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Sakana Stack

Sakana Stack Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Game Setup
  • Round Setup
  • How to Play
    • 1 - Play a Stack
    • 2 - Pass
  • Round End
  • Game End and Scoring
  • 2 Player Rules
    • Multiple Stacks
    • Example of Multiple Stack Play

Objective

Become the most successful market vendor by scoring the most points at the end of the game. Points are banked by making successful seafood sales during each round. A game lasts a number of rounds equal to the number of players.

Components

60 Cards (numbered 1–10 in six suits): Eel, Pufferfish, Scallop, Shrimp, Tuna, Urchin.

5 Player Aids.

Game Setup

Select the cards to be used for the game based on the number of players. Return any unused cards to the box.

  • 2 players: cards 1-7 of each suit
  • 3 players: cards 1-8 of each suit
  • 4 players: cards 1-9 of each suit
  • 5 players: cards 1-10 of each suit

The player to have most recently visited a market is the first player. The player to their right is the dealer for the first round.

In a 2 player game, see "2 Player Rules" after reading the main game rules.

Round Setup

The dealer shuffles all cards in play and deals them clockwise to each player face down:

  • 2 players: 12 cards per player
  • 3 players: 10 cards per player
  • 4 players: 9 cards per player
  • 5 players: 8 cards per player

All remaining cards are placed face down in the centre of the play area to form a draw pile.

Flip the top card of the draw pile face up and place it on top of the draw pile. This card is the Catch of the Day. Each time the Catch of the Day is taken, flip the top card of the draw pile face up to reveal the new Catch of the Day.

The first time the draw pile is exhausted, gather the discard pile and shuffle to form a new draw pile. Flip the top card face up to reveal the Catch of the Day.

Players may look at their hand of cards and are free to rearrange them as they choose. They must always keep their hand secret from other players.

How to Play

Before starting your turn, check if you have a stack in front of you from your previous turn. If you do, bank all cards from your stack face down into a personal score pile before starting your turn.

On your turn you may choose one of the following actions:

  • 1 - Play a Stack: Play a stack of cards in front of you from your hand.
  • 2 - Pass: Pass and take the Catch of the Day card into your hand.

1 - Play a Stack

A stack is made up of one or more cards which must be of the same number. The value of your stack is the total value of all cards added together.

Example: a single 3 has a stack value of 3. Two 2 cards together have a stack value of 4.

You may take the face up Catch of the Day card and include in your stack so long as you play at least one card of the same number from your hand. Only one Catch of the Day may be taken each turn.

Catch of the Day example: a stack is formed from the player's hand plus the Catch of the Day card, as shown in the "Catch of the Day example" diagram in the printed rulebook.

If no other player has a stack in front of them on your turn, you may play any stack of one or more cards which must be of the same number.

If any other players have a stack in front of them, your new stack must meet the following two conditions:

  • The bottom card of your new stack must follow either the number or suit of the top card of the previous stack in play.
  • The value of your new stack must match or beat the value of the previous stack in play.

If the value of your new stack beats the value of the previous stack, all previous stacks in front of all players are discarded to a central discard pile face down. Otherwise keep all stacks in front of the players that played them.

Playing a stack example: the previous stack in play is made up of two number 4 cards, giving a value of 8. The top card is the 4 of urchins. The next player can either follow by number and play two number 4 cards, or follow by suit and play a 7 of urchins at the bottom of their stack combined with a 7 of shrimp.

2 - Pass

If you cannot play a stack you must pass. You may also choose to pass on your turn.

When you pass, the following occurs:

  • You must draw the Catch of the Day card into your hand and your turn ends.
  • All players with a live stack in play bank the top card of their stack to their score pile face down.

When banking the top card of two or more stacks in play, the removal of the top card can result in the remaining stacks having different values. If this occurs, the stack with the highest value stays in play and any stacks of a lower value are discarded.

Round End

The round ends immediately when one of the following conditions are met:

  • A player has no more cards in their hand.

or

  • The draw pile has been exhausted twice.

All live stacks in play are banked into each player's personal score pile. Any cards remaining in players' hands are discarded.

Each player then counts the number of cards in their score pile at a value of one point per card. Note down the score for each player for the round.

Gather all cards to prepare for the next round with the dealer and first player rotating clockwise.

Game End and Scoring

After playing a number of rounds equal to the number of players, the player with the highest total points is declared the winner.

In the case of a tie, all tied players share the victory.

2 Player Rules

Play follows the same rules as the normal game, with the following change:

Multiple Stacks

If you have a stack in front of you from your previous turn, do not bank all cards to your score pile at the start of your turn.

Instead, you are able to play a new stack alongside any previous stacks you have in play.

You must meet both "1 - Play a Stack" conditions for your new stack which must follow at least one of your opponent's stacks if they have any in play.

If your new stack has a higher value than any of your opponent's stacks you are following, those stacks are discarded.

Your opponent's stacks are only discarded when your new stack played meets both conditions of "1 - Play a Stack". If your opponent has other stacks in play where these conditions are not met, they stay in play even if the stack is of a lower value.

When your opponent passes, you will bank the top card of each stack you have in play to your personal score pile.

Example of Multiple Stack Play

Player One has three live stacks in play: a stack of two 3 cards, a stack of one 7 card, and a stack of one 1 card.

Player Two plays two number 7 cards with the pufferfish as the bottom card of the stack. This follows the stack of two number 3 cards as matches suit and follows the stack of one number 7 card as matches number. The stack value of 14 is higher than both stacks so they are discarded.

As the new stack does not follow the single 1 card, the single 1 card does not get discarded and stays in play.