Full manual text

2 players | 15min | 14+ | by Pedro “Cabelinho”
Every year, capybaras and capyfans come together to
fight for control of the Capivari River. Make wise
choices, watch out for predators, and understand the
river's flow in this incredible capybara duel!
COMPONENTS
● 18 cards
SETUP
1. Shuffle the cards and make a pile with the
river side facing up.
2. Separate the top three cards from the pile
and place them horizontally on the table, with
the river still face up, creating a line between
you and the other player. This is the river, and each card represents a river segment. 3. Rotate the cards until the arrows are pointing in the same direction, indicating the river flow direction.
4. The card furthest back in the river flow is considered the starting segment.
5. Open 4 cards from the pile and place them next to the starting segment, capybara side up. These cards are
considered available.
6. The person who saw a capybara most recently gets to play first.
GOAL
Win 2 rounds. The winner of a round is the player with the most points on their side of the river at the end of it.
HOW TO PLAY
Capivárias is played over 2 or more rounds, in which you take turns making your moves. On your turn, you must take
one of the available cards and place it in the river, following the rules for your herd:

Capicrias , Capiôxes e Capitchês
Cards from these 3 herds can only enter the river from the starting segment. When choosing one of these cards,
place it on your side of the river to indicate that it can count points for you this round.

Whenever a new card enters a river segment, check to see if there's another capybara from the same herd there,
regardless of the side. If there is, the card with the lowest number will be pushed to the next segment, following the
river flow direction. Special case: Cards with 1 are the only ones that push cards with 5 from the same herd (and are
pushed by any other card from the same herd).
This can create a chain reaction, pushing cards into subsequent river segments. If a card is pushed out of the 3rd
segment, discard it. At the end of the turn, there will be a maximum of 1 card from each herd in each segment,
regardless of side.

Capicria 4 is placed in the starting segment (A). On the other side of
this segment, Capicria 1 was already there, which, because it is
smaller, is pushed to the next segment (B).

In the 2nd segment, Capicria 5 was already there. Since cards with 1
push cards with 5 (special case), Capicria 5 is then pushed (C).

In the 3rd segment, Capicria 2 was already present. Since it’s smaller,
the card is pushed out of the river and no longer scores (D).

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Capionças
They are special and can be placed directly on any river segment that does not yet have capionças. Place them
below a river card to indicate that this segment has already been affected by a capionça. Perform its effect when
playing the card:

● Empurre uma capivara daqui (push a capybara here): choose any capybara in this segment and push it to
the next one. This movement can cause chain reactions.

● Mude de lado uma capivara daqui (switch sides of one capybara): choose any capybara from this
segment and switch it to the other side.
● Mude de lado todas as capivaras daqui (switch sides of all capybaras): swap the sides of each capybara in
this segment. If one side is empty, the other side will become empty after this action.

Turn end
If only 1 capybara card is available at the end of the turn: reveal cards from the pile until 4 cards are available (or
until the draw pile is exhausted).
ROUND END AND SCORING
A round ends when only 1 card remains and the pile is empty. Calculate the round's score based on the cards on
your side of the river. The base value of each card is the number indicated on it. However, each segment has a
modifier that indicates which cards are affected and how they are affected. Cards may start giving negative points
because of this.

The round is won by the player with the highest total score. In the event of a tie, the round is shared and both players
are considered winners. The player who took the last card begins the next round.
GAME END
The game ends when someone wins 2 rounds. If there are two ties, play new rounds until one round is no longer tied.
Whoever wins that round wins the game.
CREDITS
● Pedro “Cabelinho”: game design, illustrations, graphic design
● Gabriel Toschi: development, rules writing
● Thiago Leite: review
● a game from Piquinim
affects all
cards
affects only
even cards
affects only
odd cards
affects only cards
of this herd
affected cards
score zero
affected
cards score
double
subtract from
affected cards
affect only the
largest / smaller
card

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Capivárias: CAPICRECHE
The capybara kindergarten has reached the river! Listen to the teacher's instructions to score even more points.

Components
● 3 capitico (baby) cards, 1 capissor (teacher) card

Setup
Shuffle the expansion cards with the base game cards and proceed with setup as normal.

Capiticos
Capiticos always want to follow a capybara from the same herd, which becomes their guardian. If it is on the other
side, the capybara must switch sides to follow it. Capiticos prevent their guardian capybara from being pushed. If
this happens, the guardian capybara remains still, and the capybara that tried to push it moves on to the next
segment, taking the capitico with it. Accompanied capiticos are not directly affected by capionças and only
accompany their guardian. At the end of the round, capiticos that are not alone add 1 point to their guardian
capybara. Apply this bonus before river modifiers.

Capissor
When choosing the capissor, bring any capitico and its guardian to the starting segment. This action can cause
chain reactions. Discard the capissor at the end of the river after finishing the action. It is worth no points. If there
are no capiticos in the river or all of them are alone, the capissor's effect is nullified and it is discarded.

Capivárias: CAPIOLINS
The circus has arrived at the river! Try to keep up with the clown capybaras to win the round.

Components
● 2 capiolin (clown) cards

Setup
Shuffle the expansion cards with the base game cards and proceed with setup as normal.

Capiolins
Capiolins enter the river in the first segment (from the starting one) where you don't have capybaras. If all
segments on your side already have at least 1 capybara, it is discarded. Capiolins are not pushed by capicrias,
capichês, or capiôxes, but can be affected by capionças like any other capybara.

Every time a capybara next to a capiolin is pushed (same segment and same side), it switches sides, scoring points
for his opponent in the same segment. If the push occurs on the other side of the river, the capiolin stays where it is.
It only moves if the push occurs on the same side as it is.

At the end of the round, capiolins score the value specified on the card (-2 or 3) on the side they are on. River
modifiers that affect capybaras in general can also affect capiolins, altering their score.

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Capivárias: CAPIRIGO
The river has become more dangerous! Beware of the effects of the new capionças.

Components
● 3 new capionça cards

Setup
Shuffle the 3 capionça cards from the base game with the 3 new capionça cards from this expansion. Select 3
capionças to enter the game and shuffle them with the rest of the cards. Follow the base game setup. Return the
remaining capionças to the game box; they will not be used.

New capionças
● Mude até 2 capivaras de lado aqui (switch sides of 0-2 capybaras): choose UP TO 2 capybaras from this
segment and switch them to the other side. You can switch none if you want.

● Coloque aqui uma capivara descartada (bring back a capybara): choose a capybara that has already left
the river and place it in this segment. ( expansions: capissor, capiolins, and capiticos can be brought back)

● Descarte uma capivara daqui (discard a capybara): choose 1 capybara from this segment and remove it
from the river, as if it had been pushed from the 3rd segment. ( expansions: capiticos are removed instead of
their guardians)

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