WATER WORLD






INTRODUCTION
Board Game for 2-4 players. 
Each player is a Mariner trying to be the first to find dry land.

DISCLAIMER
Water World is a licensed, copyrighted property. 
This is merely a fan site. 

VICTORY
Be the first player to arrive at dry land. 

VICTORY REQIREMENTS
You must possess a Good Ship (6 or more Ship Quality Tokens). 
You must have 2 of the 3 Navigation Aid Items (Compass, Sextant, Spyglass). 
You must have the Map or a paper copy of the map.
If you have all of that and you start your turn on the Destination Space, you win. 

THE BOARD
The board is a circular track of 24 spaces.
Space #1 connects to Space #24.  
#	Space:
1	Trading Post
2	Water
3	Water
4	Salvage Site
5	Water
6	Water
7	Fishing Spot
8	Water
9	Water
10	Destination
11	Water
12	Water
13	Salvage Site
14	Water
15	Water
16	Fishing Spot
17	Water
18	Water
19	Trading Post
20	Water
21	Water
22	Fishing Spot
23	Water
24	Water

PAWNS
Each player has a pawn of a unique color.
This represents the Mariner and all his possessions. 
Pawns move along the spaces of the game board. 

DICE
Six sided dice are needed. 

FISH TOKENS
Players share a common pile of Tokens. 

SHIP QUALITY TOKENS
Players share a common pile of Tokens.

SALVAGE DECK
Players share a common deck of Salvage cards. 
If the Deck ever runs out, shuffle the discard and draw from it. 

THE MAP
Not to be confused with the Board. 
Use a small shell as fetish to represent the Map. 
The Map is actually a young girl with a Map to dry land tattooed 
Upside-down and backwards on her back. 

SMOKERS
Use a lighter as fetish to represent the Smokers. 
This is a fleet of pirates in possession of an oil tanker. 

INVENTORY
Each player has his own inventory kept on the table in front of him. 
This includes his Ship Quality Tokens (SQT), Fish Tokens, and Salvage Cards. 
The Maximum number of SQT you can have is 6. 
The max number of Fish Tokens and Salvage Cards you can carry is equal to  
2 + 3X where X is your SQT (so a level 6 Ship could carry 20 Items). 
Immediately discard excess items you cannot carry. 

SETUP
Each player gets 1 Pawn and 1 Ship Quality Token. 
The Map starts on one of the Trading Posts. 
The Smokers start on one of the Scavenge Sites. 
The Player pawns start on the remaining Fishing Spots and Trading Posts. 
Players roll high to see who goes first. 

TURN SEQUENCE
Players take turns. 
Play proceeds clockwise. 
Roll 1D6 and move that many spaces in either direction. 
(you must move, you cannot stay in the same space)
If you land on a space containing the Map, you immediately take 
Possession of it, even if another player had it. 

SHIP QUALITY CHART
SQT	Max Move	Notes:
1	3		Raft
2-3	4		Dinghy
4-5	5		Sail Boat
6+	6		Custom Catamaran 
SQT = Ship Quality Tokens
Max Move = When moving, if the result is greater than this, reroll. 

TRADING POST SPACES
If you land on a Trading Post Space roll 1D6: if the result is a 1 then they attack you. 
If attacked you may give them a Book to immediately negate the attack. 
Otherwise roll 1D6. (Add 2 if you have a Gun and Ammo or 1 if you have a spear-gun) 
If this is 4 or more, then you escape: Move 1 Space. 
If the roll is less, then they imprison you: You lose all your items 
And miss your next turn. However, you escape the following turn in your ship.  
If you had the Map, it remains unclaimed at the Trading Post. 
If they don’t attack you then: 
Flip over the Top 3 cards of the Salvage Deck. 
If you have a Woman, flip over the top 4 cards. 
You may trade your cards for these cards on a 1 to 1 basis. 
You may also trade Fish Tokens for the offered Salvage cards also on a 1 to 1 basis. 

FISHING SPOT SPACES
If you land on a Fishing Spot Space roll once on the Fishing Table. 

