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0% found this document useful (0 votes)
158 views16 pages

Nusfjord Rules en Web

111

Uploaded by

Tommy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A development game for 1-5 players aged 12 and up

Playing time: 20 minutes per player

WHAT IS THIS GAME ABOUT?


As the owner of a major fishing company in Nusfjord on the Lofoten archipelago,
your goal is to develop and expand the harbor and the surrounding landscape.

Persuade the
Build buildings village elders in the council
for valuable special to join you to unlock special Three workers will
effects and points. actions. help you with developing
your fishing company.

Collect building
resources by clearing
and thinning out
forests.

You will need gold


to buy shares and some
Clearing will free buildings. Every gold is
up building spaces. worth one point.
However, you will lose
points for free spaces.

Build ships to
increase the amount of fish
you can catch. Ships are also
worth points.
Every share is worth one
point. Unissued shares are
worth negative points.

Issue shares in your Buy shares of


fishing company for a quick other companies to benefit
buck or two. from dividends.

In the end, the player with the most points wins.

Designer: © 2017 Lookout Games


Uwe Rosenberg Mayfair GmbH Mayfair Games, Inc.
Editing: Grzegorz Kobiela www.lookout-spiele.de Haagweg 5, 61231, www.mayfairgames.com
Alex Yeager Lookout GmbH Bad Neuheim, 8060 St.Louis Avenue
Layout and Elsheimer Straße 23 Deutschland Mayfair Games,
illustrations:
Patrick Soeder 55270 Schwabenheim Skokie. IL 60076, USA

1
COMPONENTS
General components:
• 1 Action board • 1 Ships and Elders supply board

• 100 fish tokens

• 50 wood tokens

• 1 wooden
First Player ship

• 1 Banquet Table • 2 Building supply boards

• 1 Imitation tile

• 132 Building cards


divided into three 44-card decks
containing 18 “A”, 12 “B”, and 14 “C” Buildings each

2
• 18 Elder cards

• 18 Ship tiles
6 sloops | 6 cutters | 6 schooners

• 15 First Player tiles • 41 gold coins


35x “1 gold”
3x “5 gold“
3x “10 gold“

• 9 multiplication tiles
3x “5 fish“
3x “10 fish“
3x “5 wood“ • 30 Forests

In each of the five player colors:

• 1 “Personal Supply” board • 3 Worker disks • 1 Elder Council

• 1 Harbor board

• 5 Share tiles

3
SETUP
We will explain the rules for 2-5 players first. The solo game
rules can be found on the last page of this rule book.

CENTRAL DISPLAY 3 2
1. Turn the Action board to the appropriate
side, according to the number of players
(as shown by a symbol, see illustration),
and place it on the table. One side is for
12
1-2 players; the other side is for 3-5 players.

In 4- and 5-player games only: Turn the Imitation tile to


the appropriate side, according to the
number of players (as shown by a symbol,
see illustration), and place it alongside
the bottom edge of the Action board.
The 4-player side shows one space; the
5-player side shows three spaces.

2. Place the Banquet Table to the left of the Action board 14


so that it is right next to the “Serve Fish” action space
(see illustration).
11
3. Fill a number of Banquet Table plates with 1 fish each,
according to the following table (one less plate than the
number of players). Fill the appropriate number of plates in
increasing numerical order, starting with the smallest plate.
Example: On the top left space, place the
# of players: 2 3 4 5 Builder (#7) on top of the Contractor (#1).
# of plates: 1 2 3 4

Example: In a 4-player game, there are 3 fish on the In 5-player games only: Shuffle the
Banquet Table at the start. remaining six Elders (#13-18) that
are not shown on the spaces and
4. Place the Ships and Elders supply board to the right of place one face down at the bottom
the Action board. of each of the six Elder stacks.

