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Isaribi

Isaribi Rulebook

Table of Contents

Table of Contents

  • Goal of the game
  • Components
  • Components overview
    • Main board
    • Treasury board
    • Fishing cards
    • Market cards
    • Special ability cards
    • Collaborator cards
    • Fishing boat cards
  • Setup
  • Flow of the game
    • 1. Prepare the round
    • 2. Initial placement
    • 3. Main step
    • 4. End of round
  • End of the game
  • Actions
    • Fish
    • Move your boat
    • Sell your catch
    • Gain a technology
    • Flip a Market card
  • List of the Special ability cards
    • Smokehouse (4 ryo)
    • Client (3 ryo)
  • List of the Collaborator cards
    • Money changer
    • Speculator
    • Old fisherman
    • Carpenter
    • Dried fish shop

Goal of the game

The player who has most money at the end wins. You earn money by sending out your boats, catch fish and selling them on the market. It's important to learn new technology and get help from various individuals.

Components

  • 1 Main board
  • 1 Treasury board
  • 82 cards:
    • 29 Fish cards: 6 Clam cards, 8 Prawn cards, 8 Mackerel cards, 7 Sea bream cards
    • 32 Market cards
    • 5 Fishing boat cards
    • 10 Special ability cards: 5 Smoke house cards, 5 Client cards
    • 5 Collaborator cards
    • 1 Starting player card
  • Tokens:
    • 80 seafood cubes (cubes): 20 each of red, blue, black and yellow
    • 10 ability tokens (cubes): 10 white cubes
    • 5 fishing boat pawns (shaped like a boat): 1 each of pink, brown, green, orange and purple
    • 5 money tokens (cubes): 1 each of pink, brown, green, orange and purple
    • 1 start player pawn (black)
    • 1 round marker (glass disc)

Components overview

Main board

The left side of the board is the Fishing area. The right side is the Market area. The bottom left part of the Market area is the Harbour, where the boats land. It's adjacent to the rightmost card spot of the Fishing area.

Treasury board

Players place their money tokens here to mark how much money they have. The unit is ryo. You can never have less than 0 ryo.

Fishing cards

These depict what kind of fish you can catch in the various fishing spots. There are four types: sea bream, mackerel, prawns and clams.

  • "Get x1 only" means that you can only get one cube per turn. Clam cards have this.
  • "1 draw" means to draw one more Fishing card. Mackerel and Prawn cards have this ability.

Market cards

These symbolize how much the market wants of each type, and how much they pay for 1 cube of the noted type. Some of the market cards have a rainbow-coloured mark. That means they will buy any fish for that price. In the example, this market can buy up to 3 cubes at 5 ryo per cube.

Special ability cards

These give the owning player a special ability. On the top left you have the name, in the top right the cost, and at the bottom the ability itself.

Collaborator cards

These are people who will help you. In the top right you have their role, and at the bottom the effect you gain.

Fishing boat cards

At the top you have a gauge saying 1.5 – 2 – 2.5 – 3 – 4. That's how many action points (AP) you have. You place an ability token here to mark how many you have. (The costs to advance along the gauge, printed on the card, are 3, 4, 6 and 9 ryo for each successive step.)

The quality of your nets is indicated on the bottom left. Your other ability token goes here to mark how strong your nets are. The top number indicates how many prawns and mackerel you can catch with your net. The bottom number is how many sea bream you can catch with your net. (Printed on the card: top 2 / 3 / 4, bottom 1 / 2 / 3; the upgrade costs are 3 and 6 ryo.)

In the bottom right you have your storage area. You may save 1 seafood cube here between rounds. With the help of extra abilities, you might be able to store more than just 1 cube here.

Setup

  1. Setup the Main board and place the Treasury board beside it.

  2. Sort the Special ability cards by type and place them in faceup piles beside the boards.

  3. Divide the Fishing cards by type, and shuffle them to form 4 face down piles. Put these piles beside the Fishing area of the Main board.

  4. Shuffle all the Market cards, and put them in a face down pile next to the Market area of the Main board.

  5. Set out the Starting player card together with the Collaborator cards and line them up beside the board.

  6. Create a supply with the seafood cubes, separated by colour.

  7. Put the round marker on '1' on the main board.

  8. Each player chooses a colour, and gets the following:

    • A Fishing boat card
    • 2 ability tokens
    • a fishing boat pawn
    • a money token

    If there are less than 4 players, the unused boat card, ability tokens, boat and money token go back to the box.

  9. Each player places their Ability tokens on their Fishing boat card; one on the 1.5 space of the AP line, and one on the leftmost area of the net quality.

  10. Lastly, all players put their money tokens on '3' on the Treasury board.

Flow of the game

The game is played in 5 rounds. Each round is divided into the following 4 steps:

  1. Prepare the round
  2. Initial placement
  3. Main step
  4. End of round

1. Prepare the round

  • First check to see that the round marker is in the correct position. Below the round marker, there is a number that signifies how many cards to draw from the Market deck. Draw as many as it says and place face down on the Market area in the number order. Then flip the card placed on number '1' face up.
  • Then, from the fish decks, in this order clam, prawn, mackerel, sea bream, draw and reveal one Fish card each, and gradually fill up the Fishing area with them. One face up Fish card per card spot, starting with the spot closest to the Harbour and then continuing out towards the sea. However, if you draw a "1 draw" card, you should draw and place one extra card from the same fish deck before you go on to the next fish deck. If the extra card you draw also is a "1 draw", ignore the "draw" instruction.
  • Lastly, place seafood cubes on the Fish cards that you now have in the Fishing area. What type, and how many, is depicted on each fish card. The cubes are taken from the supply.

