Scuba Beavers

Published Jul05 2024 by Cerise Talis.

Update (Jul07 2024): Included print-and-play asset templates. Added to the Inspirations list. Tweaked a few pixels on the board, resolving asymmetries. Replaced screenshot with photo.

Update (Jul13 2024): Clarified what happens to resources at forks. Added a rule which duplicates clay at dams. Added to the Playtesters list.

Update (Jul15 2024): Added a link to the Air Board Game online version. Made player count, playtime, and materials numbers exact.

Update (Jul21 2024): Added an Example Round with pictures and descriptions. Added missing round tracker step. Clarified cave flooding behavior.

Update (Sep05 2024): Removed the board, and reworked setup accordingly. Reworked ordering to remove Terrain Phase. Changed player order mechanism. Reduced the game length to six rounds. Changed swamps to marshes, and tidied text to remove forests. Removed the photo and Example Round for the time being. Added to the Playtesters and Inspiration lists.

Summary

Tussling beavers gnaw, scoop, and dam their way to deep cavern clay.

This geometric worker placement game tasks players with constructing and managing a complex river network.

Whoever collects the most clay wins! The beavers will be very happy to patch up their leaky homes with precious cavern clay.

Player Count - 2 to 4

Playtime - 30 to 120 minutes

📁 Download rules and assets

🎮 Play on Air Board Game

Background information and credits

Originally made for Thinky Puzzle Game Jam 4.

Playtesters:

Inspiration:

Setup

Materials

Distribution

Give each player 4 beaver meeples. Whoever most recently said "hi!" to a beaver is the first player; order proceeds clockwise.

Set the round tracker token to 1.

Rolling the river

Every river tile has a number of pips on its marsh side.

Place all tiles river-side up. Place a single river tile, then...

  1. Pick a tile, and check its pip count.
  2. Place that many tiles rightwards from the most recent tile.
  3. Pick a tile, and check its pip count.
  4. Place that many tiles downwards from the most recent tile.

Repeat four times total. Done correctly, the river should turn seven times.

Phases

Scuba Beavers consists of six rounds. Every round, complete all three phases in order: the Placement Phase, Resources Phase, and Cleanup Phase.

Placement Phase

On their turn, a player either places a beaver or passes.

Placing a beaver

Choose one of three actions to take: Forage, Build, or Secure.

Forage

Foraging generates resources by creating new tiles or utilizing existing tiles.

Beavers cannot forage in a location that would create a 2×2 patch of tiles.

To determine which new tile to create, note that water flows left-to-right and top-to-bottom.

Build

Pay 3 wood to build a dam on any dam-free river tile. Place a beaver on top of the new dam.

Secure

To secure a dam:

Passing

At the beginning of a player's turn, if they have no unplaced beavers, they are forced to pass. Otherwise, they may voluntarily pass.

A passed player may not take any actions until the next Placement Phase.

Resources Phase

Give the last player to pass the first player token. They'll take the first action next Placement Phase.

At this point, all unflooded caves exposed to the flow of water become flooded caves.

Place resources on occupied tiles.

Then, repeat these steps until all resources are removed from the board:

  1. Move all resources as far as possible.
  2. Remove all stranded resources (resources not at a dam).
  3. Resolve the topmost, leftmost dam.

Resource movement

Resources move in a fashion determined by the terrain below.

Resource movement also follows a hierarchy of terrain.

Caves → Marshes → Rivers

When a resource encounters a fork, it duplicates, with one copy flowing in either direction.

Dam resolution

If the number of beavers at a dam is less than half the number of resources at that tile, the dam breaks (is removed from the board), and resources flow past.

If the dam doesn't break, the player whose beaver is on top of the dam must allocate these resources.

For each beaver on the tile, its corresponding player receives 0, 1, or 2 resources of the allocator's choosing. All resources must be allocated.

Give allocated wood and stone to players. Allocated clay is duplicated on the spot: given to players, but also flowing past.

Cleanup Phase

Return all beavers to their players.

Transform all marshes into rivers.

Each player receives an allotment of wood: 1 wood, or 3 wood minus the number of standing dams, whichever is greater.

Increase the round tracker's value by 1.

Scoring

Scoring begins when one of two conditions are met in the Placement Phase:

  1. The round tracker value increases past 6. In this case, scoring begins immediately.
  2. There are no more river or cave tiles left to place. In this case, players may not commit any additional beavers to foraging. Scoring begins after the next Cleanup Phase.

Once scoring begins, each player counts their clay. Whoever has the most clay wins! Ties are possible.