Setup
Each player receives:
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1 ocean mat — a personal 3-column, 3-row grid representing Sunlight (top), Twilight (middle), and Midnight (bottom) zones
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1 starting hand of fish cards drawn from the shared deck
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3 diver tokens (one per column/dive site)
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Egg and young tokens placed in a shared supply
Shuffle the fish card deck and prepare the card display (a market row of available fish). Place school tokens and achievement tiles within reach.
On Your Turn
Each turn you take one of two actions:
Option A: Play a Fish Card
Choose a fish card from your hand and place it onto your ocean mat:
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Each fish card shows a depth requirement — it can only be placed in its allowed zone(s) (Sunlight, Twilight, or Midnight)
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Each fish card has a cost you must pay (typically tucking/consuming other cards or spending resources)
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When placed, the fish's "When Played" ability triggers immediately
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Some fish have ongoing abilities or end-of-game scoring bonuses
Tip: Consuming a fish (tucking a card under another) costs you that card's printed score, but each consumed fish is worth 1 point at game end. Build chains where the abilities gained outweigh the score sacrificed.
Option B: Dive at a Dive Site
Send one of your diver tokens down a column on your ocean mat:
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The diver moves from top to bottom, activating the ability of each fish card in that column as it passes
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Abilities trigger in order from Sunlight to Midnight (top to bottom)
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After diving, the diver resets and can be used again on a future turn
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Diving is how you generate resources, draw cards, gain eggs, hatch young, and trigger combos
Weeks and Rounds
The game is played over 4 weeks (rounds). Each week, every player takes 6 turns.
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At the end of weeks 1, 2, and 3, score the current weekly bonus (shown on a shared objective tile)
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After all 6 turns in week 4, the game ends
Key Concepts
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Eggs — Placed on fish cards; each egg is worth 1 point at game end
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Young — Hatched from eggs; each young fish is worth 1 point at game end
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Schools — When you collect enough young of a type, you form a school token worth 6 points
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Consumed fish — Cards tucked under other cards; each is worth 1 point regardless of face value
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Achievements — Bonus tiles earned by meeting specific conditions during the game
End of Game
After week 4, trigger all "Game End" abilities on fish cards in your tableau, then tally final scores.
Winning
The player with the highest total score wins. If tied, the player with the most fish cards in their tableau wins. If still tied, players share the victory.