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Fische Fluppen Frikadellen

Fische Fluppen Frikadellen Rulebook

Table of Contents

Table of Contents

  • Game Components
    • 1. Buyers and sellers (green-gray)
    • 2. Exchange traders (red-brown)
    • 3. Fetish traders (yellow)
    • Further components
  • The Game for 2-5 Players
    • Setup
  • Playing the Game
    • Movement
      • 1. Movement on foot
      • 2. Movement by raft
      • 3. Calling rafts
    • Movement examples
    • The First Round
    • Trade
      • 1. Buyers and sellers
      • 2. Exchange traders
      • 3. The fetish trader
    • Traders' Bonus Actions
      • Standard Bonus Actions
    • The Progress Tiles
    • Game End
    • For Your First Game
  • The Traders
    • Buyers and Sellers (house numbers: 1, 3, 5, 6, 9, 10, 11, 13, 15, 18, 20, 21, 23, 24, 27, 29, 30, 32, 33, 35)
    • Exchange Traders (house numbers: 4, 7, 12, 17, 19, 22, 28, 31, 34, 36)
    • Special Traders
    • Fetish Traders (2, 14, 26)
    • 1992-2002: Ten Years of Games by Friedemann Friese
  • The Game for 6-15 Players (2 to 3 Tables)
    • Setup
    • The Game
      • Movement
    • Game End
  • The Bonus Actions
  • The Progress Tiles

Game Components

36 traders. There are 3 kinds of traders.

1. Buyers and sellers (green-gray)

Each buyer-and-seller card shows a house number, a name, a production (goods icon), and a demand (goods icon), plus a bonus action.

At buyers and sellers, the cargo shown on the left sign is always produced there, and you can buy it there. For example, at the Frisierte Frauke ("Coiffed Frauke") you can buy fluppen. The right sign shows what you can sell to this trader. In this case, fish.

Bonus action: Every buyer and seller has a bonus action. This must always be carried out when you visit this trader. For example, when you visit the Frisierte Frauke, she makes sure that fennel and fish are produced.

2. Exchange traders (red-brown)

Each exchange-trader card shows a house number, a name, a trade request, and a trade offer, plus a bonus action.

At exchange traders you can always trade one kind of cargo for another. The left side always shows the kind the trader takes (here, fennel). The right-hand box shows what you receive (here, 2 frikadellen), i.e. at the Fremder Franziskus ("Foreign Franziskus") you receive 2 frikadellen for every 1 fennel.

Bonus action: Exchange traders also have bonus actions. This one lets you raise or lower the value of any cargo.

3. Fetish traders (yellow)

Each fetish-trader card shows a house number, a name, and a fetish price.

At the fetish traders you get the fetishes you need to win the game. At the Forschender Fridolin ("Inquiring Fridolin") you must hand over 3 matching cargo units for the first fetish, 4 matching units for the second, and 5 matching units for the third and final fetish. (Fetish price.)

Bonus action: Fetish traders have no bonus action.

Further components

  • 1 folding board.
  • 65 cargo tokens: fluppen, fennel, fusel, fish, frikadellen.
  • 5 price markers, one per cargo type.
  • 11 progress tiles (explanation on the back of the rules): +2 movement (3x), trader lock (2x), cargo change (2x), close a trader / "Sorry, we are closed" (2x), buy cargo from another player (2x).
  • 15 fetishes: 5 each of three kinds.
  • 5 figures.
  • 6 rafts.
  • 2000 florint (25x 10-notes, 15x 50-notes, and 10x 100-notes).

The Game for 2-5 Players

Setup

The folding board is laid out in the middle of the table. The 6 rafts are placed on the marked landings (anchors).

The fetishes are placed ready beside the board.

Each player receives 150 florint and chooses a figure, which is placed in the harbor.

Each player is secretly dealt 2 progress tiles and chooses one of them to keep. The other tile is shuffled face down with the undistributed progress tiles and placed ready beside the board.

The 36 traders are sorted into a stack by house number (from 1 to 36) and placed face down. Now each player cuts the stack once, in turn order. Be careful to cut "normally" — only lift a portion off the top and place it underneath. This keeps the order of the traders within the stack but leaves a random one on top.

Then the top 12 cards of the stack are taken face down and shuffled. These 12 traders are distributed face up, in any arrangement, onto the spaces provided on the board. The rest of the stack is not needed for this game.

A cargo token of the kind that trader produces (left sign) is placed on every buyer-and-seller trader (not on exchange or fetish traders). The price markers for each cargo kind are placed on the price table on the board — at value 50 for each kind of cargo.

