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Wreck Raiders: The Shark

Expansion for Wreck Raiders

Wreck Raiders: The Shark Rulebook

Table of Contents

Table of Contents

  • Components
  • Shark Die
  • Activating the Shark

Components

  • 1 Shark die (red die with fin and blank faces)
  • 1 Shark (figure)

Shark Die

Whenever you roll the dice pool, include the Shark die. If the Shark die comes up blank, ignore it. If it comes up with a fin result, pair the Shark die with the nearest other die. (If two or more dice are equally near, the rolling player decides which one to pair with.) If you choose the paired die from the reef on your turn, you get to activate the Shark! (Before or after your normal move.)

Activating the Shark

When you activate the Shark, pick one spot in any wreck other than the wreck the Shark is currently in, and move the Shark there. (The Shark begins the game off the board but once it has been activated it will remain in the wrecks.) Any diver in that spot and in either spot next to that spot flees off board back to its owner. The Shark stays in the spot for now.

For example, if the Shark goes to spot 3, the Divers in spots 2, 3, and 4 flee.

The Shark blocks the spot it is currently in. Divers may be sent to the spots next to the Shark as normal, but they immediately flee back to their owners after taking treasures.