Saltfjord
Saltfjord Rulebook
Table of Contents
Table of Contents
- Game Overview
- Components
- General Setup
- Player Setup
- Resource Management
- The Goal of the Game
- Turn Structure
- The Actions
- Activating Buildings
- The Technology Tracks
- Action B: Build a Large Building Tile
- Action C: Retire
- Free Actions
- The End of the Round
- Final Scoring
- Advanced Game: The Wagons
- Solo Game
- Credits
- Appendix
Game Overview
In Saltfjord, players face the constant dilemma of whether to expand their village or activate the buildings they already have. Players can complete trade orders for future benefits, develop technologies to access special abilities, use dice to activate their buildings, or increase their production by constructing new buildings. The player with the most points after 3 rounds wins the game.
Components
- 1 game board
- 62 building tiles (of 4 different shapes), each showing buildings and boardwalks
- Large building tiles: L-shaped (x14), straight three-square (x12)
- Small building tiles: two-square (x20), one-square (x16)
- 12 white dice
- 12 orange dice
- 4 starting building tiles (double-sided)
- 4 player boards (double-sided)
- 4 storage boards (double-layered)
- 4 boat tiles (double-sided)
- 67 fishing tokens (of 3 different types): type 1 (x29), type 2 (x23), type 3 (x15)
- 44 crate tiles
- 4 starting crate tiles
- 11 scoring tiles
- 4 fishing boats
- 8 ability tiles
- 16 technology markers (x4, x4, x4, x4)
- 8 player markers (x2 per player)
- 4 starting resource tiles
- 12 workers
- 1 advanced technology tile
- 8 wagons
- 48 resource cubes (x40 small = 1 resource each, x8 large = 3 resources each)
Wagons and the advanced technology tile are only used in the ADVANCED GAME variant (see page 14).
General Setup
Return the 8 wagons and the advanced technology tile to the game box. These are only used in the ADVANCED GAME variant (see ADVANCED GAME).
- Place the game board in the middle of the table.
- Place the resource cubes in a supply next to the game board.
- Sort the fishing tokens by type. Shuffle each type of tokens separately and place a stack of facedown tokens on each corresponding fishing space in the fjord so that each stack contains a number of tokens equal to the number on the space. (Example: place 6 type 2 tokens face down on the fishing space showing 6.)
- Shuffle the 8 ability tiles and place 1 tile face up on each of the ability spaces on the game board. The four remaining ability tiles are used during PLAYER SETUP.
- Shuffle the 11 scoring tiles, and place 1 random tile face up on each of the purple spaces (top space of each technology track). Return all remaining scoring tiles to the box.
- Roll 3 white dice and 1 orange die per player. Place each die in the dice area on the game board matching its value. In a 3-player game, roll 9 white dice and 3 orange dice. All 4s are placed in dice area "4".
- Place 1 orange die per player in each of the two rows of the round counter (dice are not rolled). Any remaining dice are returned to the box. In a 3-player game, place 3 orange dice in each row.
- Sort the building tiles by shape. Shuffle each shape of tiles separately and place a stack of face-up tiles on each matching building space on the game board so that each stack contains a number of tiles equal to the number on the space.
- Shuffle the crate tiles and place a stack of 11 random tiles face down on each crate space on the game board. Then, shuffle the 4 starting crate tiles and place one random tile face up on top of each stack.
For solo game setup and rules, see SOLO GAME.
Board terms labelled in the setup illustration: fishing space, fjord, ability space, technology track, dice area, building space, crate space.
Player Setup
Each player takes:
- A random player board. Place it in your play area. All players should play with the same side facing up. Use the sides without village names for your first game. (One side has a village name; use the opposite side for your first game.)
- A storage board. Place it to the right of your player board.
- A boat tile. Place it with the basic side face up next to your player board.
- 1 fishing boat of their player color. Place it in the harbor at the beginning of the fjord.
- 3 workers. Place 1 worker on the worker space of your player board and 1 on each of the indicated spaces of the left technology track.
- 4 technology markers in their player color. Place one on the first space of each technology track on the game board.
- 2 player markers in their player color. Place one on space 0 on the score track and the other on the tavern area on the game board.
In a game with fewer than 4 players, return remaining player components to the box.
Before you start:
Prepare the starting sets as follows: Make 4 sets of 3 tiles, where each set consists of 1 random ability tile (from the 4 tiles that were not placed on the game board during step 4 of GENERAL SETUP), 1 random starting building tile, and 1 random starting resource tile.
The player who last ate fish is the starting player.
Starting with the player seated to the right of the starting player and continuing counter-clockwise, each player chooses one of the starting sets. When playing with fewer than 4 players, any unchosen sets are returned to the game box.
