Jaws Act 1 Solo/Cooperative

Jaws Act 1 Solo/Cooperative

Additional Materials: 

12 Coins or Counters to be used as Threat Tokens

8 printed Shark Action cards (Playtest cards available here: https://tinyurl.com/c9dec2rk )

Act 1 Changes:

Setup

  1. Shark:

    1. Place the Power Tokens face up near the Shark 

    2. Shuffle the Shark Action Deck movement rule side up and place it next to the shark board.

    3. Place the shark Threat Tokens next to the shark board

    4. Do not choose a starting location for the shark.

Phase 1: Event Phase

  1. Play this phase normally.

  2. Changes to specific cards:

    1. Caught the Wrong Shark

      1. The Shark’s extra action takes the following priority:

        1. If possible, the shark eats an extra swimmer in a threatened beach

        2. If possible, the shark moves to threaten a beach that would let it eat more swimmers this turn

        3. Else, add an extra movement to the shark

    2. Ben Gardner’s Boat

      1. If a boat is in a space with a Threat Token, remove that Threat Token to knock the captain into the water.

      2. If both boats are in threatened water, Hooper gets knocked into the water.

Phase 2: Shark Phase

  1. Flip the top Shark Action Card over, next to the draw deck.

  2. The shark will go through the actions stated on the card.

    1. If this is the first turn, the shark appears in the location with the most swimmers.

      1. If there is a tie, consult the tie breaker icon on the card. The shark will eat swimmers at the indicated beach, or the next tied beach in clockwise order.

      2. Place a Threat Token tails side up in that space.

      3. Continue with the rest of the actions on the card.

  1. Eat actions 

    1. Remove up to the indicated number of swimmers from the threatened location with the most swimmers. 

      1. If there is a tie, consult the tie breaker icon on the card. The shark will eat swimmers at the indicated beach, or the next tied beach in clockwise order.

    2. Place the Shark Mover Token at this location. 

    3. Remove all the Threat Tokens from all the other water locations. Then remove the Shark Mover Token as the shark disappears back into waves.

    4. If the shark cannot eat any swimmers, assume the shark moves 3 for its turn.

  2. Move actions 

    1. Note the movement rules on the back of the next card. This tells you where the shark can move this turn.

    2. Add Threat Tokens tails side up to all unthreatened water spaces, according to the movement rules, that are adjacent to water spaces that currently have a Threat Token. (A space may never have more than one Threat Token.)

    3. Repeat this process the number of times indicated.

For Example: Move 2 would add a Threat Token to all adjacent water spaces, and then add another Threat Token to all the adjacent water spaces that just gained one.

Note: Floating barrels do not reveal the shark’s movement, but can be picked up to launch again.

  1. Special Actions

    1. The shark will use a Power Token if certain conditions are possible. Some Tokens have been changed for Solo/Coop play.

      1. Feeding Frenzy

        1. Triggers if a shark can eat 3 or more swimmers this turn.

        2. Discard this token and the shark eats all of the swimmers at the specified beach.

      2. Out of Sight

        1. Triggers the 2nd time the shark does not eat swimmers on its turn.

        2. Discard this token to place a Threat Token on every space.

      3. Speed Burst

        1. Triggers the first time the shark only has 4 or less Threat Tokens at the end of the shark phase.

        2. Discard this token to give the shark an immediate extra move 2 (it still moves according to the rules).

      4. Evasive Moves

        1. Triggers if there are 1 or more barrels floating in a space with a Threat Token. 

        2. Remove the barrel from the water board and place it on this token. 

        3. If at any time there are 2 barrels on Evasive Moves, discard this token and return the barrels to the supply.

  2. If the card has the reshuffle icon: shuffle the used Shark Action Cards back into the Shark Action Deck.

Phase 3: Crew Phase

  1. Quint: 

    1. Launch a Barrel: Place the barrel in your own space or an adjacent water space and flip the Threat Token in that space to heads. 

    2. Roll on the Risk Chart to see if you hit the shark. You may choose a space that does not have a Threat Token, if you do, do not roll.

    3. If you hit the shark, move the barrel to the Shark’s Character Board. Return all the Threat Tokens showing tails to the supply, then flip the Threat Token back to tails.

    4. If you don’t see the shark, return the Threat Token showing heads to the supply and leave the barrel in the water.

  1. Brody

    1. Binoculars: Flip the Threat Token at your beach location to heads.

    2. Roll on the Risk Chart to see if you spot the shark. 

    3. If you spot the shark, return all Threat Tokens showing tails to the supply, then flip the Threat Token showing heads back to tails.

    4. If you don’t see the shark, return the Threat Token showing heads to the supply.

  2. Hooper

    1. Fish Finder: Flip the Threat Tokens in all of the spaces containing Hooper and all the spaces adjacent to Hooper to heads.

    2. Roll on the Risk Chart.

    3. If you spot the shark in Hooper’s area return all of the Threat Tokens showing tails to the supply. Then flip the remaining Threat Tokens showing heads back to tails.

    4. If you don’t see the shark, return all Threat Tokens showing heads to the supply.

Building the playtest cards: Cut all cards out, do not cut on the dashed lines. Fold each card on the dotted line. Glue the cards. Trim the cards to make sure they are the same length.

Changes and Revisions:

Changed Move 1 Eat 1 Move 2 to Move 1 (Anywhere) Eat 1 Move 2 

Changed Eat 1 Move 2 to Eat 1 (Least Swimmers) Move 2. 

Changed Beaches and Deep water M1 E1 M2 to favor beaches with least swimmers.

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