This is an add-on for the asymmetric duel game "Kelp - Shark vs. Octopus", consisting of 6 mini-additions that will diversify your usual gaming experience with new strategic possibilities and unexpected antics. Evolve and prove your supremacy!
This pack of mini-addons introduces 6 new game mechanics to your duels. Three of them are mostly intended for the shark and three – for the octopus, but some of them can be useful for both opponents. Experiment by adding them to the base game individually or combining them to your liking. Create unique combinations: make the first games easier for beginners or intensify the confrontation for experienced players.
How to play
Let`s consider the features of each of the extensions separately:
- Jellyfish. At the start of the game, the octopus places a jellyfish on 1 of the flow cells adjacent to the central area of the field. Whenever the octopus needs to draw cards, it can move the jellyfish to a free current cell around the center area. Also, when the octopus changes blocks in zones adjacent to the jellyfish, it pays 1 less than the cost of revealing the move card. The player for the shark loses up to 4 units of energy when opening a block adjacent to the jellyfish. You can`t end a move on a jellyfish, but you can use it as a current with any value.
- Rocks. Shark during the "Search/Attack" step. may place a rock token in the area where she searched or attacked this turn. Each zone can only have 1 rock token remaining until the end of the game. Tokens change the value of the zone by 5+ and have the following effects: traps do not work; blocks are always open; Octopus must reveal an additional block to shuffle a block out of this zone.
- Coconut. When Octopus shuffles the blocks, he can place a coconut token on one of them. If a block with a coconut is opened or moved, it is removed from the supply. The shark must spend 6 to find or attack the coconut block.
- Hiding rooms. When the octopus moves the shark to the hideout, the 4 alternate growth tiles are shuffled and placed in the hideouts, one in each, instead of the base ones. Now they can be filled in any order, but before placing dice on the next tile, the previous one must be completely filled. When a tile is completely completed, it is flipped over, but not yet activated. To do this, the Shark must be in this hideout during the "Grow" step, and after — move this tile to the growth track.
- Sea Urchins. When an octopus swaps 2 blocks, it can place a sea urchin in one of the empty current cells or in an empty connected cell, but no urchins can be placed next to each other. Now, to swim across a sea urchin, the Shark player must place a 5 or 6 current die on the cell in front of the sea urchin and use it to swim across both cells. He can apply additional current dice behind the hedgehog if their values are lower than the previous ones. The hedgehog itself is not a current, and after that it must be removed from the field. Octopus will be able to lay it out again in one of the following moves.
- Reflexes. Before the game, the Shark player replaces growth tile #2 with the "Reflexes" tile. As soon as such a tile is filled, it is turned over and all 3 reflex dice are added to the shark pouch. Blue-yellow is the dice of current or search, blue-red – by the current or attack dice, and yellow-red – is a search or attack dice. The rules for normal dice also apply to reflex dice.
Thanks to this addition, the authors managed to improve the game, adding strategic diversity, interesting situations and considerable replayability to its games. This – a real must-have for every fan of the original game!