This is a documentation for Board Game Arena: play board games online !

Gamehelpwaddle: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
No edit summary
No edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
================================================================
================================================
                            WADDLE
                    WADDLE
================================================================
================================================


----------------------------------------------------------------
------------------------------------------------
GOAL
GOAL
----------------------------------------------------------------
------------------------------------------------


   Cleverly place your penguins to make the biggest waddles and compete for the best fishing pools. Score the most victory points to win!
   Cleverly place your penguins to make the
  biggest waddles and compete for the best
  fishing pools. Score the most victory points
  to win!


   * A WADDLE is a group of adjacent penguins of the same color. At the end of the game, you score each waddle of your color based on the number of penguins it has.
   * A WADDLE is a group of adjacent penguins
    of the same color. At the end of the
    game, you score each waddle of your color
    based on the number of penguins it has.


   * A FISHING POOL is any area of 1 or more adjacent water hexes on the map. At the end of the game, players score the fish in each pool based on who has the most penguins surrounding it.
   * A FISHING POOL is any area of 1 or more
    adjacent water hexes on the map. At the
    end of the game, players score the fish
    in each pool based on who has the most
    penguins surrounding it.


----------------------------------------------------------------
------------------------------------------------
TURN ORDER
TURN ORDER
----------------------------------------------------------------
------------------------------------------------


   The turn track marker indicates which of the 2 turn tracks is ACTIVE for the current round. When a player's marble reaches the BOTTOM of the active track, it is their turn to play.
   The turn track marker indicates which of
  the 2 turn tracks is ACTIVE for the current
  round. When a player's marble reaches the
  BOTTOM of the active track, it is their
  turn to play.


----------------------------------------------------------------
------------------------------------------------
GAME ROUNDS
GAME ROUNDS
----------------------------------------------------------------
------------------------------------------------


   Each round, players take turns placing penguins on ice hexes next to the hex with the ACTIVE HEX MARKER. When no more penguins can be placed around the active hex, the round ends, and the marker moves to the next water hex in NUMBERED ORDER.
   Each round, players take turns placing
  penguins on ice hexes next to the hex with
  the ACTIVE HEX MARKER. When no more
  penguins can be placed around the active
  hex, the round ends, and the marker moves
  to the next water hex in NUMBERED ORDER.


----------------------------------------------------------------
------------------------------------------------
PLAYER TURNS
PLAYER TURNS
----------------------------------------------------------------
------------------------------------------------


   On your turn, you must do ONE of the following:
   On your turn, you must do ONE of the
  following:


   --------------------------------------------------------------
   ----------------------------------------------
   A. PLACE
   A. PLACE
   --------------------------------------------------------------
   ----------------------------------------------


   If you choose to place a penguin, take one of your unused single or double penguin tokens and place it on any empty ICE HEX next to the active hex.
   If you choose to place a penguin, take one
  of your unused single or double penguin
  tokens and place it on any empty ICE HEX
  next to the active hex.


   Next, move your marble from the bottom of the ACTIVE turn track to the top of the SAME track (at the end of the current turn order).
   Next, move your marble from the bottom of
  the ACTIVE turn track to the top of the
  SAME track (at the end of the current turn
  order).


   --------------------------------------------------------------
   ----------------------------------------------
   B. SCOUT AHEAD
   B. SCOUT AHEAD
   --------------------------------------------------------------
   ----------------------------------------------


   Instead of placing, you may move your marble from the active turn track to the top of the OPPOSITE track. You can't place any more penguins this round.
   Instead of placing, you may move your
  marble from the active turn track to the
  top of the OPPOSITE track. You can't place
  any more penguins this round.


       Last Player Placing:
       Last Player Placing:
       If yours is the ONLY marble remaining on the active turn track, and there are still empty ice hexes around the active hex, you may NOT scout ahead. Instead, you MUST continue placing until all ice hexes around the active hex are filled.
       If yours is the ONLY marble remaining
      on the active turn track, and there are
      still empty ice hexes around the active
      hex, you may NOT scout ahead. Instead,
      you MUST continue placing until all
      ice hexes around the active hex are
      filled.


