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Get Bit!

Overview

You and the other toys thought you were alone in the tub... but that familiar squeaking can only mean one thing:

Rubber Shark!

In Get Bit!, players try to stay ahead of the shark by secretly choosing numbered cards.

Players who choose the same number do not move. Players who choose unique numbers move toward the front of the line, while the player left in the back gets bitten.

You do not have to swim faster than the shark.

You just have to swim faster than your friends.


Components

Base Game

  • 42 Swimmer Cards
  • 6 Action Figures
  • 1 Shark

Playing as the Shark

  • 6 Shark Cards
  • 6 Hunger Tokens

Setup

Each player:

  1. Chooses 1 Action Figure.
  2. Takes all Swimmer Cards matching that figure's color.

Adjust each player's hand based on player count:

Players Cards Removed
4 Remove the 6 and 7
5 Remove the 7
6 Use all cards

Place all Action Figures in a line in the center of the table.

They should be:

  • Lying down as though swimming.
  • Facing the same direction.
  • Arranged in a random order.

Place the Shark directly behind the feet of the last Action Figure.


Gameplay

Each round has 3 phases:

  1. Choose Cards
  2. Move Action Figures
  3. Get Bit!

Important:

Skip the Get Bit! phase during the first round.


1. Choose Cards

Each player chooses 1 card from their hand.

Place it face-down in front of you.

Keep the card being played this round separate from cards played during previous rounds.

When everyone has chosen:

  • Reveal all cards simultaneously.

2. Move Action Figures

Compare all revealed cards.


Tied Cards

If 2 or more players played the same number:

  • None of those players move.

Untied Cards

Among all unique cards:

  1. The player with the lowest untied number moves their Action Figure to the front of the line.
  2. The player with the next-lowest untied number then moves to the front.
  3. Continue in ascending order until every player with a unique card has moved.

Because each player moves to the front one at a time, the player with the highest untied number will ultimately end closest to the front.


3. Get Bit!

Skip this phase during the first round.

After movement is finished:

  • The Action Figure at the back of the line gets bitten by the Shark.

That player:

  1. Removes 1 complete limb from their Action Figure.
  2. Moves their Action Figure to the front of the line.
  3. Picks up all of their previously played cards and returns them to their hand.

A removed limb may be:

  • Right Arm
  • Left Arm
  • Right Leg
  • Left Leg

Getting Devoured

If an Action Figure loses its last remaining limb:

  • That Action Figure is devoured.
  • The player is eliminated from the game.

Refreshing Your Hand

After the Get Bit! phase, check your remaining cards.

If you have only 1 card left in your hand:

  • Pick up all of your previously played cards.
  • Return them to your hand.

This means:

  • You are never forced to play the final card remaining in your hand.

Otherwise:

  • Leave previously played cards face-up in front of you.

Keep them in the order they were played so that all players can see which numbers have already been used.


Next Round

After resolving the Get Bit! phase and any hand refreshes:

  • Begin a new round with the Choose Cards phase.

Example

Suppose the swimming order from front to back is:

  1. John
  2. Anne
  3. Beth
  4. Ted

The players choose:

  • John: 4
  • Anne: 1
  • Beth: 4
  • Ted: 5

John and Beth both played 4, so they are tied and do not move.

Anne played the lowest unique number, 1:

  • Anne moves to the front.

Ted played the next unique number, 5:

  • Ted then moves to the front.

The resulting order is:

  1. Ted
  2. Anne
  3. John
  4. Beth

The Action Figure at the back is then bitten.

That player:

  • Loses 1 limb.
  • Moves to the front.
  • Retrieves all previously played cards.

Game End

Continue playing until only 2 Action Figures remain.

As soon as this happens:

  • The Shark immediately devours the Action Figure at the back of the line.

This happens regardless of how many limbs that figure still has.

The Action Figure at the front escapes.

That player wins the game.


3-Player Variant

For a 3-player game:

  • Set up as though playing a 4-player game.

Create a fourth automated swimmer:

  1. Choose an unused Action Figure and matching card set.
  2. Prepare its cards using the normal 4-player rules.
  3. Shuffle those cards into a face-down stack.

During each Choose Cards phase:

  • Reveal the top card of the automated player's stack.

Whenever the automated swimmer:

  • Gets bitten

OR

  • Has only 1 card remaining in its stack

shuffle all of its cards together to form a new stack.

Otherwise:

  • Follow all normal 4-player rules.

2-Player Variant

Each player controls:

  • 2 Action Figures of different colors.

Each player chooses cards separately for both of their figures.

Follow the normal rules with one major change:

  • As soon as either player has one of their Action Figures eliminated, that player immediately loses.

