On the Morrow
Designed by Richard Skifton
Players 1-5
Length 15-20 minutes
Extra Material Suit chips and a small bag

Press-your-luck to get off the island.

"The ocean is insatiable," I think that's what the captain kept muttering to himself. Of course, I get it now. The setting sun looked like it was being swallowed whole. Perhaps the ocean would finally swallow me, too, like it did everyone else? But I cannot spend one more day on this island! On the morrow, I would, in fact, leave. Could I? On the morrow, I would finally end this marooned existence! On the morrow. On the morrow! I kept muttering to myself. I'm afraid…I'm starting to sound like the captain…
-An excerpt from the memoir of DLS

Theme

You've found yourself shipwrecked on an island somewhere in the Pacific. After many nights alone, you've decided to go for the horizon on your very own raft. You just need to gather supplies and enough food to get there. After much debate within yourself, you have decided to leave after one more night, on the morrow…

Setup

In this game you do NOT need any of the Decktet cards—only the suit chips will be used. Take 12 of each suit chip and place them into a bag. Give the chips a good mix. See the links below to find where you can get your own set of Decktet suit chips.

Game play

On your turn you will reach into the bag and pull out exactly two chips. Secretly examine them in your hand. You will take action with one chip and for a 2- or 3-player game discard the other or for a 1-, 4-, or 5-player game return the other to the bag. The chips will either be played to the center or directly to your personal supply as follows:

Suit Meaning Action
moons.png The moons.png represents the traps you place before nightfall to catch the nocturnal animals that roam the island. You must have pairs of moons.pngs in order for traps to be set. Place the moons.png directly into your personal supply. Every time a pair of moons.pngs is completed in your personal supply, you immediately gather all wyrms.pngs from the center AND exactly one wyrms.png from an opponent of your choice.
suns.png The suns.png represents the rays needed to grow the trees. The timber can be used to make your boat off the island. The trees can grow tall and block out the sun of lesser trees, so be careful. When you draw a suns.png chip you may take any number of leaves.pngs from the center to create a tree to the height you desire. Keep leaves.pngs you've collected in a stack under the sun that grew them. If your tree you've just collected is taller than the other trees in your supply the lesser trees must be discarded. You may keep trees of the same height. Note: Trees can even be just the suns.png chip alone.
waves.png The waves.png represents the supplies brought in by/from the sea. When you place the waves.png in your personal supply, based on the number of waves.png(s) you own, take that many knots.png(s) from the center.
leaves.png The leaves.png represents the trees on the island. Place the leaves.png in the center and go again.
wyrms.png The wyrms.png represents the nocturnal animals that roam the island by night. Place the wyrms.png in the center and go again.
knots.png The knots.png represents the supplies floating out beyond the reef of the island. Place the knots.png in the center and go again.

All actions above are fulfilled to the maximum extent-either partially or completely-depending on the number of chips in the center. After you've finished your turn, pass the bag to your left.

Chip Pairs

Whenever you pull two identical chips from the bag-no matter the suit-you must play one and then decide to play the other, or, if possible, discard it and a waves.png from your personal supply and draw one new chip of your choice from the bag. Follow the same placement rule as implied in the table above-even 'going again' if that's what the chip says. Note: if you drew a pair of waves.pngs you still need to discard a waves.png from your personal supply to draw a new chip.

Discard Pile

The discard pile is a communal pile and is held separate from the supply bag and center. When a chip is asked to be discarded then set it aside and out of the game.

Game End

Once the bag is empty of chips, the game is immediately over. The player with the tallest tree takes the remaining chips from the center. In the case of a tie, share the chips evenly - discarding any extras.

Players then stack their chips in one big pillar and push them gently to the center. The tallest pillar successfully sails off the island and wins the game!

Single player mode

If you find yourself alone on a deserted island, you may play the game by following the rules above with one exception: At any time that you have 7 chips in the center or 7moons.png, 7suns.png, or 7waves.png in your personal supply, the game immediately ends. If you have any size tree in your personal supply, take the remaining chips from the center and count up how many chips you own. Each chip is worth one point.

You score accordingly:

Score Victory Condition
40+ You successfully sail off the island
30-40 You dream of leaving on the morrow
20-30 You feel despair creeping in
10-20 You are bitten by a snake…sorry!
0-10 You drowned with the rest of the crew

Credits

The game is a clone of Seaside for the Decktet system. Seaside is a fantastic game designed by Bryan Burgoyne.

On the Morrow was adapted for the Decktet by Richard Skifton.

Links

Seaside: https://boardgamegeek.com/boardgame/406660/seaside
Decktet Suit chips: https://www.thegamecrafter.com/games/decktet-suit-chips
PnP Chips: You can play today by printing out your own suit 'chips' and cutting them down to size here.

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