- Place the ability tile next to your player board. You have this ability for the whole game. See ability tile effects in the APPENDIX.
- Place the starting building tile on your player board, covering 2 of the central 4 spaces (indicated with a white snow patch in each space). You may orient the tile as you wish.
- Gain the resources shown on your starting resource tile, then return the tile to the game box (see RESOURCE MANAGEMENT).
If you take the starting resource tile with a fish symbol, perform a Go fishing action as described in the GO FISHING section.
Resource Management
Your storage consists of the 8 rooms on the storage board. Each resource has its own room.
When you gain a resource, take one resource cube from the supply and place it in the corresponding room in your storage. (Example: gaining one plank.)
When you pay a resource, take one cube from the corresponding room and return it to the supply. (Example: paying one grain.)
Sometimes you get to upgrade a resource. This allows you to either move a resource cube from its current room to a room directly above (following an arrow) or gain 1 fish. (Example: upgrading from fish to wood — fish may be upgraded to wood, grain, or paper.)
As free actions, resources can be "downgraded" to a storage room below or sold for fish. See FREE ACTIONS.
A small resource cube represents one single resource, while a large cube represents 3 of a resource. You can exchange cubes with the supply at any time as needed.
Note: Resource cubes are meant to be unlimited. If they run out, use a substitute.
The Goal of the Game
Each round, players take dice to activate buildings in rows or columns on their player board, build buildings to improve their production, and use workers to activate individual buildings. You score victory points primarily by completing orders, reaching the scoring tiles on the technology tracks, and by collecting fishing tokens with your fishing boat. The player with the most victory points after 3 rounds wins the game.
Green points are scored immediately, while purple points are scored at the end of the game. Whenever you gain points, advance your player marker on the score track. If you complete one lap of the score track, continue to advance on the score track and add 100 points to your score.
- Green points: scored immediately.
- Purple points: scored at the end of the game.
Turn Structure
The game is played over 3 rounds. The starting player takes the first turn, and then the players continue taking turns in a clockwise order until all players have decided to retire (withdrawing from the round).
On your turn, you must perform one of the following three actions:
- A. Take a die
- B. Build a large building tile
- C. Retire
In addition, you may perform any number of free actions.
The Actions
Action A: Take a Die
Take one die from any dice area on the game board. You may take a white die or an orange die, with the following limitations:
- Each round, you may never take more than 3 white dice.
- Each round, you may never take more orange dice than the current round number (i.e. maximum 1 die in round 1, 2 dice in round 2, and 3 dice in round 3).
Fish → +/-1: You may pay fish to change the value of the chosen die. For each fish you pay, change the value by +/-1. The values do not "wrap around", so changing a die from 1 to 6 (or vice versa) costs 5 fish.
Place the chosen die above its corresponding column (if it is a white die) or to the left of its row (if it is an orange die).
Next, you may activate as many buildings as you wish in the row or column where the die was placed. The buildings you choose to activate must be vacant (without a die or worker) and activated in order from top to bottom (column) or left to right (row). Place the die on the last building that was activated. The die blocks the building from being activated again for the remainder of the round.
Note: You only activate buildings (not boardwalks). See a detailed overview of each building in THE BUILDINGS.
Die → fish: When taking a die, instead of activating buildings, you may discard the die (put it next to your player board) to gain 1 fish.
Example (taking a die): David takes a white die with value 3, pays 1 fish to change it to a 4, and ultimately places it above column 4.
Example (activating a column): David activates the two buildings in column 4. The die is ultimately placed on the paper resource building. This will be occupied for the remainder of the round.
Example (activating a row): Mary activates two buildings in row 6 (paper and grain). The second building is blocked by a die, and she chooses not to activate the last building. Since the grain resource building was the last building she activated, she places the die on it.
Activating Buildings
Buildings are activated for various effects. Carrying out the effect of an activated building is always optional.
Resource Buildings
Produce: Gain the resource(s) shown (see RESOURCE MANAGEMENT). Note: You gain 2 fish from the fish building.
Upgrade: Upgrade one resource (see RESOURCE MANAGEMENT).
Action Buildings
Action buildings let you perform various actions. When activating a building with two actions separated by a "/", you choose one of the two actions. (For example, a building may show "Complete an order" OR "Gain technology".)
Complete an order: Pay the resources shown on one of the four face-up crate tiles on the game board. Take the tile and place it face down in the next open slot to the right of the pier of your storage board that matches the crate space the tile came from. Then, reveal the next tile in the crate tile stack.
Remember: The purple points on the crate tiles mean that they are scored at the end of the game.
