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Tranquility: Stormy Seas

Expansion for Tranquility

Tranquility: Stormy Seas Rulebook

Table of Contents

Table of Contents

  • 6. Stormy Seas expansion
    • 6.1 Jagged Rocks
    • 6.2 Sea Monsters
    • 6.3 Storm & Compass
    • 6.4 Wild cards

6. Stormy Seas expansion

Included in the game box are the following three mini-expansions: Jagged Rocks, Sea Monsters and Storm & Compass plus the Kickstarter-exclusive 'Wild' cards. They can be used to make the game more difficult, and also add variety.

Note: we recommend adding the expansions in one at a time, especially at the start.

6.1 Jagged Rocks

Difficulty: 1 icon.

The game begins with the Jagged Rocks card placed randomly on one of the six border cards on the left-hand side of the grid. This row is considered as temporarily impenetrable so no cards may be placed into it. After taking your action as normal, before drawing up, you must move the Jagged Rocks card to any row with at least one empty space in it before drawing back up to five cards. If you choose not to move the Jagged Rocks card, you must instead discard two cards. The Jagged Rocks card is removed from the game once four rows have been completed.

6.2 Sea Monsters

Difficulty: 2 or 3 icons (see below).

Depending on the level of difficulty you wish to play shuffle three, four or five Sea Monster cards into the Island and Finish cards before dealing out to players. If you draw a Sea Monster card, you keep it in your hand as one of your five cards. On your turn you may play the Sea Monster card into the grid by placing it on top of any previously played card. The Sea Monster destroys the card and then both cards are removed from the game. This counts as taking an action on your turn. You may never discard a Sea Monster card. The only way to remove them is to play them into the grid.

If anyone tries to end the game by placing a Finish card and one or more players are still holding a Sea Monster card then this must be disclosed. The game continues until all Sea Monster cards in hand have been played. The Finish card may then be played to win the game.

6.3 Storm & Compass

Difficulty: 3 icons.

In setup, add the six Storm cards and shuffle them into the Island and Finish cards before dealing out to players. The six Compass cards are placed to the side of the playing area. You resolve a Storm card as soon as you draw it. You then draw back up to five (or three, see below) cards. The Storms are resolved as follows:

Yellow Storm: Place the Yellow Storm card face up in front of you and immediately discard down to three cards; this is your new hand limit until the Storm card is removed. When the Start card is played, if you have a Yellow Storm you may choose to discard the top two cards from your draw pile without looking at them to contribute to the eight cards that must be discarded.

Note: if a player draws multiple Yellow Storms, the three-card limit remains but they now need multiple Compass cards to remove the restriction (see below).

Purple Storm: Place the Purple Storm card on one of the six border cards on the left-hand side of the grid on a row with at least one empty space. This row is now inaccessible while the Storm is ongoing and may only be removed by a Compass (see below).

Orange Storm: Place the Orange Storm card face up in front of you. For all future turns you may now only play next to an existing card (discarding the appropriate number of cards as per the usual rules) or discard two cards.

Compass cards: Compasses may be played to help the players navigate the Storms and remove playing restrictions. They may be played at any point, including immediately after a Storm has been revealed but not yet resolved. They may also be saved for future use and do not count towards the five-card hand limit. Players may discuss freely which Storm to remove.

Compass cards may be acquired in three different ways:

  1. When the Start card is played, the players earn one Compass card between them.
  2. When filling an entire row with consecutive cards (e.g. 12, 13, 14, 15, 16, 17).
  3. If any player chooses to discard their whole hand.

Note: a player subject to the three-card hand limit imposed by the Yellow Storm is still able to gain a Compass in this way.

6.4 Wild cards

Players may choose to shuffle these in deck during setup. They may be used in lieu of any card e.g. Start, Finish, Compass etc (with the exception of Island cards already played) and make the game slightly easier.