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You Won’t Be Afraid To Go Back To Game Night With ‘Jaws’

Studying Time: 13 minutes

What Is Jaws?

Jaws is a recreation for 2-Four players, ages 12 and up, and takes about 50 minutes to play. It’s at present obtainable solely at Goal for $29.99.

Jaws Elements

Every little thing in the field (besides the rulebook). Image by Rob Huddleston

  • 1 double-sided recreation board
  • 1 Shark Mover
  • 2 Boat Movers
  • three Crew Movers
  • 16 Shark Potential cards
  • 16 Resurface playing cards
  • 22 Gear playing cards
  • 16 Amity Occasion cards
  • three dice
  • 1 Shark Tracker pad
  • Four character boards
  • eight boat tiles
  • 1 Seashore Closed token
  • 1 Binocular token
  • 1 Fish Finder token
  • 3 Resurface tokens
  • 3 Goal tokens
  • 5 Barrel tokens
  • 4 Shark Power tokens
  • Four clips
  • 16 Swimmer tokens

The elements are all very good and top quality, exactly what you’d anticipate from a finished recreation from Ravensburger.

Jaws is principally two games in a single: Act I is played out on Amity Island, and Act II is on the Orca. Each uses a barely totally different set of elements.

The Amity Island aspect of the board. Image by Rob Huddleston

Act I uses the Amity aspect of the board, which exhibits an illustration of the island divided into 12 segments: 8 numbered and Four recognized by the cardinal directions. A number of key parts from the film are shown, including the docks, the Amity police department, the Amity Mayor’s office, and naturally the seashores.

Brody’s mover. Picture by Rob Huddleston

The participant or gamers representing the heroes, or Crew, have a set of picket movers to use. Chief Brody will get a black mover, which is type of boring compared to the other two, but seeing as how Brody doesn’t like the water, it matches his character.

Quint’s mover and boat. Image by Rob Huddleston

Quint and Hooper each get both a colored mover (inexperienced for Quint, blue for Hooper), along with boats–a white one for Hooper and a brown one for Quint. While each characters clearly do come ashore within the film, within the recreation, each spend all the time of their boats.

The Crew special markers. Image by Rob Huddleston

Every character additionally has a set of cardboard tokens to use. Brody has Binoculars and a Seashore Closed token, whereas Hooper has a Fish Finder. Quint’s job is to put out barrels to try to catch the shark, but he solely starts with 2 of them. The remaining begin out in the midst of the island and should be delivered to him by Brody or Hooper.

The Shark Tracker pad. See the featured picture on the prime of the submit for the Shark mover. Image by Rob Huddleston

The shark participant will get a reasonably cool Shark Mover, which is the menacing open mouth that’s the iconic image from the film’s poster. The shark participant also will get a set of Shark Power tokens and the Shark Tracker pad.

The Amity Occasion cards. Picture by Rob Huddleston

This part of the sport additionally uses a set of Amity Occasion playing cards, that are loosely based mostly on events from the film however principally exist to distribute swimmers around the island and to offer the Crew particular talents.

The ‘Orca’ aspect of the board. Picture by Rob Huddleston

The second portion of the sport, Act II, uses the reverse aspect of the board, which exhibits the sunken Orca. There are also eight double-sded tiles displaying undamaged and broken elements of the boat. This Act uses a set of Resurface cards that may present which a part of the boat the shark attacks.

The Act II aspect of the character playing cards. Picture by Rob Huddleston

The Crew players use the other aspect of their character playing cards and purple plastic clips that shall be used to trace their wounds. These gamers additionally use a set of Gear cards: two particular cards for every, and a set of shared playing cards. Every Crew member additionally has a coloured Goal token. Lastly, they use the same coloured Mover pawns from Act I, sans boats.

The shark participant retains the Shark Mover and the reverse aspect of their character card as properly. Additionally they get a set of cards with particular shark talents and a set three tokens that shall be used to focus on the boat.

