01crewLantern Keeper
Inspect the next weather card and tell the table what is coming. The card then returns to the top of its deck.

A cooperative fishing table where every lantern matters. Share the water, collect three beacon pairs and get your whole crew home before the glow runs out.
Nobody wins this night alone.
Explore a simplified eight-turn light budget: a short cast costs one, a long cast costs two, and a rest restores two. Six practice catches complete this exercise; boats, catch colours and weather are omitted here.
Eight light, eight turns. Plan for six practice catches.
01crewInspect the next weather card and tell the table what is coming. The card then returns to the top of its deck.
02tackleThe next cast costs no light. Discard this tackle immediately after that cast, even if it completes a beacon.
03catchPlace this silver catch in the shared collection. Two silver catches light the northern beacon and return to the supply.
Three different scatter symbols — a moon, a reed and a spark — create one borrowed-light token. Spend that token in place of one light during a later action. A weather card may grant a symbol; keep at most one complete borrowed-light token at a time.
See it in the rules
THE WORLD ON YOUR TABLEThe night route circles eight landing points. Each dock shows one of three catch habitats. Every boat can make a free short move; a second step spends light that the whole crew might need later.
Bring two silver catches to the shared collection to light the northern beacon.
A quiet inlet with the green pair needed by the eastern beacon.
The last colour in the set, often worth a carefully planned second step.
Blackwater FrontLose one shared light. If that reduces the track to zero before all beacons are lit, the crew’s attempt ends.

Somebody on the shore is still awake.
Put private scores aside. Speak openly, plan together and treat the lantern track as one resource belonging to the entire boat crew.
The active boat moves one dock clockwise for free, or two docks by spending one shared light. A player may also remain where they are.
A cast spends one light and takes a catch matching the current dock. Tending a lantern takes no catch and restores two light, up to the eight-light maximum.
As soon as the shared collection contains two catches of one required colour, return that pair to light its beacon. Lighting a beacon is free.
Advance the team-turn tracker and pass the active turn clockwise. After every second team turn, reveal a weather card. Resolve it before the next player begins.
GOODAfterglow works best when everyone can see the same problem. The characters suggest table roles, not hidden information or exclusive abilities.
Eight dock tiles, up to four boats, three beacon cards, a light marker, a turn marker, catch counters and a small weather deck make the proposed kit. The browser exercise uses only the light budget, so the physical rules remain easy to read separately.

Please do. Hands, catches and the lantern track are public information; cooperation is the central idea.
No. The crew gets eight turns in total. Take them in clockwise player order, advancing the shared tracker after each action.
Complete the cast and check the beacons first. If that cast lights the third beacon, the crew succeeds; otherwise an empty light track ends the attempt.
This site presents an independent design concept inspired by Big Bass Bonanza. It does not sell a box, accept payment or provide an official commercial edition.

Read the shared rules, talk through the choices and find out what a little light can do when nobody keeps it to themselves.
Bring the rules to the table