5. Sort the Ship tiles by type and place a number of each type 7. Place the two Building supply boards next to the Ships
on the designated spaces of the supply board. The following and Elders supply board.
table shows how many Ships of each type you are supposed
to use (one more than the number of players). 8. Choose one of the three Building decks (each showing
a different fish on the back) and return the other two to
# of players: 2 3 4 5 the game box. Separate the chosen cards by letter in “A”,
# of Ships per type: 3 4 5 6 “B”, and “C” Buildings and shuffle each pile separately,
placing them face down on the table.
Example: In a 4-player game, there are 5 sloops, 5 cutters,
and 5 schooners. Tip: For your first game, we recommend you use the
Herring deck Buildings.
6. Find the appropriate Elder cards, according to
the number of players (as shown by a symbol, 9. Turn 9 “A” Buildings and 6 “B” Buildings face up and
see illustration). Place these Elders face up on place them on the Building supply boards of appropriate
the designated spaces of the supply board. size. Set the remaining “A” and “B” as well as the “C”
Each space will have up to two Elders: first Buildings aside.
place the Elders numbered 1-6 on the spaces.
Then place the Elders with numbers 7-12 on In 2-player games only: Only set the “C” Buildings aside.
top (if they are used), as shown on the spaces. Return the remaining “A” and “B” Buildings to the game
In 5-player games, note that there are six Elders box—you will not need them.
that are not shown on the spaces (see box).
10. Place the goods (wood, fish, and gold) and the Forests
ready at hand in a general supply.

4
5 8

4
1
9

7
1 6
Elder Council seats

“Fishing Phase”
10 overview

Player color

13 Reserve space
Building spaces
Fishing track
PERSONAL DISPLAY
11. Choose a player color and take the Harbor board, the
Elder Council, the three Workers, the five Shares, and
the “Personal Supply” board in that color. 14. Cover the Building spaces on the right half
of your Harbor board with four Forests, placing each
of them horizontally on top of two adjacent Building
Personal Supply spaces—so-called “double spaces”. Note that the
The round “Personal Supply” topmost double space is covered by two Forests stacked
board constitutes your personal together.
supply, i.e., this is where you
keep the goods that you can use 15. Take the appropriate First Player tiles,
for actions. Whenever a good is according to the number of players (as shown
said to move into your personal by a symbol on the back and the tile shape, see
supply, place it on your “Personal Sup- illustration). Randomly determine a First Player
ply” board. You can have as much fish and gold there as who receives the tile showing Round space 1,
you wish but at most 12 wood. Whenever you get wood, placing the First Player ship on that space. The edges
return excess wood to the general supply immediately. of their tile show which tiles the other players receive.

12. Place the Elder Council alongside the top edge of your
Example: As the First Player of a
Harbor board.
4-player game, you get tile “1|5”, pla-
cing it in front of you so that the edge
Tip: Two players can place their Harbor boards and Elder
showing “1|5” is pointing towards you.
Councils alongside the Banquet Table to show that the
The player to your left gets tile “4”, the
Elders are seated at the Banquet Table.
player opposite of you gets
tile “3|7”, and the player to
13. Turn two Share tiles to the front side in your color
your right gets tile “2|6”.
(showing “Share”) and the other three to the neutral
back (showing “Unissued Share”), placing them next to
your “Personal Supply” board. Even though Shares are Round space
placed next to your “Personal Supply” board, they are
considered to be in your personal supply. First Player’s tile

