How to play Jaws Official Rules

By: Dennis B. B. Taylor

Contents

Jaws Game Rules

Welcome to the thrilling world of Jaws! In this game, I will guide you through the rules, so you can dive right in and start having a blast.

First things first, let’s talk about the gameplay. Jaws is a game for 2 to 4 players, and each player takes on a different role. One player becomes the killer shark, while the others are brave swimmers trying to survive.

The game is divided into two contrasting acts. Act 1 is set on Amity Island, where the swimmers try to evade the shark and gather as many points as possible. The shark player tries to attack the swimmers and rack up some points of their own.

In Act 1, the swimmers have different actions they can take. They can swim in Amity Island’s beaches, which gives them a chance to gather points and equipment. They can also hide in boats or use special abilities to outsmart the shark. And of course, they need to be careful not to get bitten!

On the other hand, the shark player has their own set of actions. The shark can move around, attack swimmers, and even unleash frenzy cards to create chaos. The goal for the shark is to accumulate points by successfully eliminating swimmers.

Once Act 1 is over, Act 2 begins, and the scene shifts to the Orca, the boat made famous by the Jaws movie. In Act 2, the shark and the swimmers engage in a final epic battle. The swimmers try to attack the shark and remove its health points, while the shark fights back to eliminate the remaining swimmers.

The game continues until one side emerges victorious. If the shark manages to eliminate all the swimmers, it wins the game. On the other hand, if the swimmers successfully defeat the shark, they are the winners.

So, there you have it. The exhilarating Jaws game where you dive into the action, take on your role, and battle it out for victory. Are you ready to embrace the thrill and suspense of the iconic.Jaws world? Let the game begin!

Hey there! Let’s dive into a super fun game called “Jaws”. In this game, you and your friends get to play exciting roles in an epic battle between a shark and a crew. Are you ready for the adventure? Let’s get started!

The game is split into two Acts. Don’t worry, if you’re short on time, you can play just one Act and still have a blast. But if you’re up for the full experience, buckle up for both Acts!

Act 1: Amity Island

In Act 1, one player gets to be the Shark while the others become a crew consisting of Quint, Chief Brody, and Hooper. The goal of the crew is to work together to take down the Shark and save the innocent swimmers.

Every round, the Shark sneaks around the water surrounding the island, munching on unfortunate swimmers while trying to stay hidden. On the other hand, the crew rushes to rescue swimmers and track down the Shark. It’s an intense game of cat and mouse!

Act 2: The Orca

In Act 2, the action shifts to Quint’s boat, the Orca. This is where things get even more thrilling! Each round, the crew members choose their weapons wisely and make predictions about where the Shark will strike next. Then, without warning, the Shark emerges, attacking the boat and the crew. It’s heart-pounding stuff!

Components

  • 1 Double-Sided Game Board
  • 1 Shark Mover
  • 2 Boat Movers
  • 3 Crew Movers
  • 16 Shark Ability Cards
  • 16 Resurface Cards
  • 22 Gear Cards
  • 16 Amity Event Cards
  • 3 Dice
  • 1 Shark Tracker Pad
  • 4 Character Boards
  • 4 Board Clips
  • 8 Boat Tiles
  • 40 Tokens
  • Instructions

Objective of the Game

If we, the Crew, can get rid of the Shark, we win. But the Shark wins if it gets rid of all three of us or destroys the Orca.

Act 1: Amity Island

Act 1: Setting Up the Game

  1. Get the game board and place it with the Amity Island: Act 1 side facing up. The board has spaces divided by white lines.
  2. Take the Amity Event cards and shuffle them. Put the deck face down near the game board.
  3. Put the 16 Swimmer Tokens in a supply near the game board.
  4. Decide who will be the Shark. The rest of the players will be the Crew and choose their roles as Crew Members. These roles will carry over to Act 2.

Remember: In a game with 4 players, each Crew player controls a different Crew Member. In a game with 3 players, the two Crew players each control one Crew Member and work together to control the third Crew Member. In a game with 2 players, the Crew player controls all three Crew Members.