Tips on how to Play Jaws

Jaws is played in two “Acts” or rounds, roughly mimicking the movie’s two foremost sections: the setup on Amity Island and the battle towards the shark on the Orca.

The Aim

The aim of the sport for the shark player is to eat as many swimmers as potential on the seashores of Amity without getting caught, and then either kill all three Crew members or totally destroy the Orca.

The aim of the Crew, who work cooperatively, is to seek out the shark shortly and save swimmers, after which defeat the shark before being killed or earlier than the Orca is destroyed.


The sport needs to be set up twice, for every of the 2 Acts. I’ll describe the Act II setup once we get there within the Game Play part.

Act I: Amity Island

The board set up for Act I. Image by Rob Huddleston

Place the board with the Amity Island aspect up in the midst of the table. The Amity Occasion cards are shuffled and positioned in a face-down deck next to the board. The Swimmer tokens are likewise set subsequent to the board. Every Crew member takes their Mover pawn and Crew card. (Notice that in a two participant recreation, one player is all three Crew members, while in a three participant recreation, one player takes on the position of two of the crew.)

Hooper in his boat. Image by Rob Huddleston

The participant with Brody also takes the Seashore Closed and Binoculars tokens, and places the pawn on the Amity P.D. area. The Quint player takes two Barrel tokens and the brown boat, locations their Mover in the boat, and puts them in the spot marked 8 on the board. The Hooper participant likewise locations the Hooper Mover in his boat and places them on the board within the 5 spot, and then takes the Fish Finder token and puts it on their character card.

The Shark Tracker pad. Picture by Rob Huddleston

The Shark player takes the Shark Mover, Shark Tracker pad, and 4 Shark Power tokens. Additionally they put one of the purple plastic sliders on their character board on the zero slot. The Shark does not place something on the board, but does secretly determine on the spot on the board the place they’ll start the game, which they mark in the first area on the Tracker pad.

All different elements are positioned apart and will probably be used in Act II.


Act I is played in a collection of rounds, every divided into three phases.

Event Part

The highest card of the Amity deck is turned over. Swimmers are positioned from the availability within the quantity and places indicated. Then, the text from the cardboard is learn out loud and whatever impact is on the textual content is applied.

Shark Part

The Shark participant now goes, and takes up to three actions. They will perform any of their attainable actions, can carry out them in any order, and may do any action greater than once if they want.

Transfer: The Shark can transfer to any adjacent ocean territory. All through the game, “adjacent” by no means means “diagonally.”

A couple of of the oh-so-tasty swimmers. Image by Rob Huddleston

Eat 1 Swimmer: If the Shark is in a seashore area with one or more swimmers, they will eat one.

Whichever actions are chosen are determined in secret and recorded on the pad. Then, the Shark participant informs the crew how many swimmers have been eaten and from where, and then removes the appropriate variety of tokens from the board and places them again in the provide.

The Shark mover shouldn’t be placed on the board yet.

In future rounds, the Crew might have placed barrels in the water. Each barrel has a movement sensor. When the Shark participant strikes by way of a space with a barrel, they should make a psychological observe of it. On the end of their flip, additionally they need to inform the Crew of any sensors they triggered. They do not, nevertheless, should reveal once they triggered the barrel or in what order they have been triggered. So, they might similar something like, “I ate a swimmer from the south beach, and triggered the sensor on the barrel in space 4.” It’s as much as the Crew to attempt to figure out if the shark moved by way of area 4 after which ate the swimmer, or vice versa.

The Shark’s power tokens. Picture by Rob Huddleston

Power Tokens: The Shark additionally has a set of 4 Power tokens that they will use on their turns. They will play as much as one token per turn, and may solely play every token once per recreation.

The Feeding Frenzy token allows the Shark to eat all the swimmers in a space. Evasive Moves lets them avoid triggering motion sensors in spaces they cross by way of. Out of Sight lets them lie when the Crew makes use of the Binoculars or Fish Finder, and the Velocity Burst lets them transfer up the three areas in a single motion.

When the participant makes use of a token, they need to announce to the Crew that they used one, however do not reveal which token they used.