5
COURSE OF PLAY 2. Your Shares in Foreign Possession
Place 1 fish from your hand on each Share in your color loca-
Nusfjord is played over 7 I. Fishing Phase ted on the Action board (on the “newly issued shares” space)
Rounds. Each Round goes or in another player’s personal supply. Resolve Shares on
through the following 3 Phases II. Work Phase the Action board first, if available. Skip this step if all of your
in this exact order: Shares are in your personal supply.
III. Returning Home Phase
Note: At the start of the game, all Shares of your company
After the 7th Round is complete, you score your displays and are in your possession (some of which are unissued). See
determine the winner. page 11 on how Shares can move to the Action board and,
from there, into another player’s personal supply.
PHASE I: FISHING PHASE
3. Your Shares in Personal Supply
In the Fishing Phase, you catch new fish that you must Place 1 fish from your hand on each (issued) Share in your
distribute according to certain rules. color located next to your “Personal Supply” board. Do not
place fish on Unissued Shares.
This Phase is played simultaneously.
Note: You start the game with two issued and three unissued
Determine your haul size from your Fishing track (see box) Shares.
and take a corresponding number of fish tokens from the
general supply into your hand. Distribute the fish in your 4. Reserve
hand according to the following five steps in this exact order Place the remaining fish in your hand on the Reserve space
(which is also shown on your Elder Council). You may not of your Harbor board. However, your Reserve is limited to
decline distributing your fish. 8 fish. Only place as much fish in there until you reach that
limit. Skip this step if you already have 8 (or more) fish in
your Reserve.
The Fishing Track
Your Fishing track is located at the bottom of your Note: You are not required to reduce your Reserve to 8 fish
Harbor board. This is where your fishing fleet lies at if it contains more than 8 fish (which is possible via certain
anchor, which is comprised of the preprinted catboat Buildings). See page 10 on how to gain access to the fish in
at the start. As the game progresses, you will build your Reserve via the “Transfer Reserve” action.
Ships (see “Build a Ship” action on page 12), placing
them on your Fishing track. This will increase your Example: In Round 1, you catch 3 fish. Neither do you have
haul size, which is always the lowest visible number Elders nor are any of your Shares in foreign possession.
on your Fishing track. Thus, at the start of the game, Therefore, you place two fish on your issued Shares and the
your haul size is 3 fish. third fish in your Reserve.

5. General Supply
Return any remaining fish in your hand to the general supply
(as excess).
Example: Here, your haul size is 10 fish.
The Fishing Phase ends after all players have distributed
their fish. Then move all fish on Shares on the Action board
to the general supply. Move all fish on Shares next to your
1. Elders “Personal Supply” board (regardless of color) into your
Place 1 fish from your hand on each Elder seated in your personal supply.
Elder Council. Skip this step if you do not have any Elders.
Note: Players tend to forget this. If you do forget it, move the
fish as soon as you notice.
Each time there are exactly 3 fish on an Elder, you must
immediately remove the fish as follows: Important! In the Fishing Phase, you always distribute
• place 1 fish in your personal supply and newly caught fish only. If you do not increase your haul size
• return the remaining 2 fish to the general supply. according to the demand, it may happen that you cannot
(Do not remove the Elder card.) place fish on every Elder or every Share in foreign possession.
Even then, you need not and may not use fish from your
personal supply. If you run out of fish during steps 1 or 2, you
Note: You start the game with no Elders. See page 13 on how may choose on which Elders or foreign Shares you place fish
to get Elders and what they are good for. (still resolving Shares on the Action board first in step 2).

6
Elaborate example: in your hand—on the red Shares next to your “Personal
1. Your player color is red and you have just caught 10 fish. Supply” board.
2. You place 3 fish total on your Elders. 6. Your Reserve can only hold another 1 fish so you place
3. This results in there being 3 fish on the Forest Manager. one there.
Before you may carry on, you must first move 1 fish from 7. The remaining 1 fish in your hand goes back to the
the Forest Manager into your personal supply and return general supply.
the remaining 2 fish to the general supply. 8. Finally, the fish on the red and blue Share on the Action
4. From the remaining 7 fish in your hand, you must place board are returned to the general supply.
1 fish on the red Share on the Action board and another 9. In total, you get 5 fish into your personal supply: 3 fish
1 fish on the red Share in the yellow player’s supply. from red Shares and 1 fish each from the blue and yellow
5. You then place 3 fish total—from the 5 fish remaining Share that you own.

