Full manual text
RULES
During setup, shuffle the new cards
together with those from the
standard game.
They can be easily identified by the
following symbol .
CARD DETAILS
Point Multiplier cards
The cast of crabs
1 point per crab card.
This card does not count as a
crab card.
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Duo cards
1 point for each
combination of swimmer
and jellyfish cards.
Effect: On their next turn,
opposing players can only
draw the first card from the
deck. They cannot play any
cards nor end the round.
1 point for each combination
of lobster and crab cards.
Effect: The player takes the
first five cards from the deck,
adds one of them to their hand,
then returns the other four to
the deck and shuffles it.
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Special cards
X points
Effect: The player can use the
seahorse to replace a missing
Collector card (octopus, shell,
penguin or sailor). They must
have at least one card for that
collection in their hand. They
cannot gain more points than
the maximum indicated on the
matching Collector card.
If a player has a duo and a
starfish card in their hand,
they can form a trio and place
these three cards in front
of them. The starfish adds
2 points to the duo (so the trio
is worth 3 points).
Effect: Cancels the effect of
the duo cards placed with
the starfish.
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YELLOW
x 9
LIGHT
ORANGE
x 3
ORANGE
x 1
LIGHT
GREEN
x 7
BLACK
x 9
LIGHT
BLUE
x 10
PURPLE
x 5
WHITE
x 5
LIGHT
PINK
x 3
LIGHT
GREY
x 4
DARK
BLUE
x 10
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CARDS DETAILS BASE GAME
Duo cards
1 point for each pair of
fish cards.
Effect: The player adds the
top card from the deck to
their hand.
1 point for each pair of
boat cards.
Effect: The player immediately
takes another turn.
1 point for each
combination of
swimmer and
shark cards.
Effect: The player
steals a random card from another player
and adds it to their hand.
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1 point for each card of the
color the player has the most
of. If they have more mermaid
cards, they must look at which
of the other colors they have
more of. The same color cannot
be counted for more than one
mermaid card.
Effect: If they place 4 mermaid
cards, the player immediately
wins the game.
Mermaids card
1 point for each pair of
crab cards.
Effect: The player chooses a
discard pile, consults it without
shuffling it, and chooses a card
from it to add to their hand.
They do not have to show it to
the other players.
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CARDS DETAILS BASE GAME
Collector cards
0, 2, 4, 6, 8, or 10 points
depending on whether the player
has 1, 2, 3, 4, 5, or 6 shell cards.
0, 3, 6, 9, or 12 points
depending on whether the player
has 1, 2, 3, 4, or 5 octopus cards.
1, 3, or 5 points depending
on whether the player has
1, 2, or 3 penguin cards.
0 or 5 points depending
on whether the player has
1 or 2 sailor cards.
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The lighthouse
1 point per boat card.
This card does not count as a
boat card.
The shoal of fish
1 point per fish card.
This card does not count as a
fish card.
The penguin colony
2 points per penguin card.
This card does not count as a
penguin card.
The captain
3 points for each sailor card.
This card does not count as a
sailor card.
Point Multiplier cards
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