2. Initial placement

  • If any player has the "Speculator" collaborator, it's here that he gets to look at 3 of the face down Market cards.
  • Starting with the start player, players place their boat pawns in either the Fishing area or the Harbour. You may place in the same place as another player.
  • When all have placed their boats, if any player has the "Old fisherman" collaborator, he may choose a fishing card in the area and then take up to extra 3 seafood cubes of that type from the supply and place on the card.
  • Then all players return any collaborators that they may have before them.

3. Main step

This step starts with the start player and turn goes in clockwise direction until all players have chosen to leave the round.

On each of the start player's turns, he must first flip face up the lowest numbered face down market card. However, the very first turn he doesn't do this, as the '1' card was already face up to begin with. This special start player action is done even if the start player has chosen to leave the round.

On each player's turn, the player chooses to either take his turn, or leave the round.

If he chooses to take his turn, he gets as many Action Points as his Fishing boat card shows, and he can do any combination of the below in any order, as long as he has enough Action Points. Some actions can only be taken once per turn, while some others require the player's boat to be in the right position.

  • Fish
  • Move your boat
  • Sell your catch
  • Gain a technology
  • Flip a market card

When he runs out of AP, or doesn't want to do more, he ends his turn, and it's the next player's turn. Any surplus AP is lost; they do not carry over to the next turn.

If he chooses to leave the round, the player will not participate any more the current round. He chooses one of the still available collaborators and puts it before him. Some of the collaborators have an immediate effect. The first player to leave the round also gets the start player card.

Then it's the next player's turn. Go on until all players have left the round.

4. End of round

When the round ends, the following happens:

  1. All players count the number of seafood cubes on their Fishing boat cards. If they have more cubes than is allowed by their boat, collaborator and special ability, they must discard the surplus to the supply and pay 3 coins as a penalty.
  2. The start player pawn moves: The player with the start player card gets the start player pawn. However, if he already had the pawn, it moves instead to the player on his right.
  3. Unless this was the final round, return all the seafood cubes from the game board to the supply, remove all the cards on the game board from the game, move the round marker one step forward and begin a new round.

End of the game

The player with the most money wins. In case of a tie, the one closest to the start player pawn in clockwise direction of the tied player wins.

Actions

Fish

This action is only possible if your boat is in the fishing area (not the Harbour), and may only be done once per turn.

You will get seafood cubes from the card your boat pawn is standing on; whatever you get is put on your boat card. You can fish in two ways, by net or by hand.

  • Fishing by net costs 1 AP, but can't be selected if you're fishing clams. You get as many cubes as the quality of your net shows (the top number if you're fishing prawns or mackerel, bottom number if you're fishing sea bream). If there aren't enough cubes on the card, you get as many as you can.
  • Fishing by hand costs 0.5 AP, but can't be selected if you're fishing sea bream. You get 1 cube from the Fish card, if there are any left.

Move your boat

Moving your boat 1 step on the Fishing area, or to/from the Harbour to/from the adjacent fishing spot. Costs 1 AP per step. May be done multiple times.

Sell your catch

This action is only possible if your boat is in the Harbour (not the Fishing area), and may only be done once per turn.

You will take seafood cubes from your boat card, place on the corresponding market card, and gain money. What fish you may sell and for how much is depicted on the Market cards. You cannot sell fish for which there is no demand (no Market card), and not more fish than that Market cards show.

When selling, you can either do Gross sales or Retail sales.

  • Gross sales cost 1 AP. Choose up to 2 Market cards and sell up to 2 seafood cubes to them.
  • Retail sales cost 0.5 AP. Choose 1 Market card and sell 1 seafood cube to it.

Gain a technology

This action is only possible if your boat is in the Harbour (not the Fishing area), and may only be done once per turn. Also, you can not do this action if all the other players have left the round.

This action costs 1 AP and lets you do one out of three things:

  • Increase your action points, by moving the corresponding ability token on your boat card one step to the right. You must be able to pay the indicated amount of money to do this. You can only increase one step each time you perform this action, even if you have money to pay for two steps.
  • Increase the quality of your nets, following the same rules as above.
  • Learn a special ability: Choose one of the special ability cards, pay the cost and put the card before you. The ability goes into effect immediately. You can only have 1 of the same type of special abilities.

Flip a Market card

Flipping the lowest numbered face down Market card. Costs 1 AP. May be done multiple times and regardless of where your boat is.

List of the Special ability cards

Smokehouse (4 ryo)

Lets you keep 3 extra seafood cubes at the end of the round. ("Each round you can keep an extra 3 seafood cubes.")

Client (3 ryo)

Once each round, you may treat this as a Market card when you perform the "Sell your catch" action. You may sell any 1 cube for 4 ryo. ("Exchange any 1 seafood cube for 4 coins once every round.")

(There are two different illustrations, but the effect is the same.)

List of the Collaborator cards

Money changer

You get 3 coins as soon as you get this card.

Speculator

During initial placement, you may look at up to 3 of the face down Market cards. ("You can look at 3 market cards in the market area.")

Old fisherman

Lets you place 3 extra cubes on a Fish card of your choice after the initial placement. ("After the initial phase, place 3 more seafood cubes at a fishing spot of your choice.")

Carpenter

Lets you keep 2 extra seafood cubes at the end of the round. ("You can keep an extra 2 seafood cubes.")

Dried fish shop

When you take this card, you perform the "gain 1 technology" action, and may perform it for 3 ryo less than the normal cost (however, not less than 0). ("Immediately get 1 technology with a discount of 3 coins.")