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C. Jerrycan: This item can be used to fi ll your fuel tank. It can
be used at any time,
for example
directly after taking it.
After fi lling up your tank (you will have 5 fuel markers on
your boat card) you hand in your jerrycan. Jerrycans with
a blue background colour are
returned to the pocket
, cans
with red background colour are
removed from the game
.
17. Your boat can only carry 4 equipment cards. If you have more,
the exceeding cards are
removed from the game
.
18. Since you are in a harbour, your turn is now over. Next turn,
you can sail further.
19. Now, the warehouse keeper fi lls the empty shop with the
contents of the warehouse. After this, he or she fi lls the
warehouse from the pocket (after shuffl ing)!
20.
Stores closing: When there are less than three cards in the
blue pocket, they remain in the pocket. Instead, the keeper
puts a ‘closed’ sign on the warehouse. The next shop that is
visited will be closed after delivering their last supplies, by
putting this sign on the shop. From now on, no more square
cards are put on this shop. It is still possible to deliver fi sh on
this harbour’s market.
The storms
21. Storms can block the channels between the islands. This only
happens, when the entire channel is blocked. As long as there
is still an open space, you can sail through.
22. As soon as a channel is completely blocked, the boats will
have to make a detour. When several channels are blocked,
some harbour and fi sh may become inaccessable!
23. With the right gear, the storm cannot harm you. If you have
the storm gear card, move to a storm space (this will take 1
fuel). The storm card is
returned to the pocket
(not removed
from the game like when using a good weather card). The
storm gear card is
removed from the game
.
24. After removing the storm card you can move again, if you still
have fuel left! Otherwise, you stay at this location.
Two boats meeting
25. Two boats that are at the same location can give each other
all kinds of things: equipment (square cards), fi sh and fuel
markers. In this way, everyone can keep sailing and the
markets can be supplied effi ciently! Such a meeting can be
done in a harbour or at sea.
Game end
When the markets have been supplied as much as possible, each
player tries to reach his or her home port. If this is not possible,
they go to another harbour so that they are safe during the
stormy season.
The game can end in three ways:
1. All markets have the right fi sh, and all boats have returned
to their home ports: A very successful fi shing season!
Congratulations!
2. All markets have their fi sh, but not all boats have returned to
their home ports: Very good, but next time try to bring them
all home!
3. Not all markets have received their orders: What might be
done in a next game to get a better result?
Remark
The background colour of the square cards helps to memorize
where they will go after use:
- Cards with
red background (good weather, storm gear, 2
jerrycans) are removed from the game immediately after use.
Put them in the game box.
- Cards with
blue background (storms, bait, boat leak,
3 jerrycans) are normally returned to the blue pocket.
Exceptions are:
equipment that is damaged by a ‘boat leak’,
excess equipment (above 4) that can’t be given to another
boat,
bait that is eaten by a shark,
storms that are removed using a good weather card.
These are removed from the game; put them in the game box.
Tougher version: memory game
For more excitement, the memory game can be played:
1. All fi sh that can’t be caught because the right bait is not there,
are turned face down.
2. Sharks are also turned face down after they have eaten the
bait.
3. Players help each other to remember the location of each fi sh.
If you want to keep ample bait, take particular care of the
sharks!
Short game
For an easier and shorter game, play with 8 of the 12 markets and
shops. The grey islands with a pagoda are out of the game. For
clarity, put a ‘closed’ sign on shop and market on each of these 4
islands. The other rules remain the same. Now it is not necessary
anymore to catch all the fi sh!
This variation can also be combined with the memory game.
Colophon
© 2009 Z4nnespel/Sunny Games.
This game is a license version of the game ‘Somewhere in China’ from
Family Pastimes, Perth, Ontario, Canada.
Original game rules © 2004, Jim Deacove (Family Pastimes).
This version © 2009, Steven Michiel Rijsdijk (Z4nnespel) and
Anne Mijke van Harten (Earthgames), Loenen,
Holland.
Translator: Steven Michiel Rijsdijk (Z4nnespel).
Illustrator: Tim Mathijsen.
Designer: Jeroen van Dijk (2DSign), Broek op Langedijk, Holland.
Producer: Nederlandse Spellen Fabriek, Medemblik, Holland.
Publisher:
Z4nnespel / 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.
Princess
2-4 players, age 4+
How can we rescue the princess
who is sleeping in her castle for
100 years? The players make up
a story together, using the things
they fi nd on their way.
Max the tomcat
1-8 players, age 4+
Bird, Mouse and Chipmunk are
trying to reach their homes, but
Max is coming after them! An
exciting strategy game for all ages.
Secret Door
1-8 players, age 5+
We try to fi nd out what valuables
are hidden behind the secret
door. Then we can prevent them
from being stolen. A co-operative
memory game.
Sandcastles
1-8 players, age 5+
At the beach we build beautiful
sandcastles! A tactical game that
entices the players to make up
their own variations of the game.
Mount Everest - Mountaineering
2-6 players, age 7+
Form a team of mountaineers and
climb to the summit together! A
good team can overcome all kinds
of troubles. An exciting strategy
game.
Eyes of the Jungle
1-12 players, age 8+
How can we conquer the dangers
of the jungle? An exciting game
in which strategy, creativity and
co-operation go hand in hand. The
fantasy of the players leads to new
stories all the time.
Pinch the Poachers
2-5 players, age 8+
The poachers are trying to catch
wild ducks, boars and deer. We,
the forest keepers, are not going
to permit that! We will arrest
them before they can even catch
one animal. An exciting strategy
game.
Some other co-operative games by Sunny Games
4

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