4
8
4

7 5
1

2
2 2

6 3

7
PHASE II: WORK PHASE Notes:
• Carrying out an action implies that it somehow changes
In the Work Phase, you send out your Workers to carry your display. You may not take an action that effectively
out actions that will help you with developing your fishing does nothing (see example).
company. • The various action spaces will be explained on page
10 onwards. The actions on the Elder cards should be
This Phase is played clockwise. self-explanatory. Consult the appendix if you are unsure
about what a particular Elder action entails.
Beginning with the First Player, each player will take one
turn at a time, for a total of three turns per player. On your Example: The “Thin Out” action space provides 1 wood for
turn, you may place exactly one Worker on an action space each Forest on your Harbor board. If you do not have any
of your choice, on the Action board or on an Elder in your Forests left or if you already have 12 wood in your personal
Elder Council (see “Using an Elder” on page 13). How many supply, you may not occupy the action space.
Workers can occupy an action space is shown in the top
left corner of the space. Most action spaces show “1”, i.e., You may pass, i.e., not place a Worker on your turn. In the
they can hold at most one Worker. When they do, they are highly unlikely event that you cannot take any action, you
blocked for the rest of the Round. In 3-, 4-, and 5-player must pass. If you pass one turn, you may place a Worker on
games, there are action spaces showing “2” and “3”. These your next turn.
can be occupied by that many Workers (of the same player
or of different players) before they are blocked. Note: Remember you only get three turns total. Consequent-
ly, if you pass, you will not be able to place all of your three
You must immediately carry out the action of the chosen Workers that Round.
action space. Only the player who has just occupied the
action space may carry out the action. You may not occupy The Work Phase ends after each player has had a total of
an action space without taking the action. three turns.

Each of these action spaces can


be occupied by up to two Wor-
kers. The bottom one is blocked
for the rest of the current Round,
because it is occupied by two
Workers already.

Every Round, the “Thin


Out” action space can be
occupied by at most one
Worker.

8
PHASE III: RETURNING Occasionally, you must add new Buildings from the piles that you
have set aside during setup, if the new Round space tells you to
HOME PHASE do so. Whenever you move the First Player ship onto a Round
space with instructions, you must carry them out immediately:
In the Returning Home Phase, you take back your Workers
and move the First Player ship. Round space 3: In 3-, 4-, and 5-player games only: Imme-
diately add a number of new “A” Buildings
This Phase is played simultaneously. to the respective supply board equal to the
number of players (i.e., 3, 4, and 5 Buildings,
All players must remove their Workers from the action respectively). Do not add more Buildings than
spaces on the Action board and Elders. Then move the First there are empty spaces.
Player ship to the next highest Round space (the ship moves
counter-clockwise), making that player the First Player of the Example: Here, four new “A” Buildings have to be added.
following Round.
Round space 4: Each player must draw a number of “C”
Buildings into their hand. In 2-player games,
draw 4 Buildings each; in 3-player games,
draw 3 Buildings each; in 4- and 5-player
games, draw 2 Buildings each. Keep your
hand cards hidden from the other players.
(See “Build a Building” on page 11 for how to
use your hand cards.)

Round space 5: In 3-, 4-, and 5-player games only: Immediately


add 2 new “B” Buildings to the respective
supply board. In 5-player games, add 3 new
“B” Buildings (instead of 2). Do not add more
Buildings than there are empty spaces.

Round space 6: Each player must place all “C” Buildings


Example: At the end of the first Round, the ship moves to remaining in their hand face up next to the
Round space 2. Building supply boards. (There is no supply
board for “C” Buildings.)
Tip: The First Player will always be the player to the right of
the current First Player. This player will take the last turn of The Returning Home Phase ends after you have moved the
the current Round and the first one of the following Round, First Player ship and carried out the instructions, if any.
i.e., they will effectively take two consecutive turns. Use this Proceed with the Fishing Phase of the next Round, or, at the
to your advantage! end of Round 7, with scoring (see page 15).

In a 4-player game, you are


supposed to add 4 new “A”
Buildings to the display at the
start of Round 3 but not more
than can fit on the supply board.
In this example, you would only
add 3 new “A” Buildings.

9
ACTIONS Serve Fish
When you take this action, you must place fish on the empty
We will explain the actions by column, as they appear on the plates of the Banquet Table. You may serve as many plates
Action board. as you like (but at least one)—in numerical order—starting
with the smallest empty plate. The numbers on the plates
+1 gold show how much fish you must spend, placing exactly 1 fish
When you take this action, take 1 gold from the general sup- (of those spent) on the plate and returning the rest (of those
ply and place it in your personal supply. spent) to the general supply. Then take 1 gold for each newly
served plate from the general supply and place it in your
Note: Every Work Phase, this action space may be occupied personal supply.
by at most one Worker.
Notes:
• Every Work Phase, this action space may be occupied by
at most one Worker.
• You may not take the action if all plates contain fish
already or if you do not have enough fish to serve at least
one plate.
• Fish on the Banquet Table is used to take Elder actions
(see page 13).

