2 players · 10 minutes
How to Play
Welcome to Mudwater
Out past the docks, where the yacht club lights give way to fog and lily pads, the Apes play for keeps.
Mudwater is a head-to-head card game for two players. Play your Apes into the swamp, outnumber your rival on the edges that touch, and take their squares out from under them.
Objective: control more of the nine squares than your opponent when the board fills up. Win, and you take one of their cards home.
What you need
- 14 Mudwater cards per player, from your own collection.
- The playmat, or any 3×3 grid of card-sized squares. See the mat below.
- Colour markers, about 9 per player. Black and white work great.
Parts of a card

- Edge numbers
- One for each side, set out like a compass. Each guards the side it points toward. Higher is stronger.
- Level
- One to five diamonds.
- Family
- Club, Mutant, Cosmic or Arcana. Only matters in Advanced Mode.
- Number & name
- Every card has its own number, 1 to 120. No two cards in a hand may share one.
The five Levels
Level ICommon◆
Level IIUncommon◆◆
Level IIIRare◆◆◆
Level IVPrestige◆◆◆◆
Level VLegendary◆◆◆◆◆
Climbing the ladder
- Only Level I cards can be played face up into an empty square.
- Every other card goes face up on top of a square you control, exactly one Level higher: II on I, III on II, IV on III, V on IV.
- Any card can also be played face down as a rock.
Building your hand
There’s no starter deck. Before each game, secretly choose 14 different cards from the cards you’ve pulled from packs, and keep them hidden. You play with 13: one is set aside at random as the ante.
A good first hand, by Level
- ×5
- ×3
- ×2
- ×2
- ×1
- ×1
- 14
Any card in your hand could be drawn as the ante, so only bring cards you’re willing to play for.
Setting up
- Lay out the playmat and sit on the long sides, each facing a Mudwater logo.
- Choose colours. One player takes black markers, the other white.
- Ante up. Shuffle your 14 cards face down and let your opponent draw one. Set it face down beside the mat, unseen. Your other 13 cards are your hand.
- Flip a coin to see who goes first. In a rematch, whoever went second goes first.
Every card faces the skull’s way
No matter who played it, a card’s top points the same way as the skull in the mat’s centre square. From the long sides the cards lie sideways; from the end of the mat they read right side up, and that’s how this page draws the board.
Your turn
Players take turns. On your turn, do exactly one of these four things, then it’s your opponent’s turn.
Place
Play a Level I card face up into an empty square and put your colour marker on it. Then check for captures.
Rock
Play any card face down into an empty square, with your marker. A rock captures nothing, can never be captured, and counts as Level I for your upgrades. Only one rock at a time: once it’s covered, you can play another.
Upgrade
Play a card exactly one Level higher on top of a square you control, even one you captured, or your own rock. Move your marker to the top, then check for captures.
Pass
Only if you have no legal move, and then you must. If both players pass in a row, the game ends.
Where can I play? (You are Black)

- Your Deckhand
- Upgrade it: lay a Level II card on top and move your marker up.
Tap any square on the mat.
- Empty: place a Level I, or a rock
- Yours: upgrade one Level
- Theirs: never. Capture it
Capturing
Whenever you play a card face up, by placing it or upgrading, it looks for captures. For each enemy card right next to it (above, below, left or right, not diagonal), compare the two numbers that touch, one neighbour at a time. The gold pair is the one being compared.
Right: Black’s 2 against White’s 2. A tie holds, so Bottle Rocket stays White.
- Higher wins. The captured card stays put; only the colour marker changes.
- No chain reactions. A captured card doesn’t go on to capture its neighbours.
- Rocks are safe. A face-down card can never be captured.
- Look once. A card only looks for captures on the turn it’s played.
Winning the game
The game ends the moment the ninth square is filled, or when both players pass in a row. You don’t need to empty your hand.
- Count your squares. Each square with your colour marker on it counts as one.
- Most squares wins! On a full board someone always holds at least five.
Claim the ante
Both players turn over their ante. The winner takes the loser’s ante card, for keeps, and takes back their own.
Advanced Mode
Optional. In Advanced Mode, families break ties. Both players must agree before the first turn.
- Clubbeats Mutant
- Mutantbeats Cosmic
- Cosmicbeats Arcana
- Arcanabeats Club
- If the touching numbers are equal, your card captures when its family beats theirs.
- Each family beats the next one around the circle.
- Opposite families are neutral: ties hold.
- A lower number never beats a higher one, and rocks still can’t be captured.
Quick reference
- Players
- 2, about 10 minutes.
- Hand
- 14 different cards, kept hidden. One is drawn as the ante; you play 13.
- Your turn
- Place a Level I, rock any card face down, upgrade one Level, or pass if you can’t move.
- Capture
- Higher touching number wins. Ties hold. No chains. Rocks are safe.
- Game ends
- When the ninth square fills, or both players pass in a row.
- Winner
- Most squares. Takes the loser’s ante for keeps.




