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.
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.
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.
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