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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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                             WADDLE
                             WADDLE
================================================================
================================================================
  "Place your penguins together to make 'waddles' and compete
  for the best fishing spots!"
  Players: 2-5  |  Age: 8+  |  Time: ~15 minutes
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COMPONENTS
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    1  Turn Track
    1  Turn Track Marker
    5  Marbles
    1  Scoreboard
    1  Dry Erase Marker
    1  Active Hex Marker
  20  Map Tiles
  90  Single Penguin Tokens  (18 per player)
  10  Double Penguin Tokens  (2 per player)
    5  Player Aids
  Note: Nests and orcas are used in expansions. They have
  no effect in the base game.


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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!
  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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SETUP
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  1. Find any tiles marked on the back with a HIGHER PLAYER
    COUNT than you have and return them to the box.
 
  2. Randomly arrange all other tiles FACEUP in a roughly
    hexagonal area with no gaps. Place the active hex
    marker on the water hex marked with a (1).


   3. Each player picks a color and takes their marble,
   * 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.
    20 penguin tokens, and player aid.


   4. Assemble the turn track and slot the marker under the
   * 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.
    LEFT track. Randomly arrange the player marbles on the
    left track.


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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.
  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.
  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.
  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).
  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.
  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.
      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:
  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.)
      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.
      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.
      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.
  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.)
  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.
  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.
  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.
        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).
  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.)
  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.
    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).
    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.
    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.
    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).
    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.
    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.
    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!
    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
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