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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 | 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. | |||
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.) | 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 | CLARIFICATIONS & TIPS | ||
------------------------------------------------ | |||
* Penguins can only be placed on ICE HEXES, never on water or off the map. | * 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). | * 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. | * 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. | * 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). | * 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. | * 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. | * 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! | * For a greater challenge, use a more | ||
creative MAP LAYOUT. Try adding | |||
peninsulas, gaps, or separate islands! | |||
------------------------------------------------ | |||
CREDITS | CREDITS | ||
------------------------------------------------ | |||
Design | Design ......... Corne van Moorsel | ||
Illustration | Illustration ... Anca Gavril, | ||
Graphic Design | Daniel Profiri | ||
Development | Graphic Design . Anca Gavril & Co. | ||
Consulting | Development .... Velgus | ||
Rules Editing | Consulting ..... John Brieger, | ||
3D Artist | Michael Dunsmore | ||
Rules Editing .. Eric Slauson, | |||
Jeff Fraser | |||
3D Artist ...... Filip Gavril | |||
================================================ | |||
Revision as of 16:03, 20 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.)
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