One island. Everyone in the room.
Your cards in your hand. The whole island on the TV. A game night that gives you a reason to look up.
Read the Clip
- One island. Everyone in the room. The whole board belongs on the shared screen.
- Choose on your phone. Match the tile numbers. Preview the location on the TV.
- Look up. Then confirm. A preview becomes a settlement only when you confirm.
- Keep everyone in the game. A disconnected phone pauses play. Reconnect, then the host resumes.
A game night, together.
We wanted the part of playing in the same room that a small screen can lose: seeing someone spot an opportunity, watching a road cut across the island, and negotiating face to face.
So we gave the island one shared home. The TV holds the board. Phones hold the things that belong to each player: cards, choices and the decision to commit a move.
It is a separate multiplayer mode with the same underlying rules. “Co-op” describes sharing the room and screen; you still compete to build the winning island network.
Your phone. Everyone’s island.
The display is not an extra player. The host has a phone and a seat, just like everyone else. Everyone can see the board, dice and public scores. Only you can see your hand and development cards.
We deliberately kept the board off the phone. A second, smaller island would give you a reason to stay looking down. Instead, short location labels connect your choice to the shared screen.
Look down to choose. Look up to play.
Place your settlement
Choose, preview, confirm.
A thumb tap is easy to make and easy to regret. Choosing a location first puts a preview on the shared board. Confirming it makes the move.
That extra beat lets you look up, check the location and change your mind. The phone waits for the display’s rendering acknowledgement before enabling confirmation. It cannot prove that a mirrored TV has shown those pixels yet, which is one reason physical TV testing matters.
The server still checks the move against the current game. If the board changes underneath a choice, that choice clears. The game never quietly swaps it for another location.
Getting onto the TV.
A browser is the starting point. Open the display page on the computer, pair the host’s phone using the code or QR, and confirm the matching phrase. Guests then request seats using the separate joining code. The host approves the group, everyone gets ready, and play begins.
The simplest way to try it. Put the display where everyone can see and use phones as controllers.
Connect a laptop or computer to the TV and open the display there. It uses the same browser experience.
AirPlay or other mirroring can carry the computer display. Delay, sizing and audio depend on the devices; we are still qualifying those combinations.
No native TV app is part of this design. Ordinary couch guests do not need game accounts, although access to our private preview is still required.
When a connection drops.
A phone going to sleep should not become an accidental move. Missing controllers or the shared display hold play. After recovery, the host explicitly resumes when the room is ready.
We also avoid automatically resending a move whose response was lost: the move may already have succeeded. Recover the current board first, then decide what comes next.
Private preview. Pairing, phone gameplay, recovery and shared replay are implemented. Complete physical games, iPhone coverage and mirrored-TV timing are still being validated.