A starting player is determined.

Playing the Game

A turn consists of movement and, if desired, trade.

Movement

On your turn you have 3 movement points available. You may spend 0-3 movement points on the following 3 options.

1. Movement on foot

For each movement point you move one space further. Paths, bridges, and traders count as spaces (rafts do not count as spaces — see "Movement by raft"). Spaces occupied by another player's figure do not count toward movement, but you may end your move on a space occupied by another player.

Important: If you are standing on a trader's space, you must spend at least 1 movement point to leave it. You may not revisit this trader again in the same turn.

2. Movement by raft

If you are standing on a space with a raft landing, and a raft is there, you may use the raft for 1 movement point. You cross with the raft, in either direction, to the next empty raft landing and disembark there (a player figure never remains on a raft). This move costs one movement point. You may make several such raft moves in one turn.

Important: There are two raft landings in the harbor. If at least one of the two is empty, the harbor counts as the next empty landing. With two empty raft landings in the harbor, you do not need two movement points to pass around the harbor.

3. Calling rafts

For each movement point you may move a raft from any landing to the nearest free landing. This additionally costs 10 florint per move.

Movement examples

  1. Figure A can walk to space 1 or 2 with 3 movement points.
  2. Figure A can also reach space 3, because the space occupied by figure C does not count toward movement.
  3. Figure A can even reach space 4 by using raft E. The landing at figure B would be the first movement point. But since figure B is standing there, that space does not count, and the space is reached via space 3 with the first movement point.
  4. For figure B to reach space 5, rafts must be called. You take raft D and move it for 10 florint and 1 movement point into the harbor. Then you take either raft D or E and call it for another 10 florint and 1 movement point to figure B's landing. The last movement point is used to reach space 5. If figure A were not standing there, the movement would end in the harbor. You must call raft D, because you must clear the landing in order to land there.

The First Round

To balance the advantage of turn order, in the first round all players have a different number of movement points. The first player has 3 movement points. The second has 4 movement points, the third has 5, and so on. This rule removes any first-player advantage. From the second round on, every player always has 3 movement points.

Trade

If you are standing on a trader at the end of your move, you may trade there. You may also pass. Afterward you must in any case carry out the trader's bonus action. You may not carry out the bonus action first and then trade.

Important: At every point you must make sure that you are never carrying more than 7 cargo tokens.

1. Buyers and sellers

At buyers and sellers you can buy cargo that this trader has in stock, and sell cargo that this trader demands. The order of buying and selling is up to you.

a) Buying

When you buy cargo, the price of a cargo token is determined first. The base is the price-table price, minus 1 step for each cargo token currently lying at that trader:

Price of the cargo = price-table price − number of cargo tokens (steps)

Examples:

  1. At the start, all prices stand at 50 florint, and each buyer and seller has one cargo token lying there. That cargo costs 40 florint (1 step lower).
  2. A trader has 3 fish lying there. The price of fish stands at 100 florint. The player pays 50 florint per fish (3 steps lower).

A player may buy any number of the available cargo tokens at the current price.

Example: Of the 3 fish on offer, the player buys 2. He pays 100 florint.

Important: Even if very many cargo tokens are lying at a trader, the minimum price per cargo token is always 10 florint.

b) Selling

Every buyer and seller buys a specific kind of cargo. You may sell this trader any number of your own cargo tokens at the current price-table price. Regardless of the quantity sold, the price of that cargo then drops by a fixed amount. The price table shows, at the current price, the number of steps by which that cargo's value falls.

Example: At a price of 50 florint, the value of the cargo falls by 2 steps when sold, to 30 florint.

Important: The price only drops on sales. Buying does not change the price.

2. Exchange traders

At exchange traders you can trade 1-2 cargo tokens for other cargo (you receive 2 or 4 cargo tokens back). If there are not enough cargo tokens left in the supply, you cannot make the trade. (There are also special exchange traders — see appendix.)

3. The fetish trader

One of the 12 traders is the fetish trader (there are three different fetish traders in the game — see appendix). At a fetish trader you can exchange cargo tokens for fetishes. For your first fetish you need exactly 3 cargo tokens, for the second fetish 4 cargo tokens, and for the third fetish 5 cargo tokens. You choose one of the three different fetishes each time.