----------------------------------------------------------------
------------------------------------------------
ROUND END
ROUND END
----------------------------------------------------------------
------------------------------------------------


   Once all ice hexes around the active hex have penguins in them, follow these steps to end the round:
   Once all ice hexes around the active hex
  have penguins in them, follow these steps
  to end the round:


   * NEW ACTIVE HEX:
   * NEW ACTIVE HEX:
       Move the active hex marker to the lowest-numbered water hex with at least 1 empty ice hex next to it. (If there is no such hex, the game ends.)
       Move the active hex marker to the
      lowest-numbered water hex with at least
      1 empty ice hex next to it. (If there
      is no such hex, the game ends.)


   * NEW TURN ORDER:
   * NEW TURN ORDER:
       If at least 1 player scouted ahead this round, move all marbles on the active track to the top of the opposite track, keeping them in order. Move the turn marker below the track with the marbles to show it is now the active track.
       If at least 1 player scouted ahead this
      round, move all marbles on the active
      track to the top of the opposite track,
      keeping them in order. Move the turn
      marker below the track with the marbles
      to show it is now the active track.


   * NEW ROUND:
   * NEW ROUND:
       The player at the bottom of the active track takes the first turn of the round.
       The player at the bottom of the active
      track takes the first turn of the round.


----------------------------------------------------------------
------------------------------------------------
GAME END & SCORING
GAME END & SCORING
----------------------------------------------------------------
------------------------------------------------


   The game ends when EVERY ice hex on the map has a penguin. Each player adds up their final VICTORY POINTS (VP), and whoever has the most wins. In a tie, victory is shared.
   The game ends when EVERY ice hex on the
  map has a penguin. Each player adds up
  their final VICTORY POINTS (VP), and
  whoever has the most wins. In a tie,
  victory is shared.


   (For scoring changes with 2 players, see the 2 PLAYER SCORING section below.)
   (For scoring changes with 2 players, see
  the 2 PLAYER SCORING section below.)


   --------------------------------------------------------------
   ----------------------------------------------
   WADDLES
   WADDLES
   --------------------------------------------------------------
   ----------------------------------------------


   Score each of your waddles using the scoring table on your player aid. Waddles of 8 OR MORE penguins score the max value of 36 VP.
   Score each of your waddles using the
  waddle scoring table. Waddles of 8 OR MORE
  penguins score the max value of 36 VP.


   --------------------------------------------------------------
   Waddle scoring (3-5 players):
 
    Penguins:  1  2  3  4  5
    VP:        1  3  6  10  15
 
    Penguins:  6  7  8+
    VP:        21  28  36
 
  In a 2-player game, the cap moves to 10
  penguins (see 2 PLAYER SCORING below).
 
  Double penguin tokens count as 2 PENGUINS
  for scoring (e.g. a hex with a double next
  to 3 singles forms a waddle of size 5).
 
  ----------------------------------------------
   FISHING POOLS
   FISHING POOLS
   --------------------------------------------------------------
   ----------------------------------------------


   Score each fishing pool one at a time. To score a pool, RANK players based on the number of penguins they have directly adjacent to the pool, from most to fewest. Then, going in RANK ORDER, each player scores 1 FISH in the pool, until there are none left to score. You must have at least 1 penguin next to the pool to score a fish.
   Score each fishing pool one at a time. To
  score a pool, RANK players based on the
  number of penguins they have directly
  adjacent to the pool, from most to fewest.
  Then, going in RANK ORDER, each player
  scores 1 FISH in the pool, until there are
  none left to score. You must have at least
  1 penguin next to the pool to score a fish.


       Example:
       Example:
         Purple scores 5 VP for most penguins around the pool.
         Purple scores 5 VP for most penguins
        around the pool.
         Yellow scores 1 VP.
         Yellow scores 1 VP.
         Red    scores 0 VP.
         Red    scores 0 VP.


