A curator arranging miniature game worlds into a featured collection.

Strategy collection

Strategy Games: Placement, Networks and Live Routing

Planning has different limits here: fifteen placements, a signal budget with undo, or boats that expire while you decide. Choose the task that fits your attention and input.

A turn budget is different from a deadline

Tiny Dominion

Place farms, forests and towers on a fixed board, using water and neighbouring buildings to meet three resource targets.

Input
Click or tap a building selector and an empty land tile. Keys 1, 2 and 3 select farm, forest and tower.
Finish and failure
Reach FOOD 12, DEF 8 and JOY 6 together within fifteen valid placements. No countdown or undo; occupied and water tiles reject placement without using a turn.

Signal Bloom

Connect nearby inactive nodes from active branches without exhausting the signal budget.

Input
Select an active node, then an inactive node. Z or Backspace undoes the latest successful link.
Finish and failure
Activate all twelve nodes within 70 seconds, starting with 100 signal. Undo refunds the link cost but does not rewind the clock.

Glass Harbor

Select a waiting colored boat and route it to the matching open port while other boats continue arriving.

Input
Click or tap a waiting boat, then its matching port. Watch which port the storm blocks.
Finish and failure
Deliver fifteen boats within 90 seconds before five timeouts. Each waiting boat has twelve seconds; a wrong port costs that boat 2.5 seconds and clears its selection.

Tiny Dominion lets you inspect the board without a running deadline. Signal Bloom permits an undo, but the clock continues. Glass Harbor asks you to decide while boat lifetimes and storm states change. Use Pause before an interruption; a successful first action is not completion of the challenge.

A reproducible opening for Tiny Dominion

Number columns 1–5 from left to right and rows 1–5 from top to bottom. Water occupies (1,2), (2,2), (4,4) and (5,4). You cannot build on those four cells.

  1. Select Farm. Place farms at (1,1), (2,1) and (3,1). Together they give FOOD 14: six base food, four from neighbouring farms and four from water next to the first two farms.
  2. Select Forest. Place forests at (3,2), (3,3) and (4,3). The three forests give DEF 3 and JOY 7 because side-sharing forest neighbours add joy.
  3. Select Tower. Place towers at (5,1) and (5,2). Those two towers add DEF 8, taking the board to FOOD 14, DEF 11 and JOY 7 on turn eight.

This opening completes the current fixed board; it is not a maximum-score claim. The adjacent buildings must share a side, not only a corner. A misplaced valid building uses a turn and cannot be moved or undone. Check the selected building before touching an empty cell.

Look at the constraint before choosing the next target

In Signal Bloom, a long visible line can cost too much signal. Select a closer active branch before linking an inactive node. Undo the latest link if necessary, then rebuild from another branch; earlier links are not individually removable.

In Glass Harbor, start with a waiting boat whose lifetime is low and whose matching port is open. A selected boat can lose its selection after a wrong-port attempt, so select it again before retrying. A storm blocks a port for six seconds; repeated clicks on the blocked destination do not make it available sooner. Meanwhile, another waiting boat may need attention.

The board has enough food but the run has not finished

All three thresholds must be met together. Check DEF and JOY as well as FOOD. Building only farms cannot meet the defense and joy targets.

I cannot replace an unwanted building

Tiny Dominion has no removal or undo action. Clicking an occupied tile rejects the placement without consuming another turn. Restart for a different layout rather than repeatedly trying to overwrite it.

Undo returned signal but time is still lower

Signal Bloom refunds the latest link's signal cost and reverses its activation. It does not refund the seconds spent making that choice. Use the returned budget to build a valid shorter link.

A harbor mistake did not immediately add to LOST

A wrong destination costs the selected boat 2.5 seconds. LOST increases when a waiting boat times out. Delivering a boat correctly after a mistake can still prevent that timeout.

Checked 13 October 2026 against the current three native runtimes. The eight-placement board opening was completed through ordinary controls; Signal Bloom's twelve-node completion and one matching-port Glass Harbor delivery were separately checked. This is a comparison of current rules, not a certification that every run or device has been tested. Other language introductions remain in their own review queue.

Play the collection

Open a game for its current rules

Signal Bloom — free simulation game you can play in your browser

Signal Bloom

Simulation · Open for rules and controls

by Malaguo Studio

159 plays
Glass Harbor — free simulation game you can play in your browser

Glass Harbor

Simulation · Open for rules and controls

by Malaguo Studio

143 plays