’s note / 01

Lines are routes.
Distance is not the cost.

The number of energy pegs matters more than the length of a line. You can only sail along a listed connection, and you must be able to pay the whole cost.

Unfold the seven-route ledger
Every connection is two-way. Unlisted dock pairs are not connected.
ConnectionEnergyWatch cost
Depot ↔ Market11
Market ↔ Reed Lantern11
Reed Lantern ↔ Bell Quay21
Market ↔ Bell Quay2 on odd watches; 1 on even watches1
Bell Quay ↔ Copper Point11
Market ↔ Copper Point31
Copper Point ↔ Depot21
Inspect a crossing on the harbour chart ↗

The three deliveries

Different shores.
The same warm welcome.

Reed Lantern rises on timber stilts among enormous lily leaves
R / Reed Lantern

A quiet light among the lilies.

A brass bell hangs over the stepped stone dock at Bell Quay
B / Bell Quay

A bright welcome beneath the bell.

Copper Point lighthouse curves above cobalt waves and a turquoise launch
C / Copper Point

The last glow before open water.

Two otter couriers turn a workshop crank beside a copper lantern

A pause that pays its way

Turn the crank.
Take a watch.

Recharge at any dock to gain up to two energy. The boat holds five. You cannot recharge when it is already full.

2 → 4 energy. Recharging uses one watch.

This example does not change the game above.
An arched copper bridge crosses swirling blue water between the market and bell tower

Only one route changes

The market
bridge breathes.

Market ↔ Bell Quay costs two energy on odd-numbered watches and one on even-numbered watches. Use the number of the watch you are about to play.

Slack tide / 2 energyBoth directions have the same cost. Other routes stay unchanged.

Bring it to your own table

No special box
required.

Draw the five docks and seven connections, then use everyday counters. The illustrations show an imaginary crafted edition; no physical product is being sold here.

1 boat
A coin is a perfectly good courier.
3 lamps
One counter each for Reed, Bell and Copper.
5 energy pegs
Track a total from zero to five.
6 watches
Write six boxes and cross one off per action.
Open the complete table rules ↗
Carved boat, lanterns, wooden pegs and watch tiles arranged on a tabletop

One boat, several perspectives

Share the decisions.
Pass the final say.

Play solo or cooperate at one screen. Choose a group size for a suggested division of attention. The game rules and six-watch limit stay the same.

Person 1: propose a route and move the boat.

Person 2: check energy, lamps and the watch.

Swap who makes the final decision after each action. Discuss freely; no one owns the boat.

Practice
dispatch

Prefer to watch a route unfold?

Six moves.
A light at every shore.

Our training watch reveals a complete solution one step at a time, including the recharge that makes the homeward journey possible.

Open the training watch
A richly textured wooden harbour board and miniature courier boat on a workshop table
Four illustrated otters discuss a harbour game around a warm workshop table
The best part is the conversation.

“What if we charge here?” is a good beginning.

Meet the imaginary workshop behind the harbour ↗

Before casting off

A few useful
answers.

Is this timed?

No. A watch is one action, not a period measured by a clock. Pause and discuss for as long as you like.

Does a delivery use another watch?

No. The first time the boat arrives at Reed Lantern, Bell Quay or Copper Point, its lamp is delivered automatically. The crossing is the only action used.

Do I recharge automatically at Depot?

No. Every recharge is a separate action at any dock. Returning to Depot does not refill the boat.

Can I undo a move or save a game?

There is no undo or saved-game system. Start a fresh relay whenever you want. Reloading or leaving the page resets the puzzle.

Is there a physical game to buy?

No. The crafted scenes are illustrations of an imaginary game. Use the free rules with your own paper and counters if you want to play away from the screen.

The dispatch desk

A rule unclear?
Leave us a note.

Tell us the dock, watch and energy involved. A precise example helps us follow your route.

More about correspondence ↗

For a game question, include the watch, your dock and your energy. Please keep passwords and payment details out.

A saved note receives a reference. This form does not reserve or purchase a game.