Fishy Tactics
Fishy Tactics Rulebook
Table of Contents
Table of Contents
Goal
The player (or Crocodile) with the highest value of fish in their haul at the end of the game wins!
Set-Up
- Place the Crocodile in the middle square
- Each player chooses a Player Meeple and places it on one of the fishing docks
- Place the Fish Meeples randomly on the board, one fish per square
- The player who has most recently gone fishing (in real-life) goes first
How to play
Players take it in turns to try and lure fish to their Meeple before they're hooked by another player or snapped up by the Crocodile.
Each turn players do both of the following actions in this order:
- Roll/Spin the Crocodile die/spinner and move the Crocodile one space in that direction
- Roll the fisher's dice and move one fish up to that many spaces
- If you roll a 6, instead of moving a fish, steal a fish (blind) from a player of your choice
End
The game ends when the last fish is removed from the board.
Count your fishes' total points using the guide below.
The player (or Crocodile) with the most points wins!
Points
Blue = 1 Yellow = 2 Orange = 3 Red = 5
Glossary Rules
Crocodile
- The Crocodile eats any fish that it lands on
- The Crocodile may not move off the board - if it is directed to, it does not move this turn.
Fishing
- You may only move one fish per roll
- Fish may not move diagonally
- Fish may pass over a crocodile, but any fish that ends its turn on a crocodile is eaten
- A fish may be moved on top of another fish. There is no limit to the number of fish piled on one space; however, you may only move the top one. If the Crocodile lands on a fish pile all fish in the pile are eaten.
Stealing
- You may choose which player to steal from apart from the Crocodile
- Stealing is blind - you may not see which fish to steal!
- You may not move a fish in place of stealing
- If no players have fish to steal your turn is over.