Alright, let’s get started! I’ll give you the rundown on setting up the game. Each player will need a Character Board, so make sure everyone has one. We’ll be playing Act 1, so make sure that side is facing up on the Character Boards.

Quint: Alright, grab two Barrel Tokens and put them by your Character Board. These ones represent the barrels that are on the Orca. Now, take the rest of the Barrel Tokens and put them in the Shop’s center space. And finally, take the Quint Mover, the green one, and put it in the Orca Mover, the maroon one, right at the Dock on the east side of the island, which is space 8.

Brody: I’m gonna need you to grab the Beach Closed Token and the Binoculars Token. Once you’ve got those, place my Brody Mover (it’s the black one) at the Amity P.D. on space 6.

Hey there! I’ve got some important instructions for you. So, here’s what you gotta do:

Step 1: I need you to grab the Fish Finder Token. You’ll find it over there. Nice! Now, take the blue Hooper Mover and put it in the white Hooper’s Boat Mover. You’ll find that at the Dock on the western side of the island, specifically on space 5. Got it? Great!

All right, now let’s move on to Step 2. This one’s for the Shark. Listen up! First, attach a clip to your Character Board. Then, slide it over the 0 slot at the bottom of the Swimmer Track. Easy, right? Now, grab the four Power Tokens and the Shark Mover. But here’s the catch – don’t place the Shark Mover on the game board just yet. It’s only used in specific situations, which we’ll talk about later. Cool?

Oh, and by the way, if this is your first time playing, let me show you something. Check out these Power Tokens. Take a good look, because they’re gonna come into play with the Shark. But here’s the twist – they’re a secret from the Crew. So, shh!

Alright, here’s what you need to do: grab the Shark Tracker Pad and a pen or pencil. Now, it’s time to choose where you want to start. You see, there are twelve spaces labeled with different numbers or letters. Just pick one and write down the corresponding number or letter in the Location column next to “Start”. But here’s the catch – don’t tell the Crew where you’re starting. The Shark’s movements will be kept a secret.

Let me give you a little hint: starting in one of the four Beach Spaces might be a good move. It’ll give you a better chance of reaching the Swimmers on your first turn.

Act 1: Overview

Now, let’s talk about the goals of this game:

As the Shark, your main goal is to eat as many Swimmers as you can without getting caught by the Crew.

And as for the Crew, their job is to find the Shark and attach two Barrels to it. They also need to protect the Swimmers from being eaten.

Act 1 is divided into rounds, and each round has three phases that you’ll play in a specific order.

  1. Event Phase
  2. Shark Phase
  3. Crew Phase

Phase 1: Event Phase

First, I flip over the top card of the Amity Event deck. Then, I place Swimmers from the supply into the water of the Beach Spaces, following the letters shown next to the Swimmer icon.

Note: Michael (Brody’s son) is a special Swimmer Token. Don’t put Michael unless an Event card tells you to.

Now, I’ll read the Event text for you. Just do what it says. Some Events need you to take action right away, while others will make a difference later on in the round.

Here’s an example of what happens in the Event Phase: I place one Swimmer from the supply in the water at North Beach, two Swimmers in the water at South Beach, and two Swimmers in the water at East Beach.

Phase 2: Shark Phase

During this phase, I can take up to 3 actions as the Shark and I can choose to play one Power Token. I can take actions multiple times and in any order. Here are the possible actions I can take as the Shark:

Move

I can move through water to an adjacent space. Diagonal spaces are not considered adjacent, and I cannot move across land.

Eat 1 Swimmer

I can eat one Swimmer in my space. I don’t have to show or tell my actions to the Crew. I keep my actions secret and plan them out privately.

Once I’ve planned my entire turn, I record it on my Shark Tracker Pad. Then I announce that my turn is over and I give the Crew the following information:

Swimmers Eaten
Motion Sensors

During the game, you might come across Barrels floating in the water. These Barrels have Motion Sensors attached to them.

