THE AFTER-HOURS TABLE

The rules of
Afterglow Anglers

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

The rules of Afterglow Anglers
2–4 crewmatesAround 30 minutesShared-light co-op
BEFORE THE FIRST DECISION

Set the table.

  1. 01

    Arrange eight docks in a loop. Give them habitats in this order: silver, reed, violet, silver, reed, violet, silver, reed.

  2. 02

    Set the shared light track to eight, with a maximum of eight. Place three unlit beacon cards beside it; each needs two catches of its own colour.

  3. 03

    Each player chooses a boat and any starting dock. Prepare a habitat catch supply, a shuffled weather deck and an eight-space team-turn tracker. Start with no catches.

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.

Making the scatter set

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.

What decides the result?

The crew succeeds as soon as all three beacons are lit. If light reaches zero before the final beacon is completed, or the eighth team turn ends with a beacon still dark, the night wins. A final successful cast may use the last light.

After the first session

For the first watch, use only the normal light costs and Blackwater Front weather. Once the crew knows the rhythm, start with one shared Lantern Keeper and one Afterglow Spinner, each usable once. Mix Lighthouse Signal cards into the weather deck to introduce borrowed light. Keep the same eight-turn limit.

Afterglow Anglers reimagines the Big Bass Bonanza fishing mood as a small cooperative board-game concept. There is no race for the biggest private score. The crew shares a lantern supply and a single challenge: light three beacons within eight team turns.

See the illustrated card guide
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.

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.