Oceans Rules
Oceans Rules
24 SPECIES BOARDS
These boards represent your species. Each one has
10 spaces for population tokens, but the species will
overpopulate if a population token must be placed
on the space with the fishbones. Overpopulation leads
to disease, which means a huge decrease of
that species’ population.
A species feeds on the population of another
species by using the attack icons on their traits: 2
1 REEF
The Reef starts with population, but when it runs
out, it will stay empty unless an event brings more
population into it.
A species feeds on population in
the Reef by using the forage icons
on their traits: 2
1 OCEAN
The population in the Ocean is limitless. When
the first Ocean zone runs out of population, take
population from the next Ocean zone. The last
round of the game triggers when the final Ocean
zone runs out of population.
2
A species eats population from the
Ocean when a gains icon is triggered:
1
25 SCENARIO CARDS
Two random Scenario cards will be placed on the
first two Ocean zones each game, encouraging
players to explore a variety of playstyles.
89 DEEP CARDS
Every card in the Deep is
unique and very powerful.
4 PLAYER SCREENS
The Player Screens keep the scores hidden. Each turn, you
will score 1 population from each of your species and place
them in a score pile behind your Player Screen.
4 BONUS TOKENS
The Bonus Tokens are used during
setup to offset the disadvantage of
going early in the player order.
2
SETUP
Surface
discard pile
Migrate
Number
Surface
deck The Reef Species
boards
Reef Variant
Oceans was originally designed to be played without Scenario cards and without the Deep.
If anyone at the table has never played Oceans, we recommend playing the Reef Variant.
Otherwise, prepare to venture into the Deep!
1. Place the Reef and the Ocean board in the center of the play area. Stack the species boards
nearby.
2. Place the Cambrian Explosion card with the “Reef Variant” side face-down in the first Ocean zone.
3. Shuffle the Scenario cards and put 1 random Scenario card on the shelf of the 1st and 2nd Ocean
zone. Return the rest of the Scenario cards to the box.
Reef Variant: Use Abundance and Fertile instead of 2 random Scenario cards.
4. Shuffle the Surface deck and deal 6 cards to each player, then place the deck face-down
next to the Reef.
5. Shuffle the Deep deck and place two random cards face-up to form the Gene Pool.
6. Place the 60 reserve population tokens in the “reserve” zip-lock bag. These will get used
in the last round of the game.
3
9
5 Gene Pool
3 Deep deck
The Ocean
7. Create a supply of population tokens according to your player count (60 population + 20
population per player) and return any unused population tokens to the box.
8. Roughly divide the supply of population tokens into 4 piles and place each pile into the 4
available locations: the Reef and the 3 Ocean zones. These piles do not need to be exact.
9. Reveal the top card from the Surface deck, and place it face-up to form the discard pile. Look
at the Migrate number on the bottom left of the card, and move that number of population
from both the Reef and the 1st Ocean zone into the 3rd Ocean zone.
4
OVERVIEW
The goal of Oceans is to thrive in an ever-changing ecosystem where food is scarce and predators
lurk. The population of your species can grow by foraging from the Reef , attacking other
species , or passively gaining from the Ocean . So evolve your species to best ensure
their survival. At the end of the game, you will score 1 point for each population token you
accumulated over the course of the game.
The core rules of Oceans as explained in this booklet will get modified during the game.
• Scenario cards override the core rules and apply to every species in play.
• Trait cards override the core rules and the Scenario cards, but they only apply to the
species on which they are played. Most traits have an understood “This species” at the
start of the textbox.
5
Phase 1: Playing Cards
Play 1 Surface card during this phase if the Cambrian Explosion has not yet started. Once the
Cambrian Explosion has started, you will play 2 cards (Surface and/or Deep). Cards may be played
to evolve a species, or to migrate population.
In addition, you may remove traits from your species anytime during this phase. Surface cards are
placed face-up in the discard pile and Deep cards are removed from the game. Check for anything
that needs to be reevaluated now that the trait is no longer in play (Overpopulation, maximum
trait count, etc).
EVOLVE: Most of your cards will be played as traits to evolve one of your species. You may play
a trait on a new species or on an existing species.
An explanation of each of the 12 Surface traits can be found in the Reference Guide.
Multiple copies
of traits are OK
6
PLAYING THE GAME (CONTINUED)
MIGRATE: Instead of using a card to evolve, you will
sometimes use a card to migrate population. The number of
population tokens you migrate is equal to the migrate number
on the bottom left of the card you play. This is the
migrate
Choose a board location; either the Reef or an Ocean zone. number
Discard a card from your hand to move population to the
chosen board location from one other board location. If the
migrate number is greater than the available population, only
move what is available.
Phase 2: Feeding
Choose 1 of your species to feed. It may either forage to take population from the Reef, or attack
to take population from another species.
7
Phase 3: Aging
If the Cambrian Explosion has not yet started, remove 1 population from each of your species and
place it behind your player screen in your score pile. If the Cambrian Explosion has started, place
2 population from each of your species into your score pile. Score all of your population if you
cannot score the full amount.
A species goes extinct if it is not able to age the full amount. When a species goes extinct, discard
all of its traits and put the species board back into the communal supply.
Remember:
• Although only 1 of your species will feed each turn, all of your species age!
• If your species is reduced to 0 population on another player’s turn, it does not go extinct.
You will have an opportunity to feed it during your next turn before your aging phase.
Your turn is now over, and play passes to the player to your left.
8
CORE CONCEPTS
Defensive Traits
2 Traits with black textboxes are defensive traits that
may prevent a species from attacking it. Some
defensive traits have a shell icon. Each shell icon
reduces the number of population taken from an
attack by the number in the shell icon. Shell icons
don’t reduce the attack value of the attacking
species, just the number of population it takes.
