Polder Windmills

Merge mills, mind the wind

Only for iPhone

Free · Designed for iPhone. Not verified for macOS.

iPhone

A merge board with a twist: windmills pump water off the land, but any mill caught in the wind-shadow of a taller mill stalls. And the wind keeps turning. Most merge games only ask you to match tiers. Polder asks WHERE. It is a grid merge game about reclaiming Dutch polder land — and it is gated by the wind. Tap open water to raise a small windmill; drag a mill onto a same-tier neighbour to merge it into a taller one. Working mills pump water off their own tile, turning teal water into green reclaimed land and paying you guilders. Higher-tier mills pump faster and reclaim more. Here is the twist that no other merge game has. Wind blows across the board from one edge, shown by a wind rose. A windmill sitting in the LEE — the downwind shadow — of a TALLER mill gets no wind and STALLS: it greys out and stops pumping entirely. Taller mills reclaim faster, but they cast LONGER wind-shadows over everything behind them. So you cannot just stack big mills; you have to place and merge with the wind direction in mind, keeping your tall mills from blotting out the ones behind them. And the wind ROTATES. Every few moves it swings to a new edge, and a safe layout can suddenly fall into shadow. A tower that was pumping happily now stalls a whole column. You are constantly replanning your merges around a direction that will not hold still. Drain enough tiles and you can Break Ground on a new, larger polder: you bank charters — a permanent guilder multiplier — and start a wider board. Raise the dyke for more rows, fit bigger sails, deepen the sluices, season fresh timber. If the board floods with no merges left, drain it and start the polder over. Then open the Low Countries Atlas. When you break ground the guild now offers TWO commissions from twelve named historic polders — the Beemster, the Schermer, De Zype, all the way out to Flevoland — and you choose where to reclaim next. Each polder is laid out with its own terrain: deep-water fens that drain slowly but pay double, canals that speed every mill beside them, and village steeples that cast wind-shadows of their own. Each carries its own weather — gales that spin the wind rose faster, sea fog that reaches every shadow one tile further, rich soil that fattens the pay — and the riskier the ground, the bigger the charter bonus for sealing it. Seal four named polders and you earn the Delft Blauw livery. Then keep the Water Board Almanac. Every day the guild posts a fresh commission — drain so many tiles, raise or merge so many mills, or earn so many guilders — and finishing it builds a streak that pays a bigger daily gift the longer you hold it. Miss a day and you get one forgiven; miss two and the streak resets. Bank enough seals from your commissions and you commission Guild Boons: permanent, mutually-exclusive perks across three tiers — favour the mills, the yard, or the draining — so no two polders ever play the same. And every time you break ground you unlock Mill Liveries, repainting every windmill on the board in weathered timber, whitewash, copper roofs, storm grey, sea glass or golden jubilee. • A real grid merge game — place, drag, merge, tier up • Wind-shadow: mills in the lee of a taller mill stall and grey out • A wind rose that rotates between rounds and reshuffles every plan • Watch teal water turn to green land tile by tile as mills pump • Break Ground prestige banks permanent charters and a larger polder • The Low Countries Atlas: twelve named historic polders, each hand-laid • A fork at every prestige — pick your next polder and its charter bonus • Deep fens, canals and steeple shadows change how every board plays • The dyke works: more rows, bigger sails, richer sluices, fresh timber • A daily commission and streak in the Water Board Almanac • Guild Boons: permanent, mutually-exclusive perks — pick your polder's style • Mill Liveries: unlock six palettes and repaint every mill on the board • Fully offline, no account, nothing collected Merge with the wind. Reclaim the sea.

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New — the Low Countries Atlas: • Break Ground now offers a choice of two named historic polders — twelve in all, from the Beemster to Flevoland • New terrain: deep-water fens, canals that speed nearby mills, and village steeples that cast their own wind-shadows • Polder weather — gales, sea fog, rich soil, still air — with bigger charter bonuses for riskier ground • Seal four named polders to unlock the Delft Blauw livery

The developer, Jordan Wegner, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .

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    Seller
    Jordan Wegner
    Size
    975.9 KB
    Category
    Games
    Compatibility
    Requires iOS 17.0 or later.
    • iPhone
      Requires iOS 17.0 or later.
    • Mac
      Requires macOS 14.0 or later and a Mac with Apple M1 chip or later.
    • Apple Vision
      Requires visionOS 1.0 or later.
    Languages
    English
    Age Rating
    4+
    Copyright
    © 2026 Jordan Wegner