If you find yourself in a space with a floating Barrel at any point during your turn, you will activate its Motion Sensor. Remember to let the Crew know at the end of your turn which Barrels’ Motion Sensors you triggered.

There’s no need to specify when or the order in which you triggered them, or even if you triggered multiple Motion Sensors.

Power Tokens

Each Power Token grants you a special ability that can be used once per game. If you decide to play a Power Token, inform the Crew and place it face down in front of you.

When we play this game, it’s important to keep our chosen token a secret. Let me tell you about the Shark’s Power Tokens:

Feeding Frenzy

With this power, I can eat all the Swimmers in my space in just one action. Talk about a quick meal!

Evasive Moves

No need to worry about trigger any Motion Sensors with this power. Even if I pass through spaces with floating Barrels, they won’t go off.

Out Of Sight

When Brody uses his Binoculars or Hooper uses his Fish Finder, I can trick them into thinking I’m not there or nearby, even if I actually am. It’s all part of the game!

Note: Remember, at the end of the round, the token goes back in the box, even if the Crew didn’t take any search action.

Note: If Quint launches a Barrel into my space, I have to announce that I’ve been hit, even with all these cool powers.

Speed Burst

With this power, I can make a big move of up to three spaces in one action. But remember, after that, any other Move action I take is just one space, like normal.

Shark Phase Example: I start the round at the North Beach (N), and I notice that two Swimmers were placed there in the Event Phase. With my first two actions, I quickly devour both Swimmers, one after the other, leaving me with one more action.

If I move just one space, it would be too easy for the Crew to find me. That’s why I decide to use my Speed Burst Power Token. With it, I can move three spaces in a single action. So, I go from space N all the way to space 4, hoping that this will confuse the Crew and keep me safe.

After my daring escape, I need to update the Shark Tracker Pad. On the Round 1 line, I write “4” in the Location column to show my new hiding place. I also jot down “2” next to the “N” in the Swimmers Eaten column to indicate that I devoured two Swimmers at the North Beach.

To keep track of my Power Token usage, I circle “SB” in the Power Tokens column. This reminds me that I used my Speed Burst Power Token to make a quick getaway.

Phase 3: Crew Phase

Now it’s our turn to shine! Each of us can do up to 4 things in this phase. We can take our turns in any order. But once one of us starts, we have to finish before the next person goes.

We all have different things we can do. Let’s see what we’re capable of!

Quint

I’m Quint, and I’m in charge of piloting the Orca. My job is to save the Swimmers and launch Barrels into the water, hoping to hit the Shark.

Here are the actions I can take:

Move

Rescue 1 Swimmer

Pick Up Barrels

Launch A Barrel

If the Shark is in that space, they get hit and the Barrel is stuck to them. I’ll put the Barrel on the Shark’s Character Board. If this is the second Barrel stuck to the Shark, Act 1 ends right away.

If the Shark isn’t in that space, the Barrel stays in the water. Now it’s a floating Barrel with a Motion Sensor that the Shark might set off later.

Brody

I’m Brody, and my job is to move around Amity Island, save Swimmers, bring Barrels to the Docks, help find the Shark, and close Beaches.

Here’s what I can do:

Move

Save 1 Swimmer

Pick Up 1 Barrel

When you’re at the Shop, grab a Barrel. Put it under your Mover to show that you’ve got it. Remember, you can only carry one Barrel at a time.

Let Go of the Barrel

Check out the View with Binoculars

Once per round, if you’re on one of the four Beach Spaces, you should put the Binoculars Token on your space. Then, the Shark must let you know if they’re in the water at that Beach. If they are, you should move the Shark Mover there.

Keep in mind: if the Shark used the Out of Sight Power Token this round, they will say they’re not there, regardless of whether it’s true or not.

Shut Down a Beach

Got it! Here’s the revised version:

(once per round). If you’re at the Mayor’s Office or the Amity P.D., you can close a Beach. You’re able to close any Beach, but only if there are no Swimmers there. Just place the Beach Closed Token face up on the Beach. Instead of putting Swimmers there when an Event card tells you to, flip the token over to show “Opening Soon”. When the next Event card tells you to put Swimmers there, don’t do it. Remove the Beach Closed Token from the game board instead.

