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(Created page with "================================================================ WADDLE ================================================================ "Place your penguins together to make 'waddles' and compete for the best fishing spots!" Players: 2-5 | Age: 8+ | Time: ~15 minutes ---------------------------------------------------------------- COMPONENTS ---------------------------------------------------------------- 1 Turn Track...") |
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Cleverly place your penguins to make the biggest waddles | 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. | |||
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The turn track marker indicates which of the 2 turn tracks | 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. | ||
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Each round, players take turns placing penguins on ice | 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. | ||
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If you choose to place a penguin, take one of your unused | 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 | 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). | ||
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Instead of placing, you may move your marble from the | 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 | 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. | ||
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Once all ice hexes around the active hex have penguins in | 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 | 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 | 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 | The player at the bottom of the active track takes the first turn of the round. | ||
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The game ends when EVERY ice hex on the map has a penguin. | 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 | (For scoring changes with 2 players, see the 2 PLAYER SCORING section below.) | ||
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Score each of your waddles using the scoring table on your | 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. | ||
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Score each fishing pool one at a time. To score a pool, | 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: | ||
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Friendly Ties: | Friendly Ties: | ||
When players tie for a fish, each of them scores the | 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. | ||
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With 2 players, waddles score maximum VP at 10 PENGUINS | 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 | 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.) | ||
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* Penguins can only be placed on ICE HEXES, never on water | * 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 | * 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 | * Double penguin tokens count as 2 PENGUINS for all scoring. | ||
* Each player can only place 2 DOUBLES per game, but | * Each player can only place 2 DOUBLES per game, but singles are unlimited. If a player runs out, they may use a substitute. | ||
* All penguins in a contiguous group must be scored as a | * All penguins in a contiguous group must be scored as a SINGLE WADDLE (even if it exceeds the maximum VP value). | ||
* In 3+ player games, if there are any fish left in a pool | * 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. | ||
* Don't be afraid to SCOUT! Snagging a spot at the next | * 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. | ||
* For a greater challenge, use a more creative MAP LAYOUT. | * For a greater challenge, use a more creative MAP LAYOUT. Try adding peninsulas, gaps, or separate islands! | ||
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Revision as of 16:45, 19 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 scoring table on your player aid. Waddles of 8 OR MORE penguins score the max value of 36 VP.
-------------------------------------------------------------- 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 (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.
* All penguins in a contiguous group must be scored as a SINGLE WADDLE (even if it exceeds the maximum VP value).
* 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.
* 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.
* For a greater challenge, use a more creative MAP LAYOUT. Try adding peninsulas, gaps, or separate islands!
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