Table of Contents
- Coordinate Cards
- Let’s Move Cards
- Moving the Boat
- Moving the Croc
- Collecting Treasures
- Round End
- Start a New Round
- Game End
- Lonely Jungle Waterfall
- Lonely Jungle & Swamp Tiger
Include everything from the base game except the Pilot card. See note at the end of this section for rules to play Lonely Jungle with the Waterfall and Swamp Tiger expansions.
Setup is the same as in the base game, except don’t assign a Pilot. Deal 4 cards for your hand. Then, deal the “Croc’s hand.”
The Croc’s hand is a pile of map-side up cards that will be used to determine the movement of the Croc throughout the game. The number of cards dealt to the Croc’s hand each round is the same as the number on the Croc card pointing toward the Swamp. (For your first time, we suggest starting the Croc at easy, in which case the Croc’s hand would start with just one card.)
After dealing the Croc’s hand, add one Map card to the Swamp. You may do this one of two ways: Either look through your hand and select one card OR select the top card from the Deck. Add the selected card to the end of the Swamp in the same orientation as the starting Map card so the Swamp begins with two cards.
Finally, select any one Adventurer play.
Collect at least 3 Kingsfoil and get out of the Swamp with 12 or more points without getting caught by the Croc or running out of cards to deal both your hand and the Croc’s hand at the start of a round.
The game plays over a series of rounds with each round consisting of you and the Croc alternating play of one card each without drawing to refill either hand. When one hand runs out of cards, continuing playing cards from the other hand until both hands are exhausted. All cards will be played map-side down onto the same pile, called the Movement pile, regardless of color or number.
You will play first. When it is your turn to play, you may choose any one card from your hand. When it is the Croc’s turn, the topmost card of the Croc’s hand is played.
When you play a Coordinate card, choose any corner to point toward you. Immediately move the Boat this number of spaces. If the next card beneath it on the Movement pile is a Coordinate card the same color as the card you just played, move the Boat one extra space.
When the Croc plays a Coordinate card, randomly (without looking) choose a corner to point toward you. Immediately move the Croc this number of spaces to bring it closer to the Boat. The Croc does not get a bonus for playing a Coordinate card the same color as the card beneath.
Let’s Move Cards
When you play a Let’s Move card, play it so all corners of the topmost Coordinate card in the Movement pile are still visible. Immediately repeat the most recent movement just made by you or the Croc! (For example, if the Croc just played a 2 and moved two spaces and then you play a Let’s Move card, immediately move the Croc two more spaces. If the Croc then plays another Let’s Move card, move the Croc two more spaces!)
If a Let’s Move card is the first card played on the Movement pile, no movement occurs.
Moving the Boat
When moving the Boat, the following rules apply:
- The Boat may only move left, right, up or down (orthogonally) and never diagonally.
- The Boat cannot move through the walls of mangrove trees.
- If the Boat moves from one Map card to another, it may not move back to the card it just left.
- If the Boat moves to the last Map card, the top card from the deck (if available) is placed at the end of the Swamp in the same orientation as the rest of the cards in the Swamp.
Moving the Croc
- The Croc must always move closer to the boat.
- The Croc may only move left, right, up or down (orthogonally) and never diagonally.
- The Croc may move backwards or forwards between Map cards as needed.
- The Croc may not move through walls of mangrove trees.
Collecting Treasures occurs the same way is it does in the base game with one difference. Every time you collect a Treasure, no matter what type it is, rotate the Croc card to the next number!
The round ends when both your hand and the Croc’s hand are exhausted. Reshuffle the cards in the Movement pile only and place them at the bottom of the Deck. Lastly, rotate the Croc card to the next number.
Start a New Round
Begin a new round by dealing your hand and the Croc’s hand from the Deck. Deal four cards to you and the same number of cards to the Croc as shown by the current number on the Croc card pointing toward the Swamp. In some cases there may be a big difference between the sizes of the hands.
Add one Map card to the Swamp in the same orientation as the other cards in the Swamp by choosing any card from your hand or selecting the top card of the Deck.
Continue play by choosing the first card from your hand to play.
The game ends when either you exit the Swamp (by way of a space with an arrow pointing off the card) with at least 3 Kingsfoil and 12 or more points, OR when the Croc catches the Boat, OR when there are not enough cards to deal both your hand and the Croc’s hand at the start of a round. Only in the first case can you declare victory!
Lonely Jungle & Waterfall
To play Lonely Jungle with the Waterfall, shuffle the Waterfall card into the Deck. Whenever the Waterfall card appears at the top of the Deck, immediately add it to the Swamp. All other rules for the Waterfall remain the same.
Lonely Jungle & Swamp Tiger
To play Lonely Jungle with the Swamp Tiger expansion, shuffle the 4 Pounce cards into the Deck. Whenever a Pounce card is played to the Movement pile, the Tiger attacks following all the same rules as in the Swamp Tiger expansion, with the exception that you need only reduce one of the collected Treasures by one (instead of two).