Overview
Players control waterproof robots swimming in a line while a ravenous shark chases them from behind. Each round, players simultaneously play numbered cards to determine movement order — the lowest untied number moves to the front. The robot at the back of the line gets bitten and loses a limb. Lose all four limbs and you are eliminated. The last robot standing (or the front robot when only two remain) wins.
Components
- 6 robots of different colors (with removable arms and legs)
- 42 cards, numbered 1-7 in 6 different colors (7 cards per color)
- 1 shark
Setup
- Each player takes a robot and all cards matching that robot’s color.
- 5 players: Remove the “7” from each player’s hand.
- 4 players: Remove the “6” and “7” from each player’s hand.
- Place all robots in a random-order line in the center of the table, lying down as if swimming.
- Place the shark at the end of the line, at the feet of the last robot.
Turn Structure
Each round has three phases:
1. Choose Cards
- Each player secretly selects a card from their hand and places it face down.
- If cards have been previously played, the new card goes above the played stack.
- When all players have chosen, flip all cards face up simultaneously.
2. Move Robots
- The player who played the lowest untied number moves their robot to the front of the line.
- Then the next lowest untied number moves to front, and so on.
- Tied numbers do not move — any player who played the same number as another player stays in place.
3. Get Bit
- First round only: Skip this phase entirely.
- The robot at the back of the line gets bitten by the shark.
- That player removes one complete limb (arm or leg) from their robot.
- The bitten robot moves to the front of the line.
- The bitten player picks up ALL their previously played cards back into their hand.
- If a robot loses all four limbs, that player is eliminated.
Card Recovery: Any player down to only 2 cards remaining in hand picks up all their played cards back into their hand (even if not bitten). Previously played cards remain face-up and visible to all players.
Actions
Players have one action per round: choose which numbered card to play. Card selection is the sole decision point — all other resolution is automatic.
Scoring / Victory Conditions
- The game continues until only 2 robots remain.
- As soon as this happens, the shark eats the robot in back, and the player whose robot is in front wins.
Special Rules & Edge Cases
- First round exception: The Get Bit phase is skipped during the very first round of play.
- Tied numbers: Players who play the same number as any other player do not move at all. This applies even if multiple players tie.
- Card visibility: Previously played cards stay face-up so all players can see what others have played and what remains in their hands.
- Card pickup on bite: When bitten, that player recovers ALL played cards, giving them a full hand again.
- Card pickup at 2 cards: If at any point during the Get Bit phase a player has only 2 cards in hand, they pick up all played cards.
- Elimination: A robot with no remaining limbs is removed from the game entirely.
Variants
- 2 Players: Each player controls two robots. Remove “6” and “7” cards as in a 4-player game. The player whose robot is first eliminated loses.
- 3 Players: Each player controls two robots. Play normally until a robot is eliminated — that player loses. The frontmost surviving robot’s player wins.
- Memory Game: During the Get Bit phase, all previously played cards are turned face down instead of staying visible.
- Longer Games: Remove only half a limb each time a robot is bitten instead of a full limb.
Player Reference
| Player Count |
Cards per Player |
Cards Removed |
| 6 |
7 (1-7) |
None |
| 5 |
6 (1-6) |
Remove 7s |
| 4 |
5 (1-5) |
Remove 6s and 7s |
| 3 |
7 (1-7) |
None (2 robots each) |
| 2 |
5 (1-5) |
Remove 6s and 7s (2 robots each) |
Round Checklist:
- All players secretly choose and play a card face down
- Reveal all cards simultaneously
- Lowest untied number moves robot to front; repeat for next lowest
- Back robot loses a limb, moves to front, recovers all played cards
- Any player at 2 cards in hand recovers all played cards