THE GAME NIGHT GUIDE
Gravity has entered the chat.
Keep your penguin airborne. Preferably at someone else’s expense.

YOUR MISSION
The goal.
Be the last penguin above the water. The orca is waiting, so a little sabotage goes a long way.
01 · BEFORE THE CHAOS
Set the table.
Tick each step as you go. Your checklist resets when you leave this page.
02 · MAKE YOUR MOVE
Your turn.
Play, if you want to
Play Action cards already in your hand, following their instructions.
Draw to finish
Draw one card at the end of your turn. If it is Movement, move immediately by the amount shown. If it is Action, keep it for a later turn.
Watch the track
When two or more penguins share a face-down track card, flip it once and apply its effect to the penguins there at that moment.

03 · KEEP THIS HANDY
Rules at a glance.
Movement
Movement cards move your penguin immediately when drawn; they do not stay in your hand.
Track cards
A shared face-down track card flips once. Its revealed effect applies to the penguins on that space at the time.
Water
A penguin that passes the last track card falls into the water and is eliminated. The last penguin still airborne wins.
04 · SETTLE THE TABLE DEBATE
Quick answers.
One more question before you make your move?
Can I play an Action card I just drew?
Not on the same turn. Keep it in your hand for your next turn or later.
Does a track card affect penguins arriving later?
Its reveal effect applies only to penguins on that space when the card is flipped.
Do we start with a hand of cards?
No. You begin with no cards and build your hand by drawing Action cards.
KEEP THE RULES HANDY.
Save a text quick guide for offline reference. This guide follows the website; use the final rulebook for your edition.
COMMUNITY CONTENT
WATCH IT AT THE TABLE.
A community video for Penguins Can’t Fly. Follow your edition’s written guide for the rules.
Watch on YouTube