If you arrive at the fetish trader and possess the required cargo tokens, you may hand them over immediately and receive a fetish. You may only exchange for 1 fetish per round, even if you already possess the cargo needed for the second fetish as well. The price of the surrendered cargo kinds drops according to the number of steps shown on the price table. The player additionally receives two progress tiles, of which he chooses one to keep and shuffles the other back face down into the supply.

Traders' Bonus Actions

Whether the player trades, buys, sells, or passes, he must finally carry out the trader's bonus action. (Only fetish traders have no bonus action.)

Standard Bonus Actions

Production: When this action is triggered, a matching cargo token is added at every trader who produces that cargo (the left sign, for buyers and sellers).

Important: If there is not enough of that cargo left in the supply for the production, the value of that cargo rises instead, according to the right-hand column of the price table.

Value increase: When this action is triggered, the value of the matching cargo rises. If the price of fennel, for example, stands at 60, look at that cargo's row in the price table, far right, and see that fennel rises by 2 steps here. So fennel rises to 100.

Important: If a cargo's value would rise above 150, that cargo is produced instead.

The other bonus actions are explained on the last page of the rules. After the trader's bonus action is complete, the next player takes a turn.

The Progress Tiles

You may play as many of these progress tiles as you like on your turn. Each progress tile may be played at any point during the turn. For example, you could use two movement points, play a progress tile, and then use the last movement point. Once played, they are shuffled face down back into the supply. Your own progress tiles are kept face down (hidden). The various progress tiles are explained on the back of the rules.

Game End

The game ends as soon as a player possesses 3 different fetishes at the end of their turn. That player has won and frees the fairy Fabula.

For Your First Game

The first time the game is played, simply use the traders with house numbers 1-12. These are best suited for learning the game.

The Traders

Buyers and Sellers (house numbers: 1, 3, 5, 6, 9, 10, 11, 13, 15, 18, 20, 21, 23, 24, 27, 29, 30, 32, 33, 35)

Here you can buy any cargo lying at the trader. New cargo is only added when the production of a cargo (left sign) is triggered by another trader's bonus action. You may sell any number of units of the cargo shown on the right sign here. Example, see the first page.

Exchange Traders (house numbers: 4, 7, 12, 17, 19, 22, 28, 31, 34, 36)

Here you receive, for one cargo unit shown on the left side, two cargo units of the kind shown on the right side. You may carry out this trade twice per turn, i.e. you can give up two goods and receive four others. If you possess three of the matching cargo, you may only trade a maximum of 2 of them. Example, see the first page.

Special Traders

Fischiger Freddy (No. 8): Here you may trade any one good for two different or identical other goods. This is the only exchange trader you may use only once per round.

Feilschender Franz (No. 16): At this trader you may buy any kind of cargo at any time for the current price shown on the price table. The purchased cargo is taken from the supply. You may only buy one cargo unit per round.

Fahle Felicitas (No. 25): Here you may trade one cargo for another cargo of higher value. Since you may trade twice per round at every exchange trader, you may also trade twice here. It is therefore possible to simultaneously trade two different cargo kinds for two others, if the prices allow it.

Fetish Traders (2, 14, 26)

At the fetish traders you receive the fetishes you are seeking in exchange for cargo. The first fetish always costs three cargo tokens, the second fetish always costs 4 cargo tokens, and the third and decisive fetish costs 5 cargo tokens. Depending on the fetish trader, a different combination of cargo is required. At the Forschender Fridolin (2) you must always deliver matching (identical) cargo; at Friedemann Friese (14) all the cargo delivered must be different from each other; and at the Fröhliche Frank you must always arrive with two kinds of cargo — first 2:1, then 2:2, and finally 3:2.

Many thanks to all the fabled, fantastic, friendly, freely-volunteering playtesters:

Angela, Sören Bendig, Steffi Faase, Thomas Glander, Lutz E. Hahn, Andreas Joks, Tale Jo König, Henning Kröpke, Bob Mathies, Jago Mattiz, Maura, Jürgen Münzer, Jürgen Neidhardt, Boy Pols, Tobias Pflaum, Maren Rache, Reinhold, Steffi, Volker Tietze, Ulrich Walter, Martin Wehnert, Tagungshaus Drübberholz, and fellow players in Helmarshausen. Of course, someone is always forgotten!!!