Note: There can only be one closed Beach at a time. If there’s already a closed Beach, you can use this action to close a different one. Move the Beach Closed Token to the newly closed Beach and make sure it’s face up.

Hooper

When I’m out on the water around Amity Island, I have a few things I can do to help out with the Shark situation. First off, I can move around to different spots to try and track down that sneaky Shark. Then, I can rescue any Swimmers who are in danger, making sure they stay safe. Another important task is picking up Barrels that are floating in the water. These Barrels can be really useful in the fight against the Shark, so it’s important to collect as many as possible. Once I’ve got some Barrels on my boat, I can give them to Quint. He’s the only one who can launch them into the water, so it’s important to get them to him. When I’m with Quint, I’ll place the Barrels next to his Character Board to show that they’re now on the Orca.

Just a reminder: I can’t launch Barrels into the water myself, only Quint can do that.

After that, I have one more special ability – I can use my Fish Finder. This nifty tool helps me locate the Shark. If the Shark is in the same space as me, the Fish Finder will let me know right away. I can then place the Shark Mover in that space. If the Shark is in a space next to me, I’ll be told they’re “nearby.” But remember, diagonal spaces don’t count as adjacent. So, that’s what I can do to help out. It’s a tough job, but someone’s got to do it!

If the Shark is not in the same space or an adjacent space, they will let you know that they are “not there or nearby”.

Remember: If the Shark used the Out of Sight Power Token, they will tell you that they are not there or nearby, even if it is not true.

Fish Finder Example #1: I use my Fish Finder in space 1. The Shark lets us know that they are close by, which means they are in an adjacent space. Now we know that the Shark could be in space 3, space 5, space N, or space 2.

Fish Finder Example #2: I use my Fish Finder in space 7. The Shark tells us that they are not there or nearby. Now we know that the Shark is NOT in space 3, space W, space 7, or space S.

End of the Round

After all three of us take our turns, the round is over. If the Shark played a Power Token during that round, they put it face down in the box. Then we start a new round, beginning with the Event Phase.

End of Act 1

Act 1 ends right away if any of the following things happen:

    I’m sailing out on the high seas, hunting down the infamous Shark. It’s a thrilling adventure, full of danger and excitement. With each move, I must be strategic and consider the consequences. The fate of the Crew depends on it.

    First, we attach a second Barrel to the Shark. This will slow it down and protect us from its deadly jaws. The tension builds as we track the Swimmer on the Shark’s board. We inch closer and closer to the 9 slot.

    But hold your horses! We can’t move the Clip on the Swimmer Track just yet. This position determines how many cards the Crew and the Shark will receive in Act 2. So we must bide our time and plan our next move carefully.

    Now, it’s time for Act 2: The Orca. This magnificent creature will aid us in our pursuit of the Shark. Its strength and speed are unmatched. But remember, every decision we make has consequences. Will we triumph over the Shark, or will we be its next meal? Only time will tell. So brace yourself, and let the adventure continue!

    Act 2: Setting Up the Game

    1. The first step is to shuffle the Shark Ability cards. Then, the Shark player should take a number of cards equal to the Swimmer Track on their Character Board from Act 1. The Shark player can look at these cards, but they must keep them hidden from the Crew.
    2. Next, each Crew Member should be given their two corresponding Gear cards and their Target Token.
    3. The Crew Gear cards should be shuffled, and the Crew should receive a number of cards equal to the Shark’s Swimmer Track. The Crew can divide these cards among themselves in any way they choose.
    4. Each Crew Member should place their Gear cards face up next to their Character Board.
    5. Finally, all four Character Boards should be flipped to the Act 2 side. Attach a clip to each Character Board and slide it over the 0 slot at the top of the Wound Track.