Example: There are fish on two plates already. You decide to


fill another three plates, which costs you 3+3+4=10 fish. In
return, you get 3 gold from the general supply.
Transfer Reserve
In the Fishing Phase, some of the newly caught fish may end
up on the “Reserve” space located at the top left of your Har-
bor board. Some Buildings may allow you to place other goods
than fish in your Reserve. When you take this action, move all
goods from the Reserve space into your personal supply.

Notes:
• Every Work Phase, this action space may be occupied by
at most one Worker.
• You may not take the action if your Reserve space is empty.
• When you take the action, you must empty your entire
Reserve—you may not leave any goods on the space. Ob-
serve the 12 wood limit on the “Personal Supply” board.

Example: There are 3 fish and 2 wood in your Reserve and 11


wood in your personal supply already. Therefore, move all the
fish and 1 wood from your Reserve into your personal supply
and return the remaining 1 wood to the general supply.

Limited Components
Fish, wood, gold, and Forests are supposed to be in
unlimited supply. Please improvise if you run out or use
the provided multiplication markers (for fish and wood).
Everything else is limited on purpose.

10
Build a Building Issue a Share
When you take this action, build exactly one Building from the When you take this action, take exactly one Unissued Share
display (located on or next to a supply board) or (from Round that is next to your “Personal Supply” board and turn it to
4 on) from your hand. Pay the Building cost (wood, fish, gold) the “Share” side in your color. Place this Share on the “newly
shown on the left side of the Building card and place the Buil- issued shares” space of the Action board, located below
ding on a free Building space of your Harbor board. the “Issue a Share” action space. Then take 2 gold from the
general supply and place it in your personal supply.
Many Buildings are worth Victory Points and help you
develop your fishing company. Notes:
• “A” Buildings have very useful effects but they do not • In 2-player games, every Work Phase, this action space
provide a lot of Victory Points (some are even worth may be occupied by at most one Worker. In 3-, 4-, and
negative points). 5-player games, it may be occupied by at most two
• “B” Buildings are usually more expensive but also useful. Workers.
• “C” Buildings are not available until Round 4, which is • You can take this action at most three times during
when you will get a few into your hands (see page 9). the course of the game, because you only have three
Until Round 6, only you can build the Buildings in your Unissued Shares at the start. Once a Share is issued, it
hand. They can be worth a lot of Victory Points if you remains issued until the end of the game.
meet their conditions at the end of the game. • There is no limit to the number of Shares on the Action
board (regardless of color).
For a detailed explanation of all Buildings, see appendix • Note that, during the Fishing Phase, you must place fish
(starting on page 3). on your Shares on the Action board.

Letter and card Name


Victory Point
number value

Building cost Buy All Shares


(greyed-out When you take this action, take all Shares (regardless of
goods are not Effect (or special instructions color) from the “newly issued shares” space on the Action
required) and details) board, located above the “Buy All Shares” action space, and
place them next to your “Personal Supply” board. To do so,
Notes: you must pay 1 gold for each Share on the Action board. In
• In 2-player games, there are two such action spaces. Rounds 4 and 5, the total cost is reduced by 1 gold. In Rounds
Every Work Phase, they each may be occupied by at most 6 and 7, the total cost is reduced by 2 gold (instead of 1 gold).
one Worker. In 3-, 4-, and 5-player games, there is only
one such action space, which may be occupied by at most Note:
three Workers. • Every Work Phase, this action space may be occupied by
• You may not take this action if you cannot afford a at most one Worker.
Building or if you do not have any free Building spaces • You may not take this action if you cannot afford all of the
left on your Harbor board. You may not build on spaces Shares on the Action board. You may not buy fewer Shares.
containing a Forest or another Building. • The total cost cannot drop below 0 gold. If you buy a
• Once placed, you may not move or remove a Building single Share in Rounds 6 or 7, you will not receive 1 gold.
from your Harbor board.
Example: Until Round 3, these two Shares cost 2 gold. In
Example: The Fish Stand costs 1 wood to build. In this Rounds 4 and 5, they cost 1 gold total. From Round 6 on, they
example, you could place it on any of the marked spaces. can be taken for free (during the “Buy All Shares” action).

