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Aquamarine

Aquamarine Rulebook

Table of Contents

Table of Contents

  • How to Play
  • Time of Day
  • Movement and Air
  • The Dives
  • Turn Structure
  • Ending a Dive Early
  • Game End
  • When Playing Solo
  • Frequently Asked Questions
  • Shipwreck Bonuses
  • Scoring

How to Play

Aquamarine is played over a series of turns. Each turn, players draw a box on their own game sheet to show which part of the ocean their diver is exploring. Creatures and objects enclosed within these boxes are considered 'discovered' and will score points at the end of the game. The game ends after 24 turns have been played.

Time of Day

The 24 turns of the game are split into 12 turns of 'day' and 12 turns of 'night'. Some creatures and objects can only be seen or scored in the day or the night. At the start of the game, one player rolls a die to determine which position on the turn track all players will start from. Mark the corresponding number on the turn track and then each turn progresses clockwise, marking off the turn until 24 turns have been played.

Movement and Air

Each turn two dice are rolled and all players must use the results to move their diver. Players draw a box on their game sheet of size equal to the die result chosen (i.e. enclosing that number of grid squares). It must have a rectangular or square shape and follow placement rules (see 'The Dives').

If a player chooses the higher value dice result then they must also cross off air in their current tank equal to the difference between the two die values.

If the two dice are the same value, no air is crossed off and players draw a shape 2 squares larger than the number rolled. Furthermore, the shape can be something other than a rectangle. This is the only way players can draw a shape that is not a square or rectangle.

Some examples of non-standard shapes for double 5

The Dives

Over the course of the game, players can go on three separate dives, each with a tank of air. A dive starts by enclosing at least one of the spaces directly below one of the boats on the ocean surface. From here, each turn a player will further their dive by drawing a new shape orthogonally connected to the previously drawn one.

Starting dive positions

A dive ends once a player completes a turn where they crossed off the final air space in their current air tank (regardless of whether they needed to spend further air or not), or they choose to end their dive early (see 'Ending a Dive Early'). On their next turn, they will start a new dive, again enclosing a space directly under one of the boats.

The same boat can be used for multiple dives but the shapes of each new dive can never touch the shapes of any previous dives, even at corners (you don't want to see the same things twice!).

If a player completes their third and final dive before the 24th turn, their game is over, and they skip any further turns.

Turn Structure

1. ROLL One player rolls two D6.

2. MOVE All players simultaneously choose one of the die results to dive with and may draw a box equal to that size on their game sheet. Multiple players can choose the same result, and in rare cases a player may choose to not draw any box if they wish.

If this is the first turn of your current dive, your shape must enclose at least one or more of the 4 grid squares directly below one of the three boats on the ocean surface. Otherwise, the shape you draw must have at least one space that is orthogonally adjacent to at least one space of the shape you drew last turn. In either case, the shape you draw cannot overlap with any other previously drawn shapes, nor can it overlap with any rocks. It also cannot touch (even at a corner) any shapes from a previous dive.

3. DISCOVER Once you have drawn your shape, check to see if you need to mark anything on your sheet based on what you enclosed.

Stingrays and Cuttlefish: If you just enclosed a Stingray at the wrong time of day, i.e. during the Night, it will not be scored. Cross it out to remind you of this. Similarly, if you just enclosed a Cuttlefish during the Day, you must cross it out. You are reminded of when each of these two animals can be scored on the turn track.

Coral: If you enclosed two or more Coral, check to see whether you enclosed both types in the same shape. If you did, you must cross out all the Coral enclosed, and it will not score. Coral only scores if only a single type is found in the shape (no matter how much there is).

Beacons: If you just enclosed a Beacon, immediately circle a matching symbol in the scoring area matching the time, i.e. Day or Night. Beacons only score as pairs, one explored in the Day, and one in the Night.

Shipwrecks: If you have now enclosed all spaces of a Shipwreck (they can be enclosed by multiple different shapes over different turns), circle a bonus of your choice at the bottom of the sheet. You will score points for this bonus at the end of the game.

4. CHECK AIR If you chose the higher value die, mark off spaces in your current air tank equal to the difference between the two values. Regardless of whether you chose the higher or lower value, each turn mark off one additional space on your current air tank if you are below the -1 AIR depth level, or two additional spaces on your current air tank if you are below the -2 AIR depth level (you still spend this air if doubles were rolled this turn).

You may use air on a turn beyond what is remaining in your tank. If you do this, simply mark off as many spaces as possible, and take your turn as usual. The next turn, you must start a new dive back at the surface.

If you enclose an Air Bubble in your shape this turn, you do not cross off any air this turn, for any reason.

5. ADVANCE TIME Mark off the next space on the turn track (going clockwise). If you mark off the final space on the track, the game is now over. Otherwise, roll the dice again and start the next turn.

If you have marked off the final space of your current air tank this turn, you start a new dive on the next turn.

Ending a Dive Early

After the dice are rolled each turn, you may choose to end your current dive prematurely. If you choose to do so, cross off all remaining air in your current tank. Then use the dice as if you were just starting a new dive, enclosing at least one space below a boat on the ocean surface. Any air you would need to spend, such as for choosing the higher valued die result, is crossed off from your new air tank.

Game End

The game ends after 24 turns have been played, or if all players have completed their third dive. Players then tally up their points, and the player with the most is the winner. If there is a tie, all tied players share the victory.

When Playing Solo

The solo game functions exactly the same as the multiplayer game, except with an additional requirement: Each of your three dives must reach at least one space below the first dive mark line located on the right of the sheet. If any dive fails to reach this depth, you have lost the game. Otherwise, you tally your score as per the standard scoring. Additionally you can achieve a silver or gold victory by having each of your three dives pass the second or third mark lines respectively.

Frequently Asked Questions

https://boardgamegeek.com/thread/2907820/aquamarine-rules-official-faq

Shipwreck Bonuses

Bonuses count discovered elements from all of your dives.

  • Cuttlefish icon: Score an additional 5 points for each discovered Cuttlefish
  • Coral icon: Score an additional 1 point for each discovered Coral
  • Flag icon: Score an additional 5 points for each scored flag (max 1 Flag per dive)
  • Wreck icon: Score 5 points for each Wreck you fully explored
  • Beacons icon: Score an additional 8 points for each pair of Beacons you discovered, one in the Day and one in the Night
  • Stingray icon: Score an additional 5 points for each discovered Stingray.

Scoring

STINGRAYS and CUTTLEFISH Score 5 points for each of these two animals you discovered, as long as it was at the right time (Day for Stingrays, Night for Cuttlefish).

JELLYFISH Lose 2 points for each Jellyfish you enclosed.

CORAL Score 2 points for each Coral you discovered (as long as only 1 type is present in the shape).

BONUSES Total the points scored from your circled shipwreck bonuses.

BUTTERFLY FISH SHOALS Each shape scores 1/3/6/10/15 points if it enclosed 1/2/3/4/5 Butterfly Fish.

FLAGS Players score the written points if they enclosed the matching flag. However, players can only gain the points from a maximum of one flag for each dive. If they enclosed more, they only score the flag with the highest value.

BEACONS Players score 15 points for each pair of Beacons they enclosed, as long as within each pair one Beacon was enclosed during the Day, and one was enclosed during the Night.

Author: Matthew Dunstan | Translation: N/A