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====================================================
                           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
   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.

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.

SETUP


 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,
    20 penguin tokens, and player aid.
 4. Assemble the turn track and slot the marker under the
    LEFT track. Randomly arrange the player marbles on the
    left track.

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