Fugu
Fugu Rulebook
Table of Contents
Table of Contents
Contents
- 75 Cards (from 1 to 75)
- 4 Scorecards
Setup
Depending on the number of players, play with the following cards:
- 4 players: Take all cards.
- 3 players: Remove cards numbered 58 to 75 and return them to the box.
- 2 players: Remove cards numbered 40 to 75 and return them to the box.
Place a Scorecard in front of you. Shuffle the cards and place 3 cards face-up in the center of the table. Then deal 18 cards to each player. Place them face-down in a row in front of you.
Each card can be placed in your row two ways: number side up, or anchor side up.
Hint: Cards should not overlap, or only overlap as little as possible to ensure easy handling. Make sure you can insert and remove cards without disturbing the order.
Note: Once you are more experienced, or when travelling, you may hold your cards as a small face-down deck in one hand.
How to Play
The player who can hold their breath the longest goes first. Play proceeds clockwise. Take your turn as follows:
- Take 1 of the 3 face-up cards from the center to place into your row.
- Replace 1 face-down card in your row with the card you took, placing it in one of the 2 ways: a) You can place it in the desired position number-side up if its number fits the ascending order from left (lowest) to right (highest). b) You can ignore the ascending order and flip the card 180° to place it anchor-side up in the desired position. Anchors can be placed anywhere in your row to replace a face-down card. However, they will be worth minus points at the end of the game.
- Flip the face-down card you replaced in your row and place it face-up in the center. There are now 3 face-up cards in the center again.
Note: The first card is always placed number-side up.
Warning: Never change the order of cards already in your row.
Example A: There's a 6 Bannerfish in the center that Claire wants to take and place between her 4 and 12. She replaces the face-down card between the 4 and the 12 with the 6, placing it number-side up (because it fits the ascending order 4<6<12). Finally, she turns over the replaced face-down card and places it face-up in the center. She grouped the Bannerfish and will receive 2 points when scoring.
Example B: There's a 6 Bannerfish in the center that Claire wants to take and place between her 66 and 75. She replaces the face-down card between the 66 and the 75 with the 6, placing it anchor-side up as an Anchor (even if it would fit in the ascending order between 4 and 12). Finally, she turns over the replaced face-down card and places it face-up in the center. It was a strategic choice to group her Bannerfish, to receive 9 points when scoring, even though she will also receive -1 minus point.
End of the Game
At the beginning of your turn, you may choose to pass and end your game, even if you still have face-down cards. You will take no further turns. If you have no face-down cards left, you must end your game. Other players continue until the last player passed or has no more face-down cards.
Scoring
Check your row to calculate your points. Do not change the order or rotate any cards. For easier scoring, count each player's points in the following order: Bannerfish, Pufferfish, Octopus, Corals and minus points for Anchors.
Each type of card scores differently. All your face-down cards score 0 and remain in place as separators. You also score cards that are anchor-side up. Minus points will be deducted later.
Bannerfish
Bannerfish want to gather: a group consists of 2 to 4+ adjacent Bannerfish, no other face-up or face-down cards between them:
- 1 Bannerfish: 0 points
- 2 Bannerfish: 2 points
- 3 Bannerfish: 5 points
- 4+ Bannerfish: 9 points
Pufferfish
Pufferfish prefer to be alone: a Pufferfish with no fish adjacent scores 3 points. If adjacent to any other fish: 1 point. If it is between 2 fish: 0 points. Pufferfish dislike having Bannerfish or another Pufferfish next to them, but face-down cards, Corals, and Octopuses don't bother them.
Example: Paul has 3 adjacent Bannerfish next to 1 Pufferfish: the group scores 5 points, and the Pufferfish scores 1 point because it touches another fish. Mia performs better: she has a Coral between the group and the Pufferfish, so she scores 5 + 3 points.
Octopus
Octopus want to hide in the Corals: an Octopus between 2 Corals of any color: 4 points. If adjacent to only 1 Coral: 2 points. If not next to any Corals: 0 points.
Corals
Corals like variety: check all your Coral cards and count how many complete sets of pink + green + yellow you have, regardless of their position. Each set of 3 different Coral colors: 3 points.
Example: Paul has 2 pink, 3 green and 4 yellow Corals. That's 2 complete sets = 6 points.
Anchors
Anchors (anchor-side up): Now, count how many Anchors you have. Each Anchor scores minus points. If you have several, add up all the minus points per card, regardless of their position:
- 1st card: -1 point
- 2nd card: -2 points
- 3rd card: -3 points
- 4th card: -4 points
- 5th card: -5 points and so on...
Example: Mia scored 28 points for the Bannerfish, Pufferfish, Octopus and Corals, including any rotations. Now she focuses on her Anchors. She has 3 Anchors in her row which gives her a total of -6 minus points (1 + 2 + 3). Her score is reduced from 28 to 22.
The player with the highest score wins. In case of a tie, the player with fewest Anchors wins. If there is still a tie, share the victory!