    To get started with The Orca: Act 2, follow these steps:

    1. Flip the game board to The Orca: Act 2 side.

    2. Place one Boat Tile in each of the eight zones on the game board. Make sure each tile is showing the undamaged side.

    3. Shuffle the Resurface cards and place them face down in a deck on the designated “Deck” spot on the game board.

    4. Each Crew Member chooses a Boat Space and places their Mover there. There’s no limit to the number of Crew Members that can share a space.

    5. Give the Shark player the three large Resurface Tokens and the Shark Mover.

    6. Place the three small Resurface Tokens and the three dice next to the game board.

    7. Set aside all the other components, including the extra Shark Ability cards and Crew Gear cards. They won’t be used in Act 2.

    Now, let’s move on to the overview of Act 2.

    The Shark starts each round submerged underwater, only to emerge from one of the eight zones surrounding the Orca. It’s like a game of hide-and-seek, with the Crew desperately trying to predict where the Shark will strike. Once the Shark resurfaces, it quickly attacks before retreating back into the depths of the ocean.

    Shark’s Goal: Wipe out all three Crew Members or completely demolish the Orca.

    Crew’s Goal: Take down the Shark.

    Act 2 is divided into rounds, and each round consists of six steps that are played in sequence:

    1. Resurface Options
    2. Shark Chooses
    3. Crew Prepares
    4. Shark Reveals
    5. Crew Attacks
    6. Shark Attacks

    Step 1: Resurface Options

    Hey there! Let’s get started by flipping over the top three Resurface cards. You should see three cards sitting there, right? Now, take a look at the game board and find the spots labeled A, B, and C. We’re going to place one of the cards face up on each of those spots. Oh, and make sure the boat outline on each card matches the Orca’s direction on the game board. Easy-peasy, right?

    Hey there! I want to tell you about the three cool options the Shark has to resurface in this round. See that red zone? It’s called the Resurface Zone, and if the Shark picks one of those cards, they’ll resurface there.

    Each Resurface card has a few things: an Evade value, some dice symbols, and maybe a “Shake Off” symbol. Don’t worry, I’ll explain those later. For now, just put the little Resurface Tokens (A, B, and C) in the water spaces of the matching zones. It helps to see all the options for the round.

    Note: If we run out of Resurface cards, no problem! Just mix up the ones we’ve used and start a new deck.

    Step 2: The Shark Picks

    Get ready for some secret business. The Shark picks one of the three Resurface cards and puts a big Resurface Token (A, B, or C) face down in front of them.

    The Shark can also play one Shark Ability card from their hand. Just put it face down under the Resurface Token. Sneaky!

    Shark Ability Cards

    Every Shark Ability card makes the Shark’s turn more powerful in some way. The ability is active during the round when the card is played. The card is removed from the game at the end of the round, whether the ability was used or not.

    Step 3: Crew Prepares

    The Crew gets ready for the Shark’s arrival by making moves (optional), selecting Weapons, and placing Target Tokens. The Crew can talk about their options and plans, but they shouldn’t do it until after the Shark has chosen their Resurface Token in Step 2.

    Move

    Each Crew Member can move up to 2 spaces that are next to each other. You can move across Boat Spaces and/or Water Spaces. However, if you’re moving from a Water Space onto an adjacent Boat Space, you have to climb back onto the boat, and it uses up both of your moves.

    Choose Weapon

    Hey there! Let’s talk about the weapons in our crew gear cards. When it comes to fighting the Shark, each crew member gets to choose one weapon to use. We have three types of weapons, and you can spot them by looking at the symbol in the top-left corner of the card.

    Let’s Talk About Melee Weapons

    Hey there! I want to chat with you about an exciting topic: melee weapons. These magical tools give you the power to get up close and personal with the Shark and inflict damage. How cool is that?

    Firearm Weapons

    Did you know that there are special weapons called firearms? These awesome tools give you the ability to roll dice and hurt the Shark. The best part is, you can use them from any distance!

    Weapons You Can Attach

    These are weapons that can be attached to the Shark. When you attach them, they have a special power that makes it harder for the shark to do things, and this power lasts as long as the weapon is attached.

    Each Crew Member picks a weapon card that they want and puts it above their Character Board.

