Safari Splash!
Safari Splash! Rulebook
Table of Contents
Table of Contents
Game Material
- 120 safari cards
- 6 help cards
- 24 starting cards
- A timer app is available for download (or use a 90-second timer).
Setup
- Make an irregular pile of all the safari cards in the middle of the table. Make sure all the cards are face down (the side with the river).
- Choose a difficulty level (0 is the lowest) and give each player a starting card matching that difficulty. It determines the scoring at the end of the game (see End of the Game). Also give each player a help card. Each player places the help card in front of them and puts their starting card to its right. Note: If you are playing for the first time or with younger players, we recommend choosing level 0 and ignoring the help card (together with its scoring).
- Download and start the Safari Splash! app (Cáklé safari!) or use a timer running 90 seconds.
Gameplay
All players play at the same time, in real time, for 90 seconds. Start the timer at the beginning of the game.
Each player builds their own river in front of them. You build the river by taking cards from the pile in the middle of the table. When you take a card from the pile, turn it face up (the side with the river) and add it to the end of your river.
When taking cards from the pile, follow these rules:
- You may take a maximum of 1 card at a time.
- You may rummage through the pile in the middle of the table and look for buried cards. But once you take and turn over a card, you may no longer put it back.
- On the back of each card there are 3 animals. However, on the face of each card there are only 2 of these 3 animals, because one ran away when the card was turned over!
When adding cards to the river, follow these rules:
- You must add the first card to your starting card. You must add it so that the river connects.
- From then on, you must add each new card to the card you added last. Again, the river must connect. If you break the flow of the river, you obviously cannot raft down it!
- If you take a card that cannot be added because it would break the previous rules (for example because the river has reached the edge of the table), keep this card in your hand and until the end of the game you may not take any more cards from the pile.
SPLASH! (CÁK!)
There are 6 cards in the game that have a splash in the middle. As soon as someone turns a splash card face up, they must say out loud: "SPLASH!" (CÁK!)
When this happens, every player must pass the card they are currently holding in their hand to the player on their left (pass the card face up, so that the river is visible). If you are not holding any card, you must quickly take a card from the pile in the middle, turn it face up and pass it to the player on your left. The passed cards are then added according to the normal rules.
End of the Game
As soon as the timer ends, the game ends. Players score their safari as follows.
Conditions from the starting card
- FAVOURITE ANIMAL (all levels): You gain 1 point for each of your favourite animals on the cards forming your river.
- DISLIKED ANIMAL (levels 1, 2 and 3): You lose 1 point for each of your disliked animals on the cards forming your river.
- SPECIAL PAIR (level 3): You gain 7 points for each special pair of adjacent animals on the cards forming your river. Animals may be adjacent across the edge of a card, not across a corner of a card. Each animal can be part of at most one special pair.
Conditions from the help card (levels 1+)
You gain 3/7/12 points for each group of 2/3/4 adjacent animals of the same kind (including disliked animals) on the cards forming your river. Animals may be adjacent across the edge of a card, not across a corner of a card. When scoring groups of 3 or more animals, you score only the highest size reached for that group (that is, if you have a group of four animals, you gain only 12 points for the foursome, even though inside the foursome there is naturally also a trio and two pairs).
The same animal can be counted in multiple scoring conditions (for example a favourite animal and a trio).
The player with the most points becomes the winner. In case of a tie, the player with the shorter river wins. If the tie still remains, the tied players share the victory.
Scoring Example
The starting card shown is a level 1 card. Scoring (icons in the original: a pink square = favourite animal, a dark red triangle = disliked animal):
- +1 for each favourite animal: 7 favourite animals = +7 points
- -1 for each disliked animal: 3 disliked animals = -3 points
- +3 for each pair: 2 pairs = +6 points
- +7 for each trio: 1 trio = +7 points
- +12 for each foursome: 0 foursomes = +0 points
Total: 17 points.