11
Deforest
When you take this action, remove exactly one Forest from
your Harbor board. Then take 5 wood from the general sup-
ply and place the wood in your personal supply.

Notes:
• In 2-player games, every Work Phase, this action space
may be occupied by at most one Worker. In 3-, 4-, and
5-player games, it may be occupied by at most two
Workers.
• You may not take this action if you do not have any
Forests on your Harbor board.
• It does not matter how many Forests are on the double
space from which you remove one. Removing a lone
Forest will free up two Building spaces. Example: At the start of the game, there are four Forests on
• You may not remove a Forest without taking the your Harbor boards (two of which are stacked). Consequently,
“Deforest” action or using an Elder or Building that the “Thin Out” action would yield 4 wood.
explicitly allows you to remove one or more Forests.
• Observe the 12 wood limit on your “Personal Supply” Reforest
board. If you already have more than 7 wood in your When you take this action, take two Forests from the general
personal supply, you will get less than 5 wood from this supply and place them in a stack on a free double space on
action. your Harbor board.
• You may take this action even if you already have 12
wood in your personal supply, in which case you will just Notes:
remove the Forest without receiving wood. • Every Work Phase, this action space may be occupied by
at most one Worker.
• You may not take this action if you do not have a free
double space on your Harbor board. Due to its shape,
you may not place a Forest on two vertically adjacent
Building spaces.
• You may not move or remove your Forests just like that.

Thin Out
When you take this action, take an amount of wood from
the general supply equal to the number of Forests on your
Harbor board and place the wood in your personal supply.

Notes:
• Every Work Phase, this action space may be occupied by
at most one Worker.
• You may not take this action if you do not have any
Forests on your Harbor board. Build a Ship
• Every Forest counts, even if it is covered by other Forests When you take this action, build exactly one sloop, one
(if multiple Forests are stacked). cutter, or one schooner from the Ships and Elders supply
• Do not remove any Forests—just count them. board. Pay the Building cost (wood, fish, gold) shown at the
• Observe the 12 wood limit on your “Personal Supply” top of the Ship tile and place the Ship on free spaces of your
board. You may get fewer wood, if necessary. You may Fishing track, as far to the left as possible. Ships are worth
not take this action if you already have 12 wood in your Victory Points and they increase your haul size during the
personal supply. Fishing Phase (Phase I, see page 6).

12
Notes:
• In 2-player games, during every Work Phase, this action
space may be occupied by at most one Worker. In 3-, 4-, and
5-player games, it may be occupied by at most two Workers.
• You may not take this action if you cannot afford a Ship
or if you cannot place one on your Fishing track. You may
not place Ships beyond the last space of the track (not
even partially). Once your haul size is 12, you cannot add
any more Ships.
• Note that you can build schooners for 8 wood and 8 fish
or, alternatively, 4 gold.
• Sloops will cover two spaces, cutters will cover three
spaces, and schooners will cover four spaces of the
Fishing track (counting the first space of the track as two
spaces).

Building cost Name

Example: You cannot take the Contractor as long as the


Victory Point value Builder is still available.

Using an Elder
Instead of placing a Worker on an action space on the Action
board, you may place a Worker on an Elder in your Elder
Example: Here, you build a schooner for 4 gold, placing it to Council and carry out his action. When taking an Elder on the
the right of the preprinted catboat. This will increase your “Take an Elder” action space, you may use his action right
initial haul size of 3 fish to 6 fish. away—without placing a Worker.

In both cases, in order to take the Elder action, you must first
take a fish from the Banquet Table, from the largest fish-con-
taining plate possible (with the biggest number), and place
the fish on the Elder. For this purpose, there are three fish
spaces at the top of each Elder (see illustration). Like in step 1
of the Fishing Phase (Phase I, see page 6):

Each time there are exactly 3 fish on an Elder, you must


immediately remove the fish as follows:
• place 1 fish in your personal supply and
• return the remaining 2 fish to the general supply.
Take an Elder (Do not remove the Elder card.)
When you take this action, take exactly one Elder from the
Ships and Elders supply board and place him on a free seat
in your Elder Council. You may only take a face-up Elder from
the top of a stack.