The other player wins.


Memory Variant

Play using the normal rules, except:

During the Get Bit! phase:

  • Turn all previously played cards face-down.

Players must remember which numbers have already been used.


Playing as the Shark

One player may control the Shark instead of playing a Swimmer.


Shark Setup

Choose 1 player to play the Shark.

Give that player:

  • All 6 Shark Cards.
  • 1 Hunger Token for each Swimmer player in the game.

Set up the base game normally.

The Shark still does not bite during the first round.


Shark Gameplay

Swimmer players follow the normal rules.

During the Choose Cards phase:

  • The Shark player chooses 1 Shark Card from their hand.

Reveal the Shark Card at the same time the Swimmer Cards are revealed.

After all Swimmers have moved:

  • Resolve the Shark Card against the Swimmer at the back of the line.

Shark Cards

Right Leg

If the Swimmer at the back still has their Right Leg:

  1. Remove the Right Leg.
  2. Move that Swimmer to the front.
  3. That player picks up all previously played cards.

If the Swimmer does not have their Right Leg:

  • The attack is a Miss.

Left Leg

If the Swimmer at the back still has their Left Leg:

  1. Remove the Left Leg.
  2. Move that Swimmer to the front.
  3. That player picks up all previously played cards.

If the Swimmer does not have their Left Leg:

  • The attack is a Miss.

Right Arm

If the Swimmer at the back still has their Right Arm:

  1. Remove the Right Arm.
  2. Move that Swimmer to the front.
  3. That player picks up all previously played cards.

If the Swimmer does not have their Right Arm:

  • The attack is a Miss.

Left Arm

If the Swimmer at the back still has their Left Arm:

  1. Remove the Left Arm.
  2. Move that Swimmer to the front.
  3. That player picks up all previously played cards.

If the Swimmer does not have their Left Arm:

  • The attack is a Miss.

Exhaustion

If there were any tied Swimmer Cards this round:

  • Every Swimmer involved in a tie discards their played card for the rest of the game.

If there were no ties:

  • The Shark is exhausted.
  • The attack counts as a Miss.

Any Limb

If any Swimmer Cards were tied this round:

  • The Swimmer at the back loses 1 limb of their choice.
  • Move that Swimmer to the front.
  • That player picks up all previously played cards.

If there were no tied Swimmer Cards:

  • The attack is a Miss.

Shark Hand Refresh

Like a Swimmer, if the Shark has only 1 card remaining in hand:

  • Pick up all previously played Shark Cards.
  • Return them to the Shark's hand.

Miss

Whenever a Shark Card results in a Miss:

  1. The Shark loses 1 Hunger Token.
  2. The Shark picks up all previously played Shark Cards.

The Swimmer at the back:

  • Does not lose a limb.
  • Does not move to the front.
  • Does not pick up their cards.

Shark Game End

The game may end in one of two ways.


Swimmers Win

If the Shark loses their final Hunger Token:

  • The game ends immediately.

The Swimmer with the most remaining limbs wins.

If tied:

  • The tied Swimmer closest to the front of the line wins.

Shark Wins

If the game is ever reduced to:

  • 1 Swimmer
  • 1 Shark

the game ends immediately.

The Shark wins.


Clarifications

  • The first round never includes a Get Bit! phase.
  • Matching card values cancel movement for all players who played that value.
  • Unique values move from lowest to highest.
  • A bitten Swimmer always moves to the front after losing a limb.
  • A bitten Swimmer retrieves all previously played cards.
  • Players with only 1 card left automatically retrieve all previously played cards.
  • Players are never forced to play the final card in their hand.
  • The game ends as soon as only 2 Swimmers remain in the base game.
  • In the Shark variant, a Miss does not cause the rear Swimmer to move or retrieve cards.
  • Exhaustion and Any Limb depend on whether any Swimmer Cards tied that round.

Quick Reference

Each Round

  1. Secretly choose a card.
  2. Reveal simultaneously.
  3. Tied numbers do not move.
  4. Unique numbers move to the front from lowest to highest.
  5. Rear Swimmer gets bitten.
  6. Bitten Swimmer loses a limb, moves to the front, and retrieves all cards.
  7. Any player with only 1 card left retrieves all cards.

Remember: Skip Step 5 during the first round.


Credits

  • Game Design: Dave Chalker
  • Game Development: Chris Burton, Maggie Clayton, Chris Kirkman, Matthew Kroll
  • Art: Si’yann
  • Sculpts: Chad Hoverter
  • Graphic Design: Anahi Anchondo
  • Creative Direction: SaRae Henderson
  • Editor: Matt Bender
  • Editor-in-Chief: Christopher Badell