    Where to Put the Target Token

    When it’s time for the Shark to resurface, every Crew Member picks a spot in the water where they think the Shark will appear. You can choose the same spot as other Crew Members if you want.

    If you’re using a melee weapon or an attachable weapon, you need to be in the same spot or next to the water spot you’re aiming for.

    If you’re using a Firearm Weapon, you can target any Water Space, no matter where you are.

    Accessories

    Crew Gear cards without a symbol in the top-left corner are called Accessories. You can use Accessories along with Weapons. There are three types of Accessories:

    Chum
    Ammo
    Shark Cage

    Step 4: Shark Reveals

    The Shark flips over the Resurface Token they chose. The two unused tokens are discarded. Put the Shark Mover in the chosen zone’s Water Space and return any Target Tokens that are not in that space.

    If the Shark played a Shark Ability card, it is revealed and its ability takes effect.

    Shake Off

    If the chosen Resurface card has a “Shake Off” symbol, the Shark discards all Attachable Weapons that are attached to them.

    The Impact of Spaces and Adjacency

    The way members of the Crew move and attack, as well as how the Shark attacks, is determined by the concept of adjacency.

    But what exactly does “adjacency” mean? Well, it refers to the close proximity between objects or spaces. In this case, it determines the range and effectiveness of movements and attacks.

    Let me give you an example to make things clearer. Say, for instance, that you want to move your Crew member or the Shark to a specific space on the board. The adjacent spaces are the ones that are directly next to the space you’re currently occupying. These are the spaces that you can easily move into or attack. Non-adjacent spaces, on the other hand, are further away and require special actions to access.

    Now, why is adjacency important? Well, when you’re in an adjacent space, you have more options available to you. You can move freely, attack with melee weapons, or use attachable weapons. For the Shark, adjacency affects how it can attack the Crew members. It can only target adjacent spaces, and the effectiveness of its attacks depends on its position in relation to the Crew.

    So, as you can see, understanding and taking advantage of adjacency is crucial in the game. It allows you to strategically position your Crew members or the Shark for optimal movement and attacks. By utilizing adjacency effectively, you can gain an upper hand and increase your chances of winning.

    When Act 2 begins, each zone is divided into two spaces. There’s a Boat Space and a Water Space in each zone. However, once a Boat Tile is destroyed and taken out of the game, that zone will only have a single large Water Space. You can identify the boundaries of all the spaces by looking for the white lines and tile edges.

    Spaces are considered adjacent if they share a border, either a white line or a tile edge. However, diagonal spaces are not considered adjacent to each other.

    Example of Adjacency: In my game, the space where Hooper is located is right next to three boat spaces and one water space. If Hooper decides to use a melee weapon or an attachable weapon, his only choice is to target Resurface Zone B.

    As the boat sustains damage, the arrangement of spaces around Hooper will change.

    Here’s another example of how adjacency works: One of the boat spaces (C) is damaged, and another one (A) is destroyed. Now, Hooper is next to two boat spaces and three water spaces because his space touches all of them.

    If Hooper uses a melee weapon or an attachable weapon, he can choose which of the three resurface zone options to attack, because he is right next to all of them.

    Step 5: Crew Attacks

    If a crew member attacked the correct zone, they can now attack the shark. The crew members can attack in any order. If a crew member attacked the wrong zone, they cannot attack.

    When you attack the shark, follow these steps based on the type of weapon you used.

    Melee or Firearm Weapon

    When you roll the number of dice shown on the card, count up the Hits you roll. If the weapon has a +, add 1 Hit to your total.

    If the total number of Hits is the same as or less than the Shark’s Evade value (shown on the Resurface card), then your attack misses and the Shark doesn’t get hurt.

    If the total number of Hits is higher than the Shark’s Evade value, your attack is successful. Subtract the Shark’s Evade value from the total number of Hits, and the Shark gets hurt by that many Wounds. The Shark moves the clip on their Wound Track one slot for each Wound they take.

    Some Weapons have special abilities that change how they work. Make sure to read and follow the instructions on the chosen Weapon.

