Moonlit fishing coast with luminous boat and lanterns
THE AFTER-HOURS TABLE

Keep the light.
Catch the night.

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.

COOPERATIVE BY NATURE
EVERY LIGHT BELONGS TO EVERYONE
2–4 crewmatesAround 30 minutesShared-light co-op
08 TURNS TO LIGHT THE COAST
THE PROMISE OF THE TABLE

Nobody wins this night alone.

A SMALL INTERACTIVE EXAMPLE

How long can
your lantern last?

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.

Light 8 / 8Turn 0 / 8Catches 0 / 6

Eight light, eight turns. Plan for six practice catches.

A FEW FAVOURITES FROM THE DECK

Read the signal.
Share the advantage.

Lantern Keeper — illustrated sample card01crew
Shared information

Lantern Keeper

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

Afterglow Spinner — illustrated sample card02tackle
Quiet efficiency

Afterglow Spinner

The next cast costs no light. Discard this tackle immediately after that cast, even if it completes a beacon.

Moon-Silver Bass — illustrated sample card03catch
Northern beacon

Moon-Silver Bass

Place this silver catch in the shared collection. Two silver catches light the northern beacon and return to the supply.

THE SCATTER COMBINATION

A borrowed spark
can change the watch.

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
Moon
Reed
Spark
ONE COMPLETE SETA table advantage, earned together
Afterglow Anglers tabletop board conceptTHE WORLD ON YOUR TABLE
GET TO KNOW THE WATER

An eight-dock coast.
A shared way home.

The 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.

  1. 01

    Silver Reach

    Moon catches

    Bring two silver catches to the shared collection to light the northern beacon.

  2. 02

    Reedlight Bay

    Reed catches

    A quiet inlet with the green pair needed by the eastern beacon.

  3. 03

    Violet Point

    Violet catches

    The last colour in the set, often worth a carefully planned second step.

Blackwater Front environment illustrationBlackwater Front
A CHANGE IN THE CONDITIONS

Watch the horizon.
Then watch the light.

Lose one shared light. If that reduces the track to zero before all beacons are lit, the crew’s attempt ends.

Lighthouse Signal location illustration
BACK AT THE LANDING

Lighthouse Signal

Somebody on the shore is still awake.

Read the card details
THE SHAPE OF A TURN

Four beats.
One shared watch.

Put private scores aside. Speak openly, plan together and treat the lantern track as one resource belonging to the entire boat crew.

01

Move through the glow

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.

02

Cast or tend a lantern

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.

03

Light the coast together

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.

04

Pass the watch

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.

Afterglow Anglers adult tabletop charactersGOOD
COMPANY
THE CHARACTERS AT THE TABLE

Different voices.
One plan.

Afterglow works best when everyone can see the same problem. The characters suggest table roles, not hidden information or exclusive abilities.

NoorThe lantern keeperEdieThe shore watcherCalThe late caster
Meet this edition’s crew
INSIDE THE PROPOSED BOX

Pack the glow.

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.

Rules and sample components describe a design concept. No physical box is sold through this site.
Afterglow Anglers component and tackle concept
A closer look at the materials behind this edition.
QUESTIONS FROM THE TABLE

A clear signal
before the first turn.

Ask about this edition
Can players discuss their next actions?

Please do. Hands, catches and the lantern track are public information; cooperation is the central idea.

Is eight turns the same as eight rounds per player?

No. The crew gets eight turns in total. Take them in clockwise player order, advancing the shared tracker after each action.

What if the last cast uses our final light?

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.

Is this a released physical product?

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.

Afterglow Anglers illustrated tabletop game-night scene
THE AFTER-HOURS TABLE

Leave one lamp
on for the crew.

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