Namiji: Aquamarine
Namiji: Aquamarine Rulebook
Table of Contents
Table of Contents
Overview
Each module detailed in this booklet can be played independently from the others. You may add any or all of them to Namiji for more complex game experiences. Happy fishing!
Components
- 1 Custom Whirlpool board (2-sided)
- 10 Special Custacean tokens
- 8 Rainbowfish tokens
- 3 additional Sacred Rock cards
- 3 additional Dock cards
- 1 printed bag
Custom Whirlpool
Place the Custom Whirlpool centered on top of the regular game board with the side appropriate for your player count face up (2 – 3 players or 4 – 5 players).
When stopping at a Whirlpool station, you must place your Offering on the empty Whirlpool space farthest from the center.
When doing so, your offering will immediately trigger the effect depicted on that space.
The Whirlpool spaces and their effects are:
- Fish move: You may move any Fish token from your Rack to any other available space. This may form a "hole" that can be filled again later in the game.
- Panorama: You may draw any level-1 Panorama card that you don't already own. If you already own all three, this effect does nothing.
- Sacred Rock: You may draw a Sacred Rock card, look at it, and choose to either keep it or discard it. If you choose to keep it, you must discard another Sacred Rock card in your possession. If you do not yet have any Sacred Rock cards, this effect does nothing.
- Net: You may draw a Net token. Look at it, then choose to either place it in your Rack or release it back under the pile.
- If you choose to keep it, the token must replace two adjacent Fish tokens (or a Net token) already in your Rack. Release Fish tokens back into the School, face up. Return Net tokens to the bottom of the Net token deck.
- Crustacean: You may draw one Crustacean token and add it to your Trap.
- No bonus: No bonus effect. You simply set your Offering afloat.
Rainbowfish
Add all 8 Rainbowfish tokens to the School of fish. When you draw a Rainbowfish from the School, flip 3 other fish face up instead of one.
Rainbowfish follow the same placement rules as regular Fish, but are considered blue, green, AND orange all at once. Therefore, they count as being any and all three colors when scoring.
The Rainbowfish is at the intersection of a row and a column and completes both. The row is filled with green fish and is worth 5 points. The column is filled with blue fish and is worth 4 points.
Special Crustaceans
Place the 10 Special Crustacean tokens in the bag, alongside the regular Crustacean tokens. These tokens can be drawn within the usual 5-token limit when landing on a Crustacean Trap station.
- Shrimp + Crab: This token both counts as a Shrimp and a Crab, and is therefore worth 2 victory points. However, it may nullify your catch if you've already drawn a Crab this turn!
- Gray Shrimp: Each pair of Gray Shrimp tokens in this haule is worth 5 victory points. A lone Gray Shrimp token is worth 0 points.
- Sea urchin: When you draw a Sea Urchin, end your draw immediately, but add all the tokens you drew this turn to your Trap and earn points as usual.
- Rock: When your draw is over, place the Rock in your Trap alongside the other tokens. It is worth no points.
Additional Dock cards
Add the 3 new cards to the Dock deck.
Additional Sacred Rock cards
During setup, add these 3 new cards to the Sacred Rock deck.
Printed bag
Instead of piling the Fish tokens on the board, place them all in the bag and take out 1 Fish token, placing face up on the School of Fish on the board. When you need to draw a face-down Fish token, take it from the bag. When you need to reveal a Fish token, draw it from the bag and place it on the School face up.
Boat stories
The booklet gives a short story for each of eight boats: Tako, Buta, Hakken, Shinto, Yurei, Kamome, Koinobori and Noh. These pages contain flavour text only; no rules for the boats are printed in this booklet.