In 5-player games only: If, by taking an Elder, you uncover a


face-down Elder, immediately turn this Elder face up.

After taking the Elder, you may immediately carry out the
action shown on the Elder card, without placing (another)
Worker (see “Using an Elder”).

Notes:
• In 2-player games, every Work Phase, this action space may
be occupied by at most one Worker. In 3-, 4-, and 5-player
games, it may be occupied by at most two Workers.
• You may not take this action if there are no Elders left on
the supply board or if you already have 5 Elders in your After placing the fish, immediately carry out the Elder action.
Elder Council. No player may have more than 5 Elders. (The Elder card effects should be self-explanatory. See the
• You may take an Elder and not use his action. appendix for a detailed explanation of every Elder card.)
• You cannot get rid of Elders in your Elder Council.

13
Notes: Copy an Action
• You may only take an Elder action if there are fish left on In 4- and 5-player games (and in the solo game, see last
the Banquet Table. You may not instead take fish from page), there is an Imitation tile below the Action board that
your personal supply (or Reserve for that matter). Fish allows you to copy blocked action spaces.
are placed on the Banquet Table via the “Serve Fish”
action (see page 10). In 4-player games: The Imitation tile shows a single “Copy an
• You may only use your own Elders. You cannot use Elders Action” space, which may be occupied by at most one Wor-
in an opponent’s Elder Council nor can you use Elders ker every Work Phase. When you take the action, you may
that are still on the supply board—not even for a fee. use any blocked action space on the Action board.
• Every Work Phase, you may place at most one Worker on
each Elder. In 5-player games: The Imitation tile shows three “Copy an
• If you take a new Elder and use him right away, you may Action” spaces. These spaces correspond to the left, middle,
place a Worker on that Elder later that Round to use him and right column of action spaces on the Action board. When
a second time. taking one of these actions, you may use any blocked action
space in the corresponding column of the Action board. Each
of these spaces may be occupied by at most one Worker
Example: You have just taken the Forest
every Work Phase.
Manager via the “Take an Elder” action.
After you place him in your Elder Council,
Notes:
you take the fish from the “3” plate—
• You may not copy an action space that is not fully
currently the largest plate containing
occupied yet.
fish—placing the fish on the Forest
• It does not matter which Workers block the copied action
Manager. You may then take the action.
space. You may copy an action space that is occupied by
Later that Round, you could place a
one or more of your Workers.
Worker on the Forest Manager to use
• You may not copy the actions on Elders.
him again, provided there are still fish
left to take from the Banquet Table.

Example: Your player color is red and you would like to build
another Ship. The “Build a Ship” action space is blocked
though. Luckily, the Imitation tile is still unoccupied so you
can place a Worker there to copy the “Build a Ship” action.

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GAME END AND SCORING From your subtotal, subtract 1 Victory Point per free
Building space on your Harbor board and 1 Victory Point
The game ends after 7 Rounds. Then total your scores. All per Unissued Share in your possession.
Victory Points are printed on the components that score
them. (In this game, you will not be surprised by any scoring
categories at the end that have been explained to you at the
start but which you have forgotten about.)

Total the Victory Point values of your Buildings and Ships.

Example: In the example to


the right, you would score
7 Victory Points from Ships
and 4 Victory Points from
Buildings with a fixed Victory
Point value, for a total of
11 Victory Points.

Some Buildings show an asterisk (*) in place of a Victory


Point value. This means the value depends on a condition as
described on the Building card. (All Buildings are explained in
detail in the appendix, starting on page 3.)

