The signal to turn back is yours.
A low tide, three dives, half a day.
Left 14 Waves 2
The tide has returned
Choose a marker
0pts
| Beach (triangular numbers per colour) | 0 |
|---|---|
| Markers (cards carried home x value) | 0 |
| Beach Master (+1 for the most of a colour) | 0 |
| Total | 0 |
Only one day so far. The line joins up as the days pass.
Hikidoki is a free browser card game about diving a tide pool at low tide and carrying the catch home. You flip the deck one card at a time and put the shore cards you want into your basket, which holds four, but if too many wave cards come out you lose everything in the basket. It is a push-your-luck board game about judging when to stop, and where this kind of game usually hands everyone the same limit on risk, Hikidoki lets you choose your own signal to turn back before you dive. There are only three markers, each used once per game. The stricter the marker, the more each card carried home is worth, and the deeper you must go before you may surface. A game is three dives, three to four minutes. No sign-up and no install, on a phone or a computer alike. Today's Tide rolls over at midnight, and everyone who plays that day draws the same deck.
Read the rules, markers and tips
© Rinblog
It is a card game about diving a tide pool at low tide and carrying the catch home. You flip the deck one card at a time and put the shore cards you want into your basket, but if too many wave cards come out you lose everything in the basket. In most games of this kind the limit on risk is the same for everyone; Hikidoki lets you choose your own signal to turn back before you dive. A game is three dives and runs three to four minutes.
The cards are 60 shore cards (five colours - sea lettuce, sea urchin, sea anemone, hermit crab and octopus - of 12 each) and 12 wave cards. From these, 12 shore cards and 2 wave cards per player are taken at random and shuffled together to make the day's deck, which is Today's Tide. There is one deck for everyone, so the cards the previous player flipped are visible to all.
| Marker | Waves allowed | Flips | Per card carried home |
|---|---|---|---|
| Offshore | 0 (the first wave busts you) | 3 to 6 | 3 points |
| Mid Shoal | 1 | 2 to 6 | 1 point |
| Shore Pool | 3 | 1 to 6 | 0 points |
It reads in one line. The stricter the marker, the deeper you must go, and the more it pays. Offshore allows no waves at all, so the first three cards must all be shore cards (a success rate of about 53% in a four-player game). Mid Shoal allows one wave, which makes it the only marker that lets you chase a colour while returning cards. Shore Pool almost never busts, but it pays nothing per card carried home, so every point comes from the beach.
All three may be used only once per game. That is why Hikidoki is not a bet made one dive at a time, but a plan for spreading three markers across three dives.
The score is the beach score plus the marker score plus Beach Master. Solo Today's Tide has no opponent, so Beach Master is not used, and only the beach score and the marker score are counted.
| Cards of the same colour | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Beach score | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 |
The highest total wins. On a tie, the player with fewer cards on the beach wins.
It is a card game about diving a tide pool at low tide and carrying the catch home. You flip the deck one card at a time and put the shore cards you want into your basket, but if too many wave cards come out you lose everything in the basket. In most games of this kind the limit on risk is the same for everyone; in Hikidoki you choose your own signal to turn back before you dive. A game is three dives and runs three to four minutes.
Hikidoki is exactly that kind of game. Every flip raises your score, and the moment too many wave cards come out you lose everything in the basket. It is the same push and pull as Incan Gold or Can't Stop, with nothing to download and nothing to install - it runs in the browser. The difference is that the limit on risk is not the same for everyone. In Hikidoki you choose a marker before you dive, and set your own bust limit.
The basket holds four shore cards. The moment it reaches four, the dive succeeds and ends. A single dive allows six flips, and cards returned to the sea and wave cards both count towards those six. The six frames in the row on screen are there so that the limit is clear at a glance.
Offshore allows no waves at all (at least three flips; 3 points per card carried home). Mid Shoal allows one wave (at least two flips; 1 point). Shore Pool allows three waves (at least one flip; 0 points). The stricter the marker, the deeper you must go, and the more it pays. Each of the three may be used only once per game, so how you spread them across the three dives decides the game.
When the wave cards in the row exceed what your marker allows, the dive busts. Everything in the basket goes to the discards and the marker scores nothing. What you laid on your beach on earlier dives is not lost. The marker counts as used, so you rebuild with the remaining two.
Not at any time. Only once the row has reached your marker's minimum flip count (three for Offshore, two for Mid Shoal, one for Shore Pool) and your basket holds at least one shore card. You cannot go home having taken nothing, so remember: you cannot come home empty-handed.
The discards are shuffled well into a new deck - the tide returns. The same is true in the middle of a dive. There is one deck for everyone, so the cards the previous player flipped are visible to all. When rounds pass without a wave, the waves left in the deck grow denser.
Beach score plus marker score plus Beach Master. The beach score is decided by how many cards of each colour you hold, and it climbs steeply: 1 card 1 point, 2 cards 3, 3 cards 6, 4 cards 10, 5 cards 15, 6 cards 21, 7 cards 28, 8 cards 36. The marker score is the number of cards carried home on each successful dive multiplied by the marker's value. Beach Master gives +1 to whoever holds the most of a colour (all of them, on a tie). Solo Today's Tide has no opponent, so Beach Master is not used and only the beach score and the marker score are counted. On a tie, the player with fewer cards on the beach wins.
The deck order is generated from the date, so everyone who plays on a given day draws exactly the same cards in exactly the same order. Draw luck cancels out and the difference is judgment alone. It rolls over at midnight, so you can compare today's score against your own earlier days.
It is completely free, with no account and no installation. It works in mobile browsers on iPhone and Android. Two to five players can pass one device.
Yes. No account, no login and no app to install - open the page and start. Solo Today's Tide uses one deck for everyone, rolling over at midnight, and a game takes three to four minutes. With 2 to 5 players you pass one device and dive in turn. Scores and records stay only on the device you played on.