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Game overview
The players go fi shing in a Chinese archipelago. Together, they
form a fi shing co-op that brings six diff erent fi sh species to the
markets on the islands. Each market has ordered their own choice
of fi sh. The players set out, trying to catch the right fi sh. Then
they visit the harbours to fi ll in the market orders.
Each harbor also has a shop, providing fuel, bait and storm gear.
But their stock is fl uctuating, making it not always easy to get
the right equipment!
The fi shing trade has its own risks. A shark might steal your bait
and when your boat is leaking, all your precious equipment might
be lost!
In the course of the game, storms occupy the narrow channels
between the islands. More and more channels may become
blocked by these storms. Moreover, more and more shops will
close so it will be even harder to get some new equipment.
Luckily, the boats can hand over some equipment and fi sh when
they are at the same spot.
Together, the players try to fi ll in as many market orders as
possible before the storm season forces them to stay home. That
is to say, if they can make it back to their home ports...
Contents
Game board, game rules, 1 blue pocket, 5 boat cards, 5 coloured
pawns, 30 rectangular fuel markers, 20 ‘closed’ signs (in 4
languages), 30 circular fi sh pieces and 61 square cards: 24 storm,
22 bait, 5 jerrycan, 4 storm gear, 4 good weather, and 2 boat leak.
Preparations
1. Look over the game board. It shows an archipelago with 12
islands. Locate the harbour, market and shop on each island.
The narrow channels between the islands are represented by
numbered spaces. In the course of the game, the storm cards
will be placed here, closing off the channels. In one corner is a
warehouse.
2. Each player chooses his or her coloured pawn and puts it in
home port. The home ports are easily recognized by their
colour.
3. Each player gets a boat card of the same colour. On the
boat card, spots are indicated for placing equipment (square
spaces), fi sh (circular spaces) and fuel (rectangular spaces).
4. Each player start with a full tank. Put 5 fuel markers on each
boat card. The remaining fuel tokens are put beside the game
board.
5. Put all fi sh pieces face down on the board and mix them well.
Help each other to divide them over the game board. One fi sh
on each indicated space. Take care that no one sees the fi sh
colours!
6. Put the square cards in the blue pocket, so that they can be
shuffl ed and drawn randomly during the game.
7. Each shop now gets three square cards. Put them face up. The
warehouse also gets three face up cards.
8. Put the ‘closed’ signs near the warehouse.
9. One player sitting close to the warehouse will be the
warehouse keeper. This player will take care of supplying the
shops.
Sailing
1. Decide together on a starting player. The game proceeds in
the direction of the sun (clockwise).
2. Your turn allows you to sail anywhere, unless storms are
blocking your way. Each move requires one fuel token. No
matter how far you are moving.
3. Moving your boat means:
A. Hand in one fuel token.
B. Sail to the location of your choice: a fi sh, a storm or a
harbour.
C. Take your action here (actions are described
later).
4. If you didn’t enter a harbour and you have still fuel left, you
can move again.
5. Your turn
automatically
ends when you enter a harbour. You
may also choose to end your turn prematurely and stay at sea
until your next turn.
6. At any time, you can fi ll up your fuel tank using a jerrycan
(see 16C). Or you can get fuel from another boat, but then
you have to go there (see 25). When you have run out of fuel
at sea, the only way to get going again is that another player
bring you some fuel.
7. Instead of moving, you can also stay at the place where you
ended your previous turn. This takes no fuel. However, when
in a harbour, you are
forced
to take the cards in that harbour’s
shop; see ‘The harbours’.
Catching fish
8. When you have sailed to a fi sh with at least one bait card
in your boat, you may try to catch this fi sh. Obtaining bait
is described under ‘The harbours’. Often it is useful to carry
diff erent kinds of bait.
9. First expose the fi sh card. If the fi sh colour corresponds with
the colour of your bait, the fi sh is caught. Put the fi sh on
your boat card; the bait card is
returned to the pocket
. With
multicolour bait, any fi sh can be caught, but you can also
choose to let the fi sh swim and keep the bait. If the fi sh isn’t
caught, it stays at its place turned face up.
10. If the fi sh you are trying to catch happens to be shark, it will
eat one bait (of your choice). The shark stays in place face up
and the bait card is
removed from the game
.
11. If still have bait left, you can sail to another fi sh and try to
catch it.
12. Each boat can carry only three fi sh. You may throw fi sh out of
your boat, but then they are
removed from the game
.
The harbours
13. When arriving in a harbour, fi rst check if there is a boat leak
card. If so, your boat is damaged. The ship’s hold is fl ooded
and any equipment you might be carrying becomes useless.
All square cards from your boat card are
removed from the
game
. If there are two boat leak cards, you also lose the fi sh
you are carrying! After this event, the boat is repaired. The
boat leak card is
returned to the pocket
.
14. When you are safely landed, you can deliver fi sh at the
market, if they have the right colour! Put the fi sh on the right
spot on the market, making it easy to see which fi sh still have
to be delivered.
15. Then you read the weather news. This might be the following:
A.
Storm: A storm is forming in one of the channels.
Put the storm card on a channel space with a number
corresponding to the storm card. If the card has no number,
decide together which storm space will be occupied. If you
have drawn a storm card with a number that is already
covered by a storm card without number, the storm card
without number is fi rst moved to a diff erent storm space
of your choice. The new card can then be placed on its
corresponding number.
B.
Good weather: One of the storms is subsiding!
Immediately remove one storm card of your choice. The
storm card as well as the good weather card are
removed
from the game
. Take care: If there are no storm cards on
the board yet, the good weather card is removed without
having eff ect!
16. The remaining cards are equipment that you are buying in
the harbour shop. Put these on the square spaces of your boat
card. There are three types of cards:
A.
Bait: You need this to catch fi sh, as described earlier. Some
types of bait are more common than others.
B.
Storm gear: This clothing protects you from the storms.
In one of your next turns you can use this card to cancel a
storm, see ‘The storms’.
g
co-operative strategy game
2 to 5 players • age 11+ • duration about 60 minutes
playing on your own is possible, but very tough!
Somewhere in China
3

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