1992-2002: Ten Years of Games by Friedemann Friese

  • 1992: Founding of Spiel-Bau-Stelle, Bremen; Wucherer, Dimension, Raus aus dem Schneckenhaus
  • 1993: Wuchererer
  • 1994: Renamed to 2F-Spiele; Falsche FuFFziger
  • 1995: Foppen
  • 1997: Frischfisch
  • 1998: Friesematenten
  • 1999: Frischfleisch
  • 2000: Flickwerk
  • 2001: Funkenschlag
  • 2002: Fische Fluppen Frikadellen, Fuhrpark

Art & Grafik: Maura. Additional Art: Peka.

The Game for 6-15 Players (2 to 3 Tables)

A particular appeal of Fische Fluppen Frikadellen is playing with more than 5 players. This requires 2 to 3 copies of the game. 6-10 players play simultaneously at 2 tables; 11-15 players play simultaneously at 3 tables.

The following describes only the additional rules. The base rules are those for 2-5 players.

Setup

A game is set up on each table. Players distribute themselves as evenly as possible among the tables at the start. There is no advantage or disadvantage to sitting at the fuller or emptier table with an odd number of players.

6-10 players: One entire kind of fetish is placed at one of the tables. The third kind of fetish is distributed evenly between both tables. This kind, then, is available at both tables. If this kind of fetish should run out at one table when trading, you may take the corresponding marker from the neighboring table. To win the game, players must have played at both tables during the game, since three different fetishes are needed.

11-15 players: One kind of fetish is placed at each table. To win the game, players must have played at all three tables.

The Game

The special trick of the game is having to switch between the game tables in order to be able to win.

Movement

There is a 4th way to spend movement points.

4. Switching tables

If your figure is standing in the harbor and you have at least 1 movement point remaining, you may leave that table and sit down at another. The player takes their figure, all cargo tokens, fetishes, progress tiles, and their florint (i.e. everything they own) and goes to another game table. There they sit down to the right of the player who is currently taking their turn, so that they will be the last to act at the new table. The player's figure is placed in the harbor at the start of their own turn, and they start normally with 3 movement points.

Important: During the game, you may not seek out information about the game state at other tables. When you switch tables, you go directly to another, seat yourself in the correct place in turn order, and only now get an overview of the current situation there. Only once you have had your first turn at that table may you switch tables again.

Important: Should a cargo type or the progress tiles run out at one table, that is bad luck. At other tables there may be plenty. Only money should remain evenly distributed (if needed, you may take some from another table).

Important: It can happen that a player is playing alone at a table. This player is obliged to fully carry out every turn (moving their figure, trading, adjusting price-table values, etc.).

Game End

As soon as a player possesses all three different fetishes, they are the winner of the game and free the fairy Fabula. If desired, the first three places may be determined, to give several players a sense of accomplishment. These players must then content themselves with the company of Prince Fieso.

The Bonus Actions

2 traders produce: Choose two buyers-and-sellers that produce. A matching cargo token is added at each of these two traders.

All cargo rises: The value of every cargo rises according to the right-hand column of the price table.

Move a player: You may move a movement point's worth of another player's figure, following the normal movement rules. The moved figure does not trigger a bonus action.

Move a raft: You may move any raft from any landing to any other free landing.

Draw again: You take another complete turn with 3 movement points.

Cargo swap: You take all the cargo lying at one buyer-and-seller and swap it with the cargo at another. You may also choose traders who have no cargo lying at them.

Trader swap: You may take two traders (not this trader, and not the fetish trader) and swap their places.

Double production: Choose a cargo kind that is produced twice. Two cargo tokens are added at every trader who produces it.

Production of any cargo: Choose any cargo kind to be produced.

Change cargo value: Choose a cargo kind whose value you may raise or lower according to the right-hand column of the price table.

Lower cargo value: Choose a cargo kind whose value you may lower according to the right-hand column of the price table.

Additional sale: You may sell one unit of any cargo at the current price. The cargo's value drops as with a normal sale.

Buy cargo for 50: You may buy any one cargo unit here for 50 florint. The cargo is taken from the supply.

Gift: You receive one unit of the currently cheapest cargo kind. If there is no single cheapest cargo, you receive nothing.

The Progress Tiles

+2 movement: When you spend this tile, you may move 2 additional spaces this turn.

Change cargo value: Choose a cargo kind whose value you may raise or lower according to the right-hand column of the price table.

Cargo swap: You convert one of your own cargo units into any other kind.

Lock a trader: This tile is placed on a trader (not the fetish trader). This trader counts as locked for one round. You may not visit it. It does not count for movement purposes. The tile is removed after one round and shuffled back into the supply.

Buy cargo: You may buy one cargo unit from another player at the current price. You may only play this tile if, during your turn, you enter the space of the other player.