Hormuz Crossing
A turn-based race through the Strait of Hormuz. Choose Iran or the United States, roll the dice, and navigate patrol delays, insurance shocks, and convoy windows. Crossing both blockade bands is the whole point.
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How To Play
Simple board-game rules on top of a stylized shipping map.
Choose A Side
Pick Iran or the United States. The computer automatically takes the opposing side.
Roll And Move
Each turn, roll a six-sided die and your convoy advances along the mapped sea route one node at a time.
Cross Both Blockades
Your ship must clear the Iran checkpoint band and the U.S. checkpoint band before the computer does.
Event Tiles
Safe convoy windows, patrol delays, mine scares, and smuggler channels act like ladders and slides.
Computer Rival
The computer plays the same rules with light automation and no hidden advantages.
Win The Passage
First ship to reach open water after crossing both blockade zones wins the round.
Scoring And Rules
- Turn order: The player always opens, then turns alternate between player and computer.
- Blockade bonuses: Crossing the Iran band grants 75 points. Crossing the U.S. band grants 75 more.
- Event tiles: Positive and negative route events move a ship forward or backward after normal movement resolves.
- Delays: Some events force a side to skip its next turn.
- Victory: Reach open water at the end of the route after clearing both blockade bands. The first ship there wins immediately.