Considered use of the tokens is a key strategic aspect of the game. Because the Shark, you’ll be able to move to a seashore, use the Feeding Frenzy token to eat two swimmers, and then transfer out of that area. However then, you tell the Crew that you simply ate all three swimmers on a specific seashore, and that you simply used a token. The Crew gained’t know for positive whether or not you performed these steps, or in case you have been already at the seashore and used two actions to every the swimmers, and then used the Velocity Burst token to maneuver away.

Crew Part

Every Crew member can take up to 4 actions. The Crew decides amongst themselves by which order they may go, and that may change from one spherical to the subsequent, however every Crew member should complete their turn earlier than the subsequent one goes.

Quint can move, rescue swimmers, and decide up or launch barrels. He can transfer to an adjoining water area (again, diagonals are by no means adjacent in the recreation.) Rescuing a swimmer includes simply eradicating a Swimmer token from the board. If Quint is in an area with Barrel tokens, whether a dock or water area, he can decide up any variety of them. He may also acquire barrels from Hooper if they’re in the identical area, but each supply is a separate motion. In other words, if Quint was in a dock area with Hooper, and there were barrels on the dock, in the water, and on Hooper’s boat, it will take three actions to get all of them. Picked up barrels are positioned on Quint’s character card.

Quint’s principal position in this Act of the sport is to launch those Barrels into the water. You’ll recall from the Shark part that the barrels have motion sensors, so they’re a key component in tracking down the Shark. Quint can launch a barrel solely as soon as per round by taking a barrel from their card and putting it in either their area or an adjoining area. When Quint does this, the Shark must announce if they are in that area. In that case, the barrel is hooked up to the shark, so as an alternative of happening the board, the barrel is positioned on the Shark’s character card.

Brody moves across the island and is liable for saving swimmers, closing seashores, and getting barrels to Quint. Like Quint, Brody can move to an adjoining area, although he must remain on the island. If he’s in a seashore area, he can rescue a swimmer. He may also decide up a barrel (however only one by one) and begin carrying it (place it on his card.) If he’s carrying a barrel, he can drop it off when he reaches one of the two docks, in order that it may be picked up by either Quint or Hooper.

As soon as per spherical, Brody can use his binoculars if he’s at a seashore. To do this, he places the Binoculars token on the seashore area. If the shark is in the water at that seashore, the Shark player declares this and places the Shark mover in the water. Word, nevertheless, that if the shark participant used the “Out of Sight” energy token this round, they will lie about their location when Brody uses the binoculars.

Brody may also, as soon as per round, close a seashore. He can solely do this from the Mayor’s Office or the Amity P.D. area. He can solely shut seashores with no swimmers. The Seashore Closed token is positioned in the area indicated. On a later flip, if an occasion card would place swimmers at that seashore, they are ignored, however the token is flipped to the “Opening Soon” aspect. The subsequent time an event would place swimmers at that seashore, they are again not positioned, however the token is removed from the board, and Brody would wish to returnt o the Mayor’s Workplace or PD to put it again, though he can use this action to maneuver the token to a unique seashore whether it is at present on the board.

Hooper spends his actions to maneuver, rescue swimmers, and decide up barrels, using the same rules as Quint. Nevertheless, his main roles are to seek out the shark and to get barrels to Quint.

If Hooper is in the identical area as Quint, he can use one in every of his actions to offer all the barrels he has to Quint. Notice that that is functionally the same as Quint taking the barrels from him, so it’s as much as the crew to determine whose motion they need to spend to perform this swap.

As soon as per spherical, Hooper can use the Fish Finder by putting it within the water area he’s in. The Shark should then indicate this relative location. If they are in that area, they should say so and place the Shark mover in that area. If they are in an adjoining area, they say “nearby”. If they aren’t in either area, or in the event that they played the Out of Sight token, they say “not nearby”.

Finish of Act I

Act I ends instantly if the crew attaches a second barrel to the shark, or if the shark eats their ninth swimmer.