       Friendly Ties:
       Friendly Ties:
         When players tie for a fish, each of them scores the fish's FULL VP. The next-ranked player scores the next-best fish, if there is one.
         When players tie for a fish, each of
        them scores the fish's FULL VP. The
        next-ranked player scores the next-
        best fish, if there is one.


----------------------------------------------------------------
------------------------------------------------
2 PLAYER SCORING
2 PLAYER SCORING
----------------------------------------------------------------
------------------------------------------------
 
  With 2 players, waddles score maximum VP at 10 PENGUINS instead of 8 (see player aids).
 
  Additionally, the player with the MOST penguins around a fishing pool scores ALL fish inside it, while their opponent scores NONE. (In a tie, both players score all fish in the pool.)
 
----------------------------------------------------------------
CLARIFICATIONS & TIPS
----------------------------------------------------------------
 
  * Penguins can only be placed on ICE HEXES, never on water or off the map.
 
  * If NO ONE scouts ahead during a round, do NOT move the turn track marker (player order does not change).
 
  * Double penguin tokens count as 2 PENGUINS for all scoring.


   * Each player can only place 2 DOUBLES per game, but singles are unlimited. If a player runs out, they may use a substitute.
   With 2 players, waddles score maximum VP
  at 10 PENGUINS instead of 8.


   * All penguins in a contiguous group must be scored as a SINGLE WADDLE (even if it exceeds the maximum VP value).
   Waddle scoring (2 players):


   * In 3+ player games, if there are any fish left in a pool after each player has scored 1, the remaining fish are NOT scored.
    Penguins:  1  2  3  4   5
    VP:        1  3 6  10  15


   * Don't be afraid to SCOUT! Snagging a spot at the next hex can be key to securing a pool or connecting a big waddle.
    Penguins:  6   7  8  9  10+
    VP:        21  28  36  45  55


   * For a greater challenge, use a more creative MAP LAYOUT. Try adding peninsulas, gaps, or separate islands!
   Additionally, the player with the MOST
  penguins around a fishing pool scores ALL
  fish inside it, while their opponent
  scores NONE. (In a tie, both players score
  all fish in the pool.)


----------------------------------------------------------------
------------------------------------------------
CREDITS
CREDITS
----------------------------------------------------------------
------------------------------------------------


   Design ............ Corne van Moorsel
   Design ......... Corne van Moorsel
   Illustration ...... Anca Gavril, Daniel Profiri
   Illustration ... Anca Gavril,
   Graphic Design .... Anca Gavril & Co.
                  Daniel Profiri
   Development ....... Velgus
   Graphic Design . Anca Gavril & Co.
   Consulting ........ John Brieger, Michael Dunsmore
   Development .... Velgus
   Rules Editing ..... Eric Slauson, Jeff Fraser
   Consulting ..... John Brieger,
   3D Artist ......... Filip Gavril
                  Michael Dunsmore
   Rules Editing .. Eric Slauson,
                  Jeff Fraser
   3D Artist ...... Filip Gavril


================================================================
================================================

Latest revision as of 06:12, 21 May 2026

====================================
                   WADDLE
====================================

GOAL


 Cleverly place your penguins to make the
 biggest waddles and compete for the best
 fishing pools. Score the most victory points
 to win!
 * A WADDLE is a group of adjacent penguins
   of the same color. At the end of the
   game, you score each waddle of your color
   based on the number of penguins it has.
 * A FISHING POOL is any area of 1 or more
   adjacent water hexes on the map. At the
   end of the game, players score the fish
   in each pool based on who has the most
   penguins surrounding it.

TURN ORDER


 The turn track marker indicates which of
 the 2 turn tracks is ACTIVE for the current
 round. When a player's marble reaches the
 BOTTOM of the active track, it is their
 turn to play.

GAME ROUNDS


 Each round, players take turns placing
 penguins on ice hexes next to the hex with
 the ACTIVE HEX MARKER. When no more
 penguins can be placed around the active
 hex, the round ends, and the marker moves
 to the next water hex in NUMBERED ORDER.

