Keep your fire alive.
Three castaways carry your season. Read the tribe, call the vote, and climb the league before your torches go dark.
The game is afoot
Connecting your pool…
Your torches
Every surviving week adds two points.
Leaderboard
The season begins soon
Choose your three
Pick any three castaways before the premiere. Shared picks are allowed; conviction is the only currency.
Weekly ballot
Three calls. Eight possible points. Your picks remain private until the deadline.
Season card
Call the ending before the game begins. These picks score once, after the finale.
Episode results
Tribal council
Bragging, scheming, and Monday-morning quarterbacking.
Camp conversations
React to a post, or open its replies to read them and add yours.
The league has spoken
Two councils a season: Drop your buffs! at the tribe swap, then one at the merge. A secret vote. One temporary torch penalty. An idol could change everything.
Wear your colors.
Standings
Turn the Tide · Points ledger
Castaways
Meet the 21 castaways. Tap a portrait for their profile.
Rules & scoring
Your trio
Weekly ballot
Season card
The pot
Entry is $51, paid to the commissioner. At season’s end the pot pays the top three on the final standings: 1st 60% · 2nd 30% · 3rd 10%. Tied places split the prize money for the places they cover.
Joining a game in progress
The commissioner can send an approved member into a season that is already under way. A late arrival starts with the episode that is open when they enter: their torches and ballots score from that episode on, and the earlier episodes stay at zero. Before that episode locks they choose a trio from the castaways still in the game and fill out a season card with the winner, the final three and the jury tiebreaker. There is no first-boot pick. Entry is the same $51.
The arrival trial. Each late arrival picks any one of the five island games. Practice is unlimited; the scored attempt is one try in one game. Finishing before that game’s clock runs out earns +10 points. Among people who arrive in the same episode, the first to win chooses their tribe and the others take the places that are left. If nobody has chosen by the lock, buffs are drawn. A late arrival counts toward their tribe’s weekly challenge once their trio is saved. A trio not saved by the lock can be saved once the next episode opens, and starts earning from that episode.
Two tribes · Weekly bonus
Ember and Tide compete weekly. Challenges rotate: Coconut Crossfire (slingshot), Lomaiviti Labyrinth (tilt maze), Lost Island (slider puzzle), Castaway Code (hangman), Reef Rings (ring toss), then repeat. Each member gets unlimited practice and one scored attempt: 45 seconds for Coconut Crossfire, 70 seconds for Reef Rings, 150 seconds for the other games. Completion earns 1; missed and unfinished attempts earn 0. No partial credit.
The tribe’s completion rate × 8 plus its average weekly ballot points (out of 8) produces a score out of 16. Higher wins. A tied score goes to the tribe with the lower average time among successful finishers, with no finishers treated as slower than any completed time. Equal times, or no finishers on either tribe, leave a tie. Every winning roster member receives +3 individual points; unresolved ties award no bonus. Individual standings remain the season competition.
Three phases. When the TV tribes swap, the league holds its first Tribal Council, Drop your buffs! Once that vote closes, the commissioner shuffles everyone into two new tribes, Vatu and Wai, dealing each old tribe across both, with new buffs. A second council follows at the merge. Then comes the final merge into one tribe, Solevu, and the weekly challenge turns individual: every finisher earns +3 and the fastest earns +1 more. A challenge already under way when the tribes change finishes with the rosters it started with.
Locks & tiebreakers
The league has spoken
Two Tribal Councils a season: Drop your buffs! at the tribe swap, then one at the merge. Each time, one sealed vote per eligible member; no self-votes. Voting lasts 48 hours. A tie means everyone is safe. An idol protects its owner without passing the penalty to another member.
The selected member loses one randomly chosen live torch’s survival and immunity points for the next episode. Other scoring continues. That member receives a private 135-second Ember Run: one attempt, three lives, unlimited practice beforehand. Success earns a relight after the sit-out episode (if the castaway survives), and one Turn the Tide transfer: up to five points from one other member to another, never yourself.
To keep a single challenge from ending someone’s season, the scoring penalty is capped at one episode even if the trial is failed or missed. The transfer reward requires a successful run. A castaway eliminated on TV cannot be relit. Transfers cannot create points or push a donor below zero.
Trio and season card lock at 7 PM CT on premiere night. Weekly ballots lock at 7 PM CT each Wednesday. Missed ballots score zero. Anyone who leaves the game in an episode, whether voted out, quitting or medically evacuated, counts as that episode’s boot, for ballots and torches alike. Open Era returns: if an eliminated castaway re-enters the game, their torch relights from the episode they return; points already missed are not restored. After the finale, ties go to the closest jury-vote prediction, then total correct boots. Before then, tied scores share a rank.
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Commissioner access is required to record results.
Control the game
Grade episode 3
Tribal councils
Two a season. Grade the tribe-swap episode (ticking its box above), then open 48 hours of secret voting: Drop your buffs! Shuffle the tribes once it closes. Grade the merge episode (its box) to unlock the second council, and open it before the final merge into Solevu. The next ballot deadline must allow the full voting window.
Season calendar
Record the finale
This awards trio and season-card finale points once. Record all episode eliminations first.
Tribe phases





Corrections & returns
Graded something wrong? Undo the most recent episode, then grade it again. Every score recalculates.
A castaway returns to the game
Open Era: if an eliminated castaway re-enters the game, bring them back here. Their torch relights from the next episode, so every trio holding them starts earning again. Points already missed stay missed.