Ships kept grounding on this stubborn headland until the first keeper — Old Mother Wick — lit a lamp and charged every captain a due for safe passage. The dues built the village; the village keeps the light. Three hundred years on, the keepers still pass one saying down the line: "The tide takes. The wick keeps." You are the newest keeper.
The dues are not yours, keeper — they are Tidewick's. The town eats, builds, and glows because she kept the light.
Why this game exists: options trading isn't a lottery ticket — that's the version sold to the world. For every buyer there is a seller, and the money is made in the selling. Tidewick teaches the selling.
And it teaches it calmly, on purpose. Emotional stability is the most important trading skill, so Tidewick sits the craft right next to a sense of calm — a keeper's responsibility, met with a keeper's steadiness.
Tidewick teaches how options traders actually think — gently, by feel, on real market history. Paper only. Real history, no real money. Nothing here is financial advice.
🌱 Tidewick is in its first testing phase — tell us everything 💬 The light's still being trimmed; if a thing feels wrong, snags, or delights you, hit feedback and say so.
you are the keeper
Welcome to Tidewick — a village on a stubborn headland where the tides run stranger than anywhere on the coast.
Captains pay you light dues for a guaranteed price: if the tide strands a ship below your mark, you buy her at the mark price — full pre-agreed money for a stranded ship. Her captain walks away paid despite the wreck. No captain is ruined on my watch. You are the coast's insurance, and the fee is paid the moment you sell the contract. (market words: you sold a put — the fee is the premium)
your mark on the tide gauge
Your lighthouse watches from the shore — what you actually set is a mark on the tide gauge (the pole at the left): the price you promise to pay if the tide strands her. Drag it low for safe, small dues, or up near the tide for rich, nervous ones. The tide is the ship's real price history. If it ends below your mark at the close of the crossing, she runs aground — and you buy her at the mark price, as promised. (your mark is the strike)
storms pay best — here's why
Watch the three circles in the sidebar: rough seas — how wild her price is actually swinging; scared captains — what they'll pay for cover compared with their usual year; near your mark — how close the tide runs to the line you'd promise.
When all three align, sell: the fee is the price of a captain's fear, and frightened captains pay the most for the very same promise. Calm water pays pennies for identical risk — same promise, same risk, less pay. Never sell your risk cheap.
put the spyglass away
The circles in the sidebar are your spyglass — training wheels. Real keepers put the spyglass away and read the weather itself: gathering clouds, driving rain, swelling waves, the storm glass filling, and the dues ticking up all tell you everything the circles do. (tap 🔭 in the sidebar to toggle)
buy back any time — at the sea's price
Mid-crossing you can buy the promise back and release the ship whenever you like. But the buy-back price is whatever the sea says it is: it depends on where the tide sits against your mark, how much crossing remains, and how wild the sky is — sometimes pennies, sometimes ruinous. (buying back the put)
Left alone, each sunrise quietly works for you: as the crossing shortens, the promise gets cheaper to buy back, and more of the fee becomes truly yours. (that daily earning is theta) The scoreboard shows dues kept, net of every buy-back — it never flatters you.
two promises: dues on one side, contracts on the other
A keeper is paid for carrying promises. The captain's guarantee promises a price: if the tide strands his ship below your mark, you buy her at the mark price — he walks away paid in full despite the wreck. The keeper is his insurance. (market words: selling a put)
The buyer's contract gives a merchant the rising tide — a mainland trader pays you a fee, yours to keep, for the right to buy your salvaged ship at an agreed price. If the tide favours her, he takes her at that price. Dues on one side, contracts on the other. The tide decides which promise gets called. (market words: selling a covered call)
Grounded ships are yours — you keep the vessel, no shame: keepers hold salvage rights. In Wickharbour Yard you sell a buyer's contract on them for more dues.
Promises like these are older than banks — farmers once agreed the price of their harvest before the seeds were even sown, so a bad year couldn't sink the farm. That simple handshake grew into today's options market.
🏘 the town chest builds Tidewick
The dues you raise are counted two ways: dues kept is your score — it never falls — and the town chest is what you can spend. In the village the chest raises the harbour wall, the bakery, the schoolhouse, right up to the great lens, and every one lights up the headland for good. Building spends the chest but never touches your score, so there's no reason to hoard. Keep the light; the town does the rest.
The top bar also shows the town's whole worth — the chest plus every salvaged ship at her worth today, all Tidewick owns in one number.
⌨ the keeper's hands
↑↓set your mark on the gauge
←→cycle the promise length
␣sell the contract · buy it back
123pick a scouted ship — or a length, at the lighthouse
escback to the headland (from the scout)
?this list, anywhere
📋 the Watch & the Keepers' Board
Each dawn the village square posts the Watch — the same stretch of water for every keeper on the coast, worldwide. Keep it and your streak flame climbs; then hang the day's dues on the Keepers' Board and see where you stand against every other keeper who sailed the same tide today. Same waters, every keeper, every day — an honest board. No sign-up, just a name.
the goal
Empty docks, full pockets. The best keeper collects the most dues without ever meeting the ships. Every crossing is a real stock's real history — her name flies on the hull; her true colours print on the certificate. The dues she keeps feed Tidewick.
🔁 replay the welcome
Hear the founding tale again and re-run the guided first crossing, exactly as a brand-new keeper would. Your town chest, dues and wrecks stay untouched.
Tidewick is young — v1. Tell us everything. 💬
LIGHT DUES NOW
—
fully the town's at safe passage
your mark —buy-back —
🔭 the spyglass
waiting for the circles to align…
●rough seas●scared captains●near your mark
👇
the promise:
The HarbourThe TerracesThe Point
🏠 the keeper's cottage
tea's on. the ledger's open.
DUES KEPT — THE SCORE, NEVER SPENT—every one of them fed, built, or warmed Tidewick.
the ledger
📇 the keeper's office
Every crossing and contract you have settled is filed in the cabinets next door — browse the certificates, frame a favourite, and read the honest tally at the analytics desk.
🕯 name your lighthouse
Every light on this coast carries a name. Give yours one and the village will use it.
the tale, again
Hear the founding tale, or walk the whole welcome as a brand-new keeper would. Your ledger stays untouched.
📋 the village square
The notice board outside THE WET WICK — what the coast asks of its keepers today.
🌅 the Watch
📌 the Keepers' Board
SEASON 0 · the honour board — same waters for every keeper, every day.
heard in the square
📇 the keeper's office
Every crossing and contract you have ever settled is filed here — the cabinets keep the certificates, the desk keeps the honest tally.
💬 tell the keeper's guild
Bug, idea, confusion, delight — one line is plenty. It goes straight to the backlog.
three ships wait beyond the point
A DUSK BEFORE THE CROSSING · TAP A SHIP · 1 · 2 · 3
choose your waters — different ships, different storms, different pay.