FISHING TABLE
1D6	Catch:
1-2	Nothing
3-5	Gain 1 Fishing Token
6+	Gain 2 Fishing Tokens
Add 1 to your roll if you have a Harpoon or Speargun
Add 1 to your roll if you have a Net

SALVAGE SITE SPACES
If you land on a Salvage Site Space draw the top card of the Salvage Deck and
Add it to your inventory.  

DESTINATION SPACE
If you land on the Destination Space, immediately roll on the Hazard Table. 

WATER SPACES
If you land on a Water Space roll 1D6: if the result is a 1 then roll on the Hazard Table

HAZARD TABLE
1D6	Hazard:
1-3	Thirst
4	Smoker Ambush
5	Sail Boat
6	Storm

THIRST
If you have a Freshwater Item (Still or Bottle) nothing happens. 
If you don’t you automatically lose 1 Fish Token or 1 Food Item (Plant or Seaweed). 
If you have none, then you miss your next turn. 

SMOKER AMBUSH
Immediately move the Smoker Fetish to your space. 
Treat as a regular smoker encounter. 

SAIL BOAT
Treat this exactly like a Trading post except that they only have 2 Items to trade. 

STORM
You miss your next turn and you lose 1D6 Ship Quality Tokens (Minimum of 1). 

END OF TURN
At the end of your turn move the Smoker Fetish 2D6 Spaces in a random direction. 
If they land on a pawn (including yours) they attack it. 
If they land on a space containing multiple pawns, everyone gets attacked. 
If they land on a Trading Post Space, they pillage it. That Trading post cannot do 
Any more trades for another 1D6 turns. 

SHIP UPGRADES
At the end of your turn, if you weren’t attacked or in a Storm this turn, 
You may upgrade your ship:
Discard Material Items (Rope, Fabric, Wood, Metal) to gain Ship Quality 
Tokens on a 2 to 1 Basis. If you have Tools this becomes a 1 to 1 Basis.  
The Maximum number of Ship Quality Tokens you can have is 6. 

SMOKER ATTACKS
If the Smoker Fetish lands on you, (or you land on them) they attack. 
If you have a Motor and discard a Fuel Item, you Automatically escape: Move 1 Space. 
Otherwise roll 2D6. If this is equal to or lower than your Ship Quality (Plus 2 if 
You have a gun and Ammo. Another +1 if you have a Harpoon), then you escape: 
Move 1 Space. If the roll is higher, then they destroy your ship and imprison you: 
You lose all your items and miss your next turn. However, you escape the 
following turn in a replacement ship with 1 Quality Token.  
If you had the Map it is moved to an empty Trading Post or Salvage Site. 
If the roll is greater, you escape: Move 1 Space. 

GETTING AROUND
On your turn, you may modify your Movement roll. 
If you have a Motor and a Fuel Card, you move 1 extra space. 
If you have any Navigation Aid (Compass, Sextant, Spyglass) you 
May decrease your move by 1 space (to a minimum of 1). 

COPY OF THE MAP
If you have the Map and Paper you immediately make a copy of the map. 
If you lose the Map, you still have the Copy as long as you have the paper. 


SALVAGE DECK CARD LIST
The Deck contains 2 copies of each card listed. 
Card			Notes:
Dirt			Trade Item
Plant			Food 
Seaweed			Food 
Paper			Make Copy of Map
Net			Aids Fishing
Spear-gun		Aids Fishing and Weapon
Harpoon			Aids Fishing and Weapon
Gun			Weapon
Ammo			Weapon
Wood			Material
Metal			Material
Rope			Material
Fabric			Material
Still			Fresh Water
Bottles			Fresh Water
Book			Negate Trader Attack
Motor			Speed and Escape Smokers
Oil			Fuel
Gasoline		Fuel
Alcohol			Fuel
Tools			Aids Ship Upgrades
Woman			Aids Trading
Compass			Navigation Aid
Sextant			Navigation Aid
Spyglass		Navigation Aid



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