| 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 |
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The represents the traps you place before nightfall to catch the nocturnal animals that roam the island. You must have pairs of s in order for traps to be set. |
Place the directly into your personal supply. Every time a pair of s is completed in your personal supply, you immediately gather all s from the center AND exactly one from an opponent of your choice. |
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The 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 chip you may take any number of s from the center to create a tree to the height you desire. Keep s 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 chip alone. |
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The represents the supplies brought in by/from the sea. |
When you place the in your personal supply, based on the number of (s) you own, take that many (s) from the center. |
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The represents the trees on the island. |
Place the in the center and go again. |
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The represents the nocturnal animals that roam the island by night. |
Place the in the center and go again. |
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The represents the supplies floating out beyond the reef of the island. |
Place the 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
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
s you still need to discard a
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 7
, 7
, or 7
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.


s from the center AND exactly one
s from the center to create a tree to the height you desire. Keep
(s) from the center.