    Imagine this scenario: I am Hooper, and I’m attacking with my Rifle. I roll two dice and manage to get 3 Hits. But wait, my Rifle has +W, which means I get an additional Hit, bringing my total to 4 Hits. Now, let’s see what happens next.

    The Shark I’m attacking has an Evade value of 2, but that won’t save it. Since my attack resulted in 4 Hits and the Shark’s Evade value is only 2, my attack is successful.

    The Shark takes 2 Wounds because I had 4 Hits but the Shark’s Evade value only managed to reduce it by 2. To keep track of the Wounds, the Shark moves the clip on their Wound Tracker two slots.

    Attachable Weapon

    Here’s an interesting twist. If you have an Attachable Weapon, you can automatically attach it to the Shark without needing to roll any dice. The Shark’s Evade value won’t affect this attack either. Just place the Weapon card face up in front of the Shark. Its ability immediately goes into effect and will stay in effect until the Shark can shake it off.

    Step 6: Shark Attacks

    Now it’s decision time for the Shark. It can choose to attack either the boat or one of the Crew Members in the water.

    Attack The Boat

    When it’s your turn to attack, you can choose to attack a Boat Space. It’s important to note that you must be next to the Boat Space you want to target.

    To attack, simply declare which Boat Space you are targeting. Roll the number of dice indicated on the Resurface card and count the number of Hits you roll. The outcome of the attack will depend on the number of Hits needed to damage or destroy the Boat Space.

    Causing Damage and Destruction

    Hey there! Let me tell you a cool secret about Boat Tiles. These awesome tiles have some numbers on them, which actually have a special meaning.

    So, on each Boat Tile, there are two numbers. One of them is smaller, and the other one is bigger. And guess what, they are super important!

    The smaller number tells us how many times the Shark has to roll its dice to do some damage to the Boat Space. Yeah, that’s right! The Shark needs to roll the dice and get a certain number of Hits to hurt the Boat.

    But wait, there’s more! The larger number on the tile shows us the magical number of Hits needed to completely destroy the Boat Space. It’s like a countdown, waiting for the Shark to roll the dice enough times to demolish the Boat.

    It’s really exciting to see the numbers on the Boat Tiles. They give us an idea of how tough the Shark is and how much work it will take to defend the Boat. So, keep an eye on those numbers and get ready for an epic adventure!

    #image.jpg

    The Boat Tiles in the game show numbers on their damaged side. Each number represents the Hits needed to destroy that Boat Space.

    If my roll doesn’t generate enough Hits, my attack misses and nothing happens to the Boat Space.

    If my roll generates enough Hits, I flip the Boat Tile to the damaged side.

    If my roll generates enough Hits to destroy the Boat Space, I remove the Boat Tile from the game board.

    When a Boat Space is damaged or destroyed, all Crew Members on that Boat Space fall into the water. After flipping or removing the Boat Tile, I move their Mover(s) to the Water Space in that area.

    Attacking a Crew Member

    I can choose to attack one Crew Member. The targeted Crew Member must be in the water and in my space or an adjacent Water Space. I cannot attack a Crew Member who is on the boat.

    Hey there! I’m here to explain how attacking works in the game. When it’s my turn to attack, I need to announce which Crew Member I’m going for. Then, I roll the dice to see how many times I can attack.

    For each hit I roll, the Crew Member I’m attacking will take one Wound. They’ll move the clip on their Wound Track to show how many Wounds they’ve taken.

    Bonus Attack(s)

    But wait, there’s more! Before I go back underwater, I have a chance to make a Bonus Attack. This time, I can attack each Crew Member that’s in the water near me.

    I’ll roll one die at a time and target each Crew Member that’s in my space or an adjacent Water Space. If I roll a hit, they’ll take one Wound. So, the more hits I roll, the more Wounds they’ll have.

    Shark Attack Example: Imagine this: You’re swimming in the ocean, and there’s a Shark nearby. The Shark has a choice to make. It can attack one of two Boat Spaces that are right next to it. In this case, the Shark decides to attack the Boat Space where Quint is.

