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co-operative strategy game
2 to 5 players • age 10+ • duration about 30 minutes
Game overview
Dive into the life of two young seals and two young penguins
living at the South Pole. Together with your fellow players you
make sure that all four of them can grow up to adults. There are
two challenges. The ice oe on which the penguins and seals live is
melting and some hunters are circling around, trying to shoot the
animals.
The seals and penguins eat sh and krill shrimps. Each time they
have eaten, they grow so that they can move further. But since the
ice oe is getting smaller, they have to swim further and further to
reach the sh shoals in the deep water.
The major risk for the animals is caused by the three hunters. Their
boats move along the edge of the ice oe and dock at the coves
to shoot the animals. With the melting of the ice, the hunters are
getting closer to the centre of the ice oe. With patrol vessels and
helicopters, you can keep a close watch on the hunters so that they
cannot shoot. It is also possible to arrest one or two hunters.
Contents
Game board, 18 ice tiles (6 with and 12 without cracks), 3 red boats
(the hunters), 3 krill cards with a hole for the patrol vessel, 3 yellow
patrol vessels, 3 helicopters, 8 oval sh cards, 16 circular cards with
seals and penguins, 5 task cards, 1 spare ice tile, 5 other spare cards.
Aim of the game
Together you take care that the four animals can safely eat. As soon
as all animals have grown up, you win! When a penguin or seal gets
shot, the game stops and you have lost. You also lose when you
need to melt an ice tile with an animal on it.
Build-up of the game
In Antarctica all players have their own task. In the basic game
these tasks will be carried out in a xed order. In this way you will
get comfortable with the game system. To increase challenge and
dynamics, switch to the
advanced game. In the advanced game, the
tasks will be freshly distributed each round of play. If you dare, you
can raise the game level even further to
seasoned player or expert.
Basic game
Preparations
Look over the game board. It shows six xed ice areas and two
types of water areas: the deep, dark blue water and the lighter
coloured shallow water.
Shue the 18 ice tiles and put them on the 18 shallow water parts.
Take care that they are placed randomly. Each tile has two coves;
these are the places where the animals will move into and out of
the water. Make sure that the coves are in the right place.
Take the red boats and place them in the three white coves.
Put the three yellow patrol vessels into the krill cards and place
them on their starting places.
Put the three krill cards and the three yellow patrol vessels on their
starting place.
Shue the eight sh cards and place them randomly on the eight
sh spots on the board. After that, take away the two empty cards
and put them in the game box. There are now two empty sh
spots.
Place the three helicopter cards face down on the designated
spaces in the lower left corner of the board. Turn one of them face
up; this one is now ready to use. The other two are unmanned
until further notice.
Take the two young penguins (with number 2). They have just
hatched; put them on the starting spaces with eggshells. Put the
two young seals on the remaining two starting spaces.
Place the other twelve animal cards on their spaces in the lower
left corner of the board, from small to big.
Choose a starting player together, for example the one who most
recently made a boat trip. This player receives the task card with
the spinning arrow (card number 1).
The other four task cards are given to the other players. When
playing with four, one player gets cards 4 and 5. With three, the
starting player also takes the penguin card. With two, divide them
as you wish.
Playing the game
The game is played in several rounds. Each round consists
of ve tasks that are carried out in a xed order.
When playing the rst few games, read the rules and follow them
carefully. This will guarantee a lot of fun in later games!
1 Starting player: moving fish and hunters
The player that has the starting player card moves the sh and
the hunters:
Turn the spinning arrow rmly.
First look to see which sh the arrow indicates. Move the two
shoals with these sh to the two empty sh spots.
Now look at the number belonging to the hunters. The three red
boats leave their cove, move along the edge of the ice and dock
at the rst, second or third cove, depending on the number that
the arrow indicates. They always move clockwise around the ice
oe.
When one or more hunters dock at an ice space with a seal or
penguin, check if there is a patrol vessel on the water space near
this cove. If not, you will need to deploy a helicopter (see below
for rules on helicopters). When you do not have a helicopter, the
animal will be shot and you have lost!
2 Penguins: moving, eating and growing
The player with this card takes care of the penguins. The
penguins try to eat without being shot by the hunters. If a
penguin manages to eat, it grows at the end of the turn. In the
rst round of play it is not possible to eat and grow, but if you
take care it will probably be possible in the second round.
Moving:
Each round, only one of the two penguins can move.
Moving from one six-sided space to another counts as one move.
The number of moves is indicated on the penguin card. Moving
less is allowed.
Moving into or out of the water is only possible at the coves.
Penguins cannot move onto ice spaces where a red boat has
docked, unless a patrol vessel or helicopter is watching this
hunter.
Coves with a red boat cannot be used to move into or out of the
water, even if there is a patrol vessel or helicopter present.
You can move over spaces with another animal, but at the end of
your turn you need to land on an empty space.
You have to end your turn on the ice, not in the water.
Eating:
There are two ways to get food: catching a sh or eating krill
near a patrol vessel. In both cases you need to visit the six-sided
space holding the sh shoal or the patrol vessel with krill.
If you want to catch a sh, swim to one of the two shoals with
the right sh species. There are small white sh, medium-size
yellow sh and big green sh. The bigger the penguin, the larger
the sh that it eats. On the penguin card you can see which sh
you can catch. The sh shoal stays at its place (you only eat one
sh).
If you want to catch krill, you have to swim to a patrol vessel
with a krill card. All animals, big and small, can eat krill. But it is
available only three times in the game. Move the krill card to the
lower right corner of the board (you eat all available krill).
Growing:
At the end of a turn in which a penguin has eaten, it grows. Place
a new penguin card on top of this penguin. Next turn, you can
move this bigger penguin by taking the whole pile of penguin
cards. You can grow only once each turn, therefore it is of no use
to eat twice during one turn.
When a penguin has eaten for the third time, it is fully grown up
and can move only one step. But from now on, you may move
both penguins each turn.
3 Seals: moving, eating and growing
The player with this card takes care of the seals. The seals move,
eat and grow in exactly the same way as the penguins.
3


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