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4 Patrol vessels: moving, patrolling and arresting
The player with this card is in charge of the three patrol vessels.
The patrol vessels keep an eye on the hunters so that they
cannot shoot the animals. Later on in the game, two patrol
vessels can arrest a hunter together.
Moving:
The patrol vessels may visit any water space and can move in
any direction. Always place them at the center of the water
spaces, they do not dock at the coves.
You may move a total of four moves; going from one water
space to an adjacent space counts as one step. The four steps can
be divided between the three vessels.
The krill shrimps love the warmer water around the vessels.
Therefore, the krill cards are moved along with the patrol
vessels. In this way you can bring food to the seals and
penguins!
Patrolling:
The patrol vessels keep watch over the cove or coves (often 1,
sometimes 2) that are on the border of their water space.
Penguins and seals can now visit this ice space without getting
shot. Unless the ice space has a second cove with a hunter that is
not being watched!
Arresting:
To arrest a hunter, two patrol vessels have to meet each other
on the space where the hunter has docked.
When a hunter is arrested, it is removed from the game.
Together with the red boat, one of the patrol vessels making the
arrest is also removed. Put the boats next to each other on the
lower right corner of the board.
After the arrest you receive one additional helicopter. Turn it
face up.
The patrol vessels that are still in the game can use any
remaining steps.
With the next arrest, both patrol vessels are taken out of the
game. Now you receive the third and last helicopter.
The third hunter cannot be arrested, it always stays in the game.
5 Melting ice
The player with this card each round chooses one ice tile that
will melt:
First you have to melt one of the six tiles with cracks, then one
without cracks, then one with cracks, and so on until there are
no cracked tiles left. Then you melt a tile without cracks each
turn until only the xed ice area is left.
Make a pile of the melted tiles on the lower right corner of the
board. In this way, you can always check what kind of tile was
melted in the previous round.
The ice always remains connected. A second island may not be
formed.
You are allowed to melt a tile where a hunter is docked. In that
case,
rst
move the hunter to the rst available empty cove
(additional move). Watch out: an animal can be threatened this
way!
If you are forced to melt a tile that has an animal on it, you lose
immediately! So keep watch for the last tile with cracks...
Deploying helicopters
Like patrol vessels, helicopters can keep watch over a hunter so that
it cannot shoot. They can be put into action at any time, for example
when a hunter has just docked near an animal. Put the helicopter
on the water area, on the same spot where a patrol vessel would be.
As soon as the hunters are replaced again, the helicopter is removed
from the game. Put it on the lower right corner of the board.
At the start of the game, there is one helicopter. You might earn
two more by arresting hunters. The player with the patrol card
decides when and where the helicopters are deployed. Save them for
the right moment!
Helicopters can
not
be used for making arrests.
End of the game
The players win as soon as all four animals have eaten three times.
You do not have to nish the round of play.
The players lose if an animal gets shot or when you need to melt a
tile with an animal on it.
Advanced game
Preparations
Preparations are largely the same as for the basic game. The only
dierence: after the starting player is chosen, this player also
receives the four other task cards.
Playing
At the beginning of every round of play, the starting player spins the
arrow and follows the eects as in the basic game. After that he or
she shues the other 4 task cards. The player next to the starting
player blindly draws a card from the hand of the starting player.
The player immediately carries out this task as described in the basic
game. After that, the next player draws a task card.
When all tasks are done, pass the starting player card to the left. The
new starting player collects the task cards, spins the arrow, lets the
other players draw, and so on. You can also choose to let one player
be the starting player for the whole game.
When all patrol vessels are out of the game (after the second
arrest), task card 4 is also removed from the game.
Arresting
Arresting is only possible in the shallow (lighter coloured) water.
At the start of the game, arresting is not yet possible.
Helicopters
In the advanced game, the players decide together on the
deployment of helicopters.
End of the game
You win when all animals are fully grown up
and have returned to a
starting place of their own kind!
Seasoned players and experts
Seasoned players play with two krill cards instead of three. The real
experts try to win without any krill.
Also available:
Pinch the Poachers, the rst game by Jouke Korf.
Colophon
© 2015 Sunny Games.
Author: Jouke Korf (www.joukekorf.nl), Enschede, Holland.
Illustrator: Tamara Havik (www.tamarahavik.nl), Den Haag,
Holland.
Front image concept: Ronald Bakker, Amsterdam, Holland.
Rule text: Steven Michiel Rijsdijk (Sunny Games) en Anne Mijke
van Harten (Earth Games).
Translator: Steven Michiel Rijsdijk.
Designer: Jeroen van Dijk (2DSign), Noord-Scharwoude, Holland.
Producer: Nederlandse Spellen Fabriek, Medemblik, Holland.
Many thanks to Bram, Bryan, Coralie, Donicio, Randy, Romaissa,
Yannick and all other playtesters.
Publisher:
Sunny Games
Keizerfazant 54
1704 WL Heerhugowaard
The Netherlands
+31-72-5747825 (072-kristal)
info@sunnygames.eu
www.sunnygames.eu
‘Co-operative games’
is a trademark from Family Pastimes.
4

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