PLAYER TURNS


 On your turn, you must do ONE of the
 following:
 ----------------------------------------------
 A. PLACE
 ----------------------------------------------
 If you choose to place a penguin, take one
 of your unused single or double penguin
 tokens and place it on any empty ICE HEX
 next to the active hex.
 Next, move your marble from the bottom of
 the ACTIVE turn track to the top of the
 SAME track (at the end of the current turn
 order).
 ----------------------------------------------
 B. SCOUT AHEAD
 ----------------------------------------------
 Instead of placing, you may move your
 marble from the active turn track to the
 top of the OPPOSITE track. You can't place
 any more penguins this round.
     Last Player Placing:
     If yours is the ONLY marble remaining
     on the active turn track, and there are
     still empty ice hexes around the active
     hex, you may NOT scout ahead. Instead,
     you MUST continue placing until all
     ice hexes around the active hex are
     filled.

ROUND END


 Once all ice hexes around the active hex
 have penguins in them, follow these steps
 to end the round:
 * NEW ACTIVE HEX:
     Move the active hex marker to the
     lowest-numbered water hex with at least
     1 empty ice hex next to it. (If there
     is no such hex, the game ends.)
 * NEW TURN ORDER:
     If at least 1 player scouted ahead this
     round, move all marbles on the active
     track to the top of the opposite track,
     keeping them in order. Move the turn
     marker below the track with the marbles
     to show it is now the active track.
 * NEW ROUND:
     The player at the bottom of the active
     track takes the first turn of the round.

GAME END & SCORING


 The game ends when EVERY ice hex on the
 map has a penguin. Each player adds up
 their final VICTORY POINTS (VP), and
 whoever has the most wins. In a tie,
 victory is shared.
 (For scoring changes with 2 players, see
 the 2 PLAYER SCORING section below.)
 ----------------------------------------------
 WADDLES
 ----------------------------------------------
 Score each of your waddles using the
 waddle scoring table. Waddles of 8 OR MORE
 penguins score the max value of 36 VP.
 Waddle scoring (3-5 players):
   Penguins:  1  2  3  4   5
   VP:        1  3  6  10  15
   Penguins:  6   7   8+
   VP:        21  28  36
 In a 2-player game, the cap moves to 10
 penguins (see 2 PLAYER SCORING below).
 Double penguin tokens count as 2 PENGUINS
 for scoring (e.g. a hex with a double next
 to 3 singles forms a waddle of size 5).
 ----------------------------------------------
 FISHING POOLS
 ----------------------------------------------
 Score each fishing pool one at a time. To
 score a pool, RANK players based on the
 number of penguins they have directly
 adjacent to the pool, from most to fewest.
 Then, going in RANK ORDER, each player
 scores 1 FISH in the pool, until there are
 none left to score. You must have at least
 1 penguin next to the pool to score a fish.
     Example:
       Purple scores 5 VP for most penguins
       around the pool.
       Yellow scores 1 VP.
       Red    scores 0 VP.
     Friendly Ties:
       When players tie for a fish, each of
       them scores the fish's FULL VP. The
       next-ranked player scores the next-
       best fish, if there is one.

2 PLAYER SCORING


 With 2 players, waddles score maximum VP
 at 10 PENGUINS instead of 8.
 Waddle scoring (2 players):
   Penguins:  1  2  3  4   5
   VP:        1  3  6  10  15
   Penguins:  6   7   8   9   10+
   VP:        21  28  36  45  55
 Additionally, the player with the MOST
 penguins around a fishing pool scores ALL
 fish inside it, while their opponent
 scores NONE. (In a tie, both players score
 all fish in the pool.)

CREDITS


 Design ......... Corne van Moorsel
 Illustration ... Anca Gavril,
                  Daniel Profiri
 Graphic Design . Anca Gavril & Co.
 Development .... Velgus
 Consulting ..... John Brieger,
                  Michael Dunsmore
 Rules Editing .. Eric Slauson,
                  Jeff Fraser
 3D Artist ...... Filip Gavril
====================================