Adjacency Arrows
Every species in Oceans lives in the same environment: the left-most species of each
player is adjacent to the right-most species of the next player. Many traits trigger based
on the feeding of an adjacent species. The arrow icon at the bottom of a trait refers to
the species immediately adjacent to that side.
9
Gains
2 Feeding may trigger a gains icon on another species, including a species belonging to
another player. When a species gains population, it takes the number of population in
the blue gains icon from the 1st Ocean zone. If the 1st Ocean zone is empty (or becomes
empty), continue taking population from the 2nd Ocean zone, and from the 3rd Ocean zone
if the 2nd becomes empty. If the 3rd Ocean zone becomes empty, place the 60 “reserve”
population into the 3rd Ocean zone so that every triggered trait is able to take the proper
amount of population.
.
Feeding Example:
If the Tentacled species on the left attacks the Filter Feeder on the right, it will take 1
population from the Filter Feeder’s species board. Additionally, the species in the middle
will gain 1 population from the Symbiotic trait, and gain 2 population from each of
the Bottom Feeder traits (for a total of 5 population). If the Tentacled species attacked
again, it would take another population and the middle species would gain another 5
population (leading to overpopulation).
Overpopulation
After each feeding, resolve everything that was triggered from the
feeding, then check for overpopulation.
Overpopulation occurs if any species has a population token on
the space with the fishbones. Each species that overpopulates loses
population until only 5 population remain on the species board. The
owner of the species may put the lost population in the Reef or in any
one Ocean zone.
If a species overpopulates when resolving its own feeding, it may
not feed again this turn even if it has a trait such as Tentacled that
would normally allow it to feed again. Triggering another species to
overpopulate does not end your feeding.
A species will overpopulate
if it has a token on the
fishbones when you check for
overpopulation
10
SCENARIO CARDS
Creatures must adapt for survival, not only to compete with other species in the ecosystem,
but also in response to various environmental opportunities and threats that arise. These
influences are represented by Scenario cards.
Scenario cards with the teeth icon create a more aggressive environment.
11
CAMBRIAN EXPLOSION
The Cambrian Explosion starts when the 1st Ocean zone becomes empty, and continues until the
end of the game. Remove the Cambrian Explosion card from the 1st Ocean zone as a reminder
that it will never be deactivated. If the Cambrian Explosion begins during a player’s playing cards
phase, they may immediately play a second card (Surface or Deep). If it begins afterwards, they
may not return to their playing cards phase to play a second card.
During the Cambrian Explosion:
• You play 2 cards per turn instead of 1.
• You score 2 population during aging instead of 1.
• You may play Deep cards as well as Surface cards.
Deep cards have an extra cost (see page 13).
12
THE DEEP
Lurking deep below the surface lie mysteries so bizarre they seem unnatural when first
discovered: massive predators, glowing horrors, and beautiful luminescent creatures. These
species hardly seem possible in the realm of biology, and yet they turn out to be real. The
Deep represents the wonder of scientific discovery, with traits ranging from actual marine
biology to the fantastic. Venture into the deep at your own risk!
Every card in the Deep is unique, powerful, and has a cost if you use it to evolve a species!
They may be played to evolve a species or to migrate population.
To evolve a species:
1) Pay the cost of the Deep card you are about to play by moving population equal to its
migrate number from your score pile to the Reef or any one Ocean zone.
2) Place the Deep trait on a new or existing species.
To migrate population:
You do not need to pay a cost when using a Deep card to migrate population. Remove the
card from the game after playing it.
Find additional cards, expansion cards, and promo cards to evolve your copy of the
Deep at www.NorthStarGames.com/theDeep.
13
END OF GAME
The last round of the game is triggered immediately when every Ocean zone is completely empty
of population. Place the 60 population tokens from the “reserve” zip-lock bag into the 3rd Ocean
zone and continue playing as normal. The game ends when the final player in the turn order
completes their turn, even if there is still population in the Reef.
Players score:
• 1 point for each population in their score pile.
• 1 point for each population on their surviving species.
• the points listed on their Bonus Token.
The player with the highest score wins. In case of a tie, the tied player with the most trait
cards on their species wins. If there is still a tie, the first person to get a job on a fishing boat
in Alaska is the winner!
14
CREDITS
GAME DESIGN
Game Designers: Nick Bentley, Dominic Crapuchettes, Ben Goldman, Brian O’Neill
@Nick_Bentley, @DCrapuchettes, @BenjaminGoldman
Project Lead: Dominic Crapuchettes
Game Developers: Dominic Crapuchettes, Ben Goldman, Julia Williamson
ART
Art Director: Ben Goldman
Box Art: Catherine Hamilton, Guillaume Ducos
The Reef & Surface Cards: Catherine Hamilton
Deep Cards: - see each card -
Graphic Designer: Ben Goldman
Rulebooks & Player Aids: Jacoby O’Connor
Art & Design Advisor: Bree Woodward
WRITING
Rulebook: Dominic Crapuchettes, Jonathan H. Liu, Julia Williamson
Rulebook Editing: Jonathan H. Liu, Van Willis, Apinya Ramakomud
Trait Card Editing: Patrick Masterson, Jonathan H. Liu
PRODUCTION
Production Manager: Apinya Ramakomud, Rick Butler
Box Insert: Apinya Ramakomud
PLAYTESTING
Playtester Coordinator: Dominic Crapuchettes, Ben Goldman, Julia Williamson
Each playtester logged 15 - 30 games, rated every card to make them more balanced and fun, and (in total)
contributed over 10,000 game design comments on Discord. I also want to give a special thanks to the hundreds of
other people who played games with these playtest groups.
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www.NorthStarGames.com