Example: In this example, you would lose 5 Victory Points


for having two Unissued Shares and three Building spaces
Example: The Harbor Installation scores 2 Victory Points for left unused. Your overall score would be 11+8+21-5=35
each Ship on your Fishing track. In the example to the right, Victory Points.
you would score 8 Victory Points.
The player with the most Victory Points wins. In case of a
Add to your total 1 Victory Point per issued Share in your tie, enjoy your shared victory.
possession (regardless of color) and 1 Victory Point per gold
in your personal supply.
VARIANTS
Match and Rematch
Each of the three Building decks contains 18 “A” and
12 “B” Buildings, which is exactly the number of Buil-
dings needed for two 2-player games, without using
the same Building twice, so you can play two games,
in which each of you is First Player in Round 1 once.
However, always use all “C” Buildings in every game,
because—with enough experience—it is an integral
part of the game to be able to guess in Rounds 4 and
5 which “C” Buildings the other player might have.

Mixing Decks
You may agree beforehand to use 3 “A” and 2 “B”
Buildings from each of the three decks. However, all
Example: In this example, you would score 21 Victory Points additional Buildings (via the First Player tiles) should
from Shares and gold. be drawn from a single deck.

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SOLO GAME
SETUP GAME END AND SCORING
Prepare the game as you would a 2-player game. Use the As usual, the game ends after 7 Rounds. Score your display as
solo game First Player tile, turning it to the side showing explained on page 15. Your goal is to score as many Victory
“Solo Game”, and place the First Player ship on Round space Points as possible. Good players score 30 to 40 Victory Points.
1. For your personal display, only use the red player-specific
components and, additionally, the blue Worker disks. Also THE ADVANCED SOLO GAME
place the Imitation tile alongside the bottom edge of the You can make things harder on yourself by turning the solo
Action board, with the 4-player game side facing up game First Player tile to the other side, showing three rows of
(showing one action space). Round spaces. In the advanced solo game, you will alternate
controlling the red, blue, and yellow Workers. Consequently,
in the Returning Home Phase, you will be leaving two
colors of Workers on the Action board and Elders. Turn the
Imitation tile to the 5-player game side (showing three action
spaces). Use it as you would in 5-player games (see page 14).

COURSE OF PLAY
Go through the 7 Rounds by taking one turn after another.
In odd-numbered Rounds, you control the red Workers; in
even-numbered Rounds, you control the blue Workers.
The position of the First Player ship on the First Player tile CAMPAIGN
will always tell you which Worker color you control (the top Play three games one after another using the Building cards
row of Round spaces is red; the bottom row is blue). of one deck.
At the end of the first two games, remove any Buildings that
Only two things change in the course of play: you have built during that game and set the Buildings left on
• In the Returning Home Phase, you may only return the “A” and “B” Building supply boards aside. Add the “C”
Workers from the Action board and Elders that you will be Buildings that you have not built to the unused “C” Buildings.
controlling next Round (i.e., return blue Workers in odd- In the second game, only use the “A” and “B” Buildings that
numbered and red Workers in even-numbered Rounds). have not been in play in your first game. For your third game,
• In the Work Phase, you may not use action spaces that shuffle the set-aside cards and use those (i.e., you will only
are blocked by Workers placed in the previous Round be using Buildings that you have not built in the previous two
(i.e., of the color you are not controlling). games). In the third game, it is possible that there are not
enough “A” and “B” Buildings left to completely fill the supply
Relationship between Blue Workers and Red Shares boards. Also, in Round 6, there may be fewer than three “C”
In the Fishing Phase, you must place fish on your red Shares Buildings left to add to the display. In either case, you will be
even if you are controlling the blue Workers that Round. In seeing fewer Buildings than normal.
the Work Phase, blue Workers may issue red Shares. Your goal is to get a combined score of more than 100
Victory Points. The number of Victory Points that you score
Imitation above 100 will define your rank, unless you already have a
The Imitation tile allows you to copy a blocked action space higher rank from a previous campaign. If you score at least
on the Action board (see also page 14). The color of the 10 Victory Points below what your current rank represents,
blocking Worker does not matter. you lose one rank. (Your rank cannot drop below 0.)

Thank You!
Many thanks to “Hans im Glück“ for allowing us to use their “Carcassonne: South Seas“ fish
shape. We would also like to express our great gratitude to all of our play-testers and proof-
readers for their invaluable help as well as to Patrick for the amazing job he has done with
illustrating this game.

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