    Now, let’s talk about a card called Resurface. This card has two dice symbols on it, which means the Shark gets to roll two dice. The Shark rolls the dice and gets 3 Hits. That’s enough to destroy the Boat Space! The Boat Tile is taken off the game board. Since Quint was on that Boat Space, he falls into the water.

    Bonus Attack Example: Now, let’s move on to a Bonus Attack. The Shark can roll a Bonus Attack against any Crew Member who is in the same space as the Shark, or in a Water Space that’s right next to it.

    The Shark decides to roll a die against Quint. Unfortunately, the roll comes up blank. The Bonus Attack misses, and Quint doesn’t get any Wounds.

    Next, the Shark rolls a die against Brody because his Water Space is now next to the Shark. This time, the Shark gets lucky and rolls two Hits. Brody takes two Wounds.

    Getting Rid of Team Members

    Let’s talk about a tricky topic – getting rid of people from your team. It’s never easy, but sometimes it has to be done. Sometimes people just don’t work out, and it’s important to address the issue. So, how can you go about eliminating crew members in a way that is fair and respectful?

    Firstly, it’s crucial to remember that we are all human beings. We all make mistakes and have our weaknesses. So instead of pointing fingers and blaming, let’s approach this situation with empathy and understanding.

    Before taking any action, it’s crucial to evaluate the situation thoroughly. Ask yourself, “Are there any external factors affecting this person’s performance? Can their behavior or attitude be fixed with proper guidance and support?” Sometimes, all it takes to resolve an issue is a bit of communication and mentoring.

    However, if you’ve taken the time to address the concerns and the individual is still not meeting expectations, it may be time to take the next step. Before making any final decisions, make sure you have concrete evidence to support your claims, such as documented instances or performance evaluations.

    When approaching the conversation, be transparent and honest. Start by expressing your concerns and providing specific examples of the issues at hand. It’s essential to be clear about your expectations and give the person a chance to reflect on their behavior and performance. Ask probing questions to help them understand the impact of their actions.

    Remember, the goal is not to embarrass or humiliate the person. It’s about finding a solution that works for both parties. Give them the opportunity to voice their perspective and offer suggestions for improvement. Maybe they are facing personal challenges that are affecting their work, and there might be ways to provide additional support.

    If, after a reasonable amount of time and effort, there is no improvement, it may be necessary to part ways. When you reach this stage, it’s important to handle the situation with professionalism. Offer support in finding new opportunities and provide a reference if appropriate. Ending the relationship on a positive note can make the transition easier for all parties involved.

    To summarize, eliminating team members is never a decision to be taken lightly. It’s crucial to approach the situation with empathy, understanding, and a desire to find a mutually beneficial resolution. Remember, we’re all human, and sometimes people just don’t fit into certain environments. It’s not about blaming, but rather finding a better fit for everyone involved.

    If you reach the maximum number of wounds, you’re out of the game. Say goodbye to your Crew Mover and all your Gear cards.

    When the round is done

    Once the Shark has finished attacking and any Bonus Attacks, the round is over. The Shark goes back down into the ocean.

    Take the Shark Mover off the game board, put all the Target Tokens back on the Crew Members, and discard the face up Resurface card and the Shark Ability card (if it was used). Get ready for a new round, starting with Step 1.

    When the game is over

    The game can end in three ways:

    1. If all three Crew Members are eliminated, I win as the Shark.
    2. If the Orca is destroyed and all the Boat Tiles are gone, I win as the Shark.
    3. If my Wound Tracker reaches the maximum number of wounds, I am eliminated and you, as the Crew, win.

    Playing Act 1 or Act 2 Separately

    You have the option to play either Act 1 or Act 2 on its own, with a few modifications:

    Act 1

    If my Swimmer Track reaches slot 7 or higher, the game ends right away, and I win.

    During setup, I’ll receive six random Shark Ability cards. Each Crew Member will get their corresponding Gear cards, and then the Crew gets

    Act 2

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