Act II Setup

The as-yet-undamaged Orca. Image by Rob Huddleston

All the things is cleared off the board, which is then flipped over to disclose the Orca. The eight tiles are positioned on the board to point out the undamaged sides.

The Resurface and Target tokens. Picture by Rob Huddleston

The Crew also flips their character cards over, and fasten the purple sliders to the sting of the card on the zero area. They’re each given their target token and the two gear playing cards particular to their characters, and then they’re collectively dealt a set of drugs playing cards. The number of cards is predicated on the results of Act I–the extra swimmers the shark ate, the less gear playing cards the Crew gets. The players can divide these cards between them nevertheless they select. The three crew take their mover pawns (minus the boats for Qunit and Hooper) and place them wherever they choose on the Orca.

The Resurface cards. Picture by Rob Huddleston

The Resurface playing cards are shuffled and placed on the bottom of the board within the indicated area.

The Shark player gets their shark mover and the three giant Resurface tokens. The Shark Means cards are shuffled, and the Shark participant receives a lot of playing cards based mostly on the variety of swimmers eaten in Act I. The player then also flips over their character card and resets the purple slider to the zero mark.

The smaller resurface tokens and cube are placed subsequent to the board. All different elements are returned to the box.

Act II is played in rounds, every with 6 steps.

Resurface Step

Mid-Act II. Picture by Rob Huddleston

The top three resurface playing cards are flipped over and positioned within the three spots under the board. Each card signifies a piece of the Orca that the shark can attack, an evade value, and numerous assault die for the shark. The cards may additionally have a “shake off” icon.

The smaller resurface tokens are positioned on the sections of the boat the shark will target so that everybody is obvious on these.

Shark Chooses Step

The Shark player now secretly chooses which of the three playing cards they’ll use this flip. They indicate this by choosing the appropriate Resurface token and putting it face down in entrance of them. They will additionally choose to play one in every of their Shark means cards at this point, which they place face down under the token. Every potential card can only be used as soon as, so the participant has to choose rigorously when to play them.

Crew Prepares Step

The crew now prepares to do battle. They need to guess which card they assume the shark chose and respond accordingly.

The weapons the Crew can use. Picture by Rob Huddleston

The crew first strikes if they want. They will transfer up to two areas on the boat, and as traditional, they can’t transfer diagonally. Subsequent, they choose a weapon from their out there gear playing cards.

The two melee weapons. Image by Rob Huddleston

Once they’ve moved and chosen their weapons, they place their target tokens in one of the spaces indicated on the Resurface cards. If they’re using a Melee or Attachable weapon, they need to place their goal in their area or an adjacent area, but if they are using a ranged weapon, they will target any water area.

The equipment. Image by Rob Huddleston

A few of the gear are equipment, somewhat than weapons. A crew member can plays the Chum card immediately after the Shark locks in their resurface token. The Shark removes one of the resurface playing cards that they did not selected.

Ammunition is played with a pistol or rifle. On the finish of the spherical, the Ammunition card is discarded as an alternative of the gun.

The Shark Cage card is performed earlier than the shark rolls for his or her assault, and prevents the crew member from taking any wounds.

Shark Reveals Step

The Shark player now reveals which Resurface card they chose. The other two are discarded. If the Shark performed an Potential Card, it’s also revealed and resolved.

If the chosen Resurface card has a “Shake Off” icon, all hooked up weapons are discarded.

The Shark mover is positioned in the spot indicated on the revealed card.

Crew Attacks Step

The crew-specific weapons. The 2 furthest to the left are Quint’s, the center two are Hooper’s, and the best two belong to Brody. Picture by Rob Huddleston

Now that they know where the shark is, any crew members who targeted that part of the boat assault.

If the crew member used an attachable weapon, they simply hand the cardboard to the Shark participant, who keeps it face up in front of them until they will shake it off.

