License to Krill
License to Krill Rulebook
Table of Contents
Table of Contents
Contents
- 1 Whale Plushie
- 8 Kelp Cards
- 47 Krill Cards
- 25 Whale Cards
- 5 Final Krill Cards
- 5 Red Kelp Cards
- 7 Ocean Market Cards
Game Setup
- Place the OCEAN MARKET cards on the table according to player count (see below). Gray circles show the minimum player count to use the card. Some OCEAN MARKET cards won't be used and should be set aside.
2 Player: Place the OCEAN MARKET cards as shown in the 2 Player diagram (the diagram labels the 2 Player card slots).
3 Player: Place the OCEAN MARKET cards as shown in the 3 Player diagram.
4-5 Player: Place the OCEAN MARKET cards as shown in the 4-5 Player diagram.
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Each player takes a RED KELP card. Place all regular KELP in a pile near the Ocean Market.
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Shuffle KRILL cards and place one faceup on the top half of each Market card slot (called Filling the Market). Place the remaining KRILL deck to the side or on the 2 PLAYER market card.
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Shuffle FINAL KRILL cards and place in the center of the table. Separate out all ten KRILLING TIME! cards from the WHALE cards.
Combine:
- (2) KRILLING TIME! (per player)
- (4) WHALE cards (per player)
Shuffle together and place on top of FINAL KRILL cards forming the WHALE deck.
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Determine a start player (like who ate sushi recently) and target them with the WHALE PLUSHIE. Take turns clockwise. The WHALE PLUSHIE targets players, but doesn't indicate whose turn it is.
When KRILL or KELP cards are eaten put them into the WHALE PLUSHIE in a random order.
The discard pile is shown on the sheet as "I'm the Discard Pile," marked by the whale.
Card Anatomy
- Action Icon: the icon showing the card's action.
- Krill Kred (Victory Points): the Krill Kred value of the card.
- Card Quantity & Tie Breaker: the card's quantity and its tie breaker icon.
- Action/Scoring Text: the text printed on the bottom of the card describing its action or scoring.
- Fun Fact: the card's fun fact.
Example card shown on the sheet: SHELL-FISH, "Swap this card with a card from another player."
Game Play
On your turn:
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Take a KRILL card from an Ocean Market slot and place it faceup in front of you.
The Shark Icon indicates you must immediately do the action printed on the bottom. Actions are performed only when obtaining cards from the Ocean Market (unless the card says otherwise).
Example: Bob takes the ShellFish card from the Ocean Market and must do the action on the card. Bob swaps ShellFish with a card from Neptune. No other actions are triggered since no other cards came from the Ocean Market.
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Resolve the Ocean Market Action from the empty slot.
- Pass the Whale Plushie once or twice in the direction indicated, targeting a new player.
- Whale Card: Reveal the top Whale Card and follow what it says. Thus, a player will resolve more than one Whale Card in their turn.
- Take 2 KRILL Cards. Play 1 and Feed 1 to the Whale. Then clear and refill the Ocean Market.
- Choose any player to target with the Whale Plushie.
Example: Bob took a KRILL card leaving the WHALE CARD slot open in the Ocean Market. Bob must now draw the top Whale Card and do the action.
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Draw a WHALE CARD and resolve the Whale Card Action on it. End your turn by refilling the Ocean Market. Turns proceed Clockwise.
Whale Card Actions
- Breaching: The Whale Plushie targets a player with the most cards in front of them (including KELP).
- Diving: The Whale Plushie targets a player with the most SARDINES cards. Otherwise, nothing happens. Tied? See below.
- Logging: Nothing happens.
- Krilling Time!: Whale target picks a card to feed to the Whale Plushie. If feeding a KRILL card take a KELP card. Gain nothing for feeding kelp.
- Sky Hopping: The Whale Plushie targets the next player clockwise.
- Exploring: Whale target moves the Whale Plushie anywhere.
- Blowing: The Whale Plushie eats all Ocean Market cards. Refill the Market.
- Ambergris: Whale target pulls a random card from the Whale Plushie (no action).
- Tail Slap: The Whale Plushie eats one Ocean Market card (whale target chooses). Refill the Market.
Tie Breaker: Most (water drop icon): If still tied: Pass Whale Plushie clockwise until targeting a tied player.
Winning the Game
After revealing the KRILLING BLOW! card (in last 5 cards), resolve the card, and end the game. Total up the Krill Kred of each player's KRILL & KELP cards.
All cards are scored, including facedown, scoring bonuses, and RED KELP. The player with the most Krill Kred wins and receives a Krill-mazing ovation!
If tied check for the CUTEST KRILL card. If still tied check for the most drops. Otherwise, victory is shared. Give a Fin-tastic round of applause!
Additional Questions
- Barna-Krill: Barna-Krill and hidden card remain linked (stolen or eaten) until the end.
- Ecologic-Krill: Affects all your Plastic Junk (from -4 to +4). Be wary of getting stolen!
- Over-Krill: At the end of the game choose a single card (like Plastic Junk) to double.
- Tacti-Krill: Take an extra Ocean Market card (& do action) at the cost of an existing card.
- Vile Bile: Give a card. Player receiving the "gifted" card does not take any actions.
- Kelp, Red Kelp: The player(s) with the most Kelp receive 3 Krill Kred. It is a limited resource.
- Game Length: You can vary the game length by adding/removing Whale cards during setup.