is not done with the catch.
will be a perfect game to throw into a suitcase or a backpack. The winner is the player who gathers fish to
fill contracts better than everyone else.
is made up of the Market Place containing market rate cards, contracts and buildings
for purchase, and a North and South Wharf and a Goods draw deck. On a turn, players
will either go to the Market Place or to one of the Warf’s for their actions.
cards, up to a maximum of six. Goods cards
represent a type of fish: king crab, lobster, swordfish, tuna, oyster, or
shrimp. These fish will be used to purchase
contracts or buildings at the market.
Additionally, they will be used to fulfill your purchased
contracts. Each contract has an assigned
victory points value and requires a combination of from 3 to 5 fish to fulfill with
each contract’s mix of fish unique. Contracts with more fish score better than
those with less. Trophies are awarded
for being the first or second to fulfill a type of contract. Contracts also provide a special ability that
a player can use until that contract is fulfilled.
constantly changing. Not only does a new
contract get added each time a contract is purchased but the market rate on one
of the available contracts will change as well.
The incoming contract will determine which rate slot is changed.
points is to buy buildings which can be expensive requiring 4 fish of a
particular type but yield many points. Building do not provide any special
abilities. Additionally, the captain you are dealt at the start of the game
will specify a particular fish that you will receive bonus points for on each
of your completed contracts.
Library for you come in and try.