The dice. Image by Rob Huddleston

In the event that they played a melee or firearm, they should roll dice to resolve the assault. Each weapon exhibits the variety of cube to be rolled. The crew member rolls the dice and adds up the number of hits shown. Then, if the number of hits is bigger than the Shark’s evade worth–the number within the fin icon on the chosen Resurface card–they subtract the Evade worth from the variety of hits, and the shark takes that many factors of injury, which they point out by shifting their slider up on their character card.

Brody’s assault. Image by Rob Huddleston

If multiple crew member targetted the same area, the crew decides through which order to resolve the attacks.

Shark Assaults Step

Now it’s the shark’s flip to attack both the crew or the boat. If they will do each, they get to choose which one they need to assault.

The shark’s assault is the number of dice shown on the Resurface card. They roll these and add up the hit icons they get.

The Orca’s absolutely damaged aspect. Picture by Rob Huddleston

If they’re attacking the boat, they may take a look at the boat area they’re attacking–which might be either the one shown on the cardboard or one adjacent to it. The top of the card may have two numbers for undamaged spaces, and one for damaged spaces. The lower quantity on undamaged areas is the number of hits needed to wreck the area; the upper number and the only number on broken spaces is the number needed to destroy it.

If the area is damaged, you flip the card over to point out the damaged aspect. If it’s destroyed, you take away the tile altogether. Either method, any crew members on the tile fall into the water. Crew members must spend each of their motion factors the subsequent spherical to climb back onto the boat.

Crew members can solely be attacked if they’re within the area focused on the cardboard and are in the water. The shark participant rolls the attack dice and takes a wound for each hit. Crew members are killed (faraway from the game) if their wound marker reaches the top of the cardboard (5 wounds every).

Bonus Attack

Finally, it what can be a sixth step, despite the fact that it isn’t written that means within the rules, the Shark gets one final bonus assault towards any crew in the water. They roll one die per crew member within the water of their area and in adjoining spaces.

Finish of the Round

As soon as all the attacks are over, assuming the game isn’t completed, the Shark dives again. The Shark mover is removed from the board. The remaining Resurface card is discarded. All resurface tokens and concentrating on tokens are eliminated. If the crew used a firearm, they both discard it or discard an ammunition card. If the Shark used an Potential Card, it is discarded from the game.

A brand new round then begins, and play continues.

Game End

The game ends in a victory for the Shark when both all the Crew members are eradicated or the Orca is completely destroyed. The Crew wins when the Shark takes greater than 18 factors of injury.

But both approach, we know the Shark will probably be again for at tons and plenty of sequels.

Why You Should Play Jaws

I hadn’t sat down to observe the film in years, and my son had never seen it, so we decided to observe it before enjoying the sport. Whereas it definitely isn’t a requirement, I feel he acquired extra out of the game understanding the references than he would have otherwise.

As with Ravensburger’s other current movie-related titles, Jaws relies on a one-against-many mechanic. This creates an fascinating dynamic in multi-player video games. However it also signifies that the solo participant must play nicely or the sport goes to end fairly shortly. The first time we performed, my son needed to be the Shark, and he didn’t absolutely grasp the strategy needed, so Act I ended after solely a couple of turns, and as such, he had only a only a few playing cards to play in Act II. (Keep in mind that the variety of Shark Means Playing cards and the variety of Crew Gear Playing cards depends on how many swimmers the Shark eats in Act I. The 2 numbers are inversely proportional, although: more eaten swimmers means extra cards for the Shark and fewer for the Crew, and vice-versa.) This, added to the fact that the crew gets many, many more actions than the Shark, meant that he was actually handicapped from the outset, and so Act II didn’t take long, either.

On a subsequent play, although, he found out tips on how to do a better job hiding his location, and so it took me because the Crew rather a lot longer to track him down. As such, the chances have been nearer to even in Act II, and while I nonetheless gained in the long run, it was a a lot better recreation.

Jaws very properly captures the texture of the movie, and will definitely attraction to its followers. Nevertheless it has sufficient strategy to work for other individuals as nicely.

And better of all, despite the fact that it has lots of elements, you aren’t going to wish a much bigger table.

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