Example: David pays 1 food and 1 wood to take this crate tile. He places it face down in the next open slot to the right of the matching pier of his storage board.
Gain technology: Pay the resource shown between one of your technology markers and the space above it to advance this marker to the next space. Gain the ability/reward shown. If you reach the end of a technology track, you will additionally trigger its scoring tile (immediately or during final scoring depending on the tile).
Example: Mary pays 1 grain to advance to the next space of this technology track. She immediately gains 1 fish, 1 wood, and 1 paper.
See THE TECHNOLOGIES for an overview of each technology. See APPENDIX for details of each scoring tile.
Build a small building tile: Pay one wood to take the top tile from one stack of small building tiles. Place the building tile on empty spaces anywhere within the grid of your player board. You may orient the building tile as you like, but you cannot cover preprinted buildings or other tiles.
Note: If you place a building tile entirely or partly in the same row/column that you are currently activating, you may get to activate that building on this turn, provided you place it to the right (row) or below (column) the building used for this action.
Example: David pays 1 wood to build this two-square building tile on two empty spaces of his player board.
Completing a row/column: When you completely fill a row or a column (with tiles and preprinted buildings), gain the reward shown on each boardwalk (if any) in that row/column.
Note: If you complete a row and column at the same time, you receive the reward from any boardwalk at the intersection between the completed row and column twice.
Example: David completes a row and gains the reward from each boardwalk in that row: 1 fish, 2 points, and 1 gold.
Go fishing: With this action, you must either advance your fishing boat or return home.
Advance your fishing boat: Advance your fishing boat to the next area in the fjord. Take the top fishing token (if any) from the stack of type 1 (light) tokens in that area, and place it face up on a vacant space on your boat tile. At any time, you may free up space on your boat tile by throwing fishing tokens overboard (even a token you just took). Place the token thrown overboard at the bottom of the matching stack in the area where your boat is.
Note: Advancing on the technology tracks can provide additional options during fishing, such as taking a type 2 or type 3 token.
Example: Mary advances her fishing boat and takes the top type 1 fishing token from the area she moves into, placing it face up on the last empty space on her boat tile.
Return home: Score the number of points adjacent to the current area of your fishing boat. Then, move your fishing boat back to the harbor. Gain the reward from each fishing token on your boat tile and place each token face up next to your player board.
Note: You do not gain the resource cubes from these fishing tokens before you return home.
Note: You do not need to have filled all spaces on your boat tile before you return home.
Example: Mary decides to return home to the harbor. She scores 2 points for the area. Then, she discards all fishing tokens from her boat tile to gain 2 fish, 1 point (for the lobster), and 1 wood.
The Technology Tracks
There are four technology tracks on the game board. Whenever you advance on a track, you gain an immediate effect or a permanent ability. Detailed descriptions of each technology are below. The APPENDIX provides a summary of these effects and abilities.
Once you have reached a space with a permanent ability (infinity symbol), this ability is available to you for the rest of the game (even if you advance further).
Craftsmanship:
- Gain 1 gold.
- Gain 1 worker from this technology track space (place it on the worker space of your player board).
Carpentry:
- Flip your boat tile to the upgraded side (any tokens on your boat tile are placed on the upgraded side). From now on, you can store up to 4 fishing tokens. Also, each time you return home, double the victory points (if any) on the fishing token placed on the «x2» space of your boat tile. Notes: You may reorganize the fishing tokens on your boat tile at any time. You do not double the amount of fish on the token.
- Example: David returns home and gains 8 points (4 x 2) for the right fishing token, 3 points for the left token, and 2 fish.
- Take one of the ability tiles on the game board and place it next to your player board. From now on, you may use this ability. Each ability tile effect is described in the APPENDIX.
- Permanent ability (infinity symbol): Each time you build a small or large building tile, reduce the cost by 1 wood. Small building tiles are now free, while large building tiles cost only 1 plank each.
Logistics:
- Gain 1 fish, 1 wood, and 1 paper.
- Permanent ability (infinity symbol): Each time you complete an order, you may place the crate tile next to any pier of your storage board.
- Permanent ability (infinity symbol): Each time you complete an order, immediately gain the reward of the pier where the crate tile is placed.
- Example («Upgrade» pier): Mary completes an order and may immediately upgrade a resource.
Fishing:
- Permanent ability (infinity symbol): Each time you advance your fishing boat, look at the top two fishing tokens from the chosen stack. Choose one to place on your boat tile and return the other to the top of its stack. Note: If there is only one fishing token left in the stack, draw only one token.
- Permanent ability (infinity symbol): Each time you advance your fishing boat, take the top two type 2 fishing tokens from the stack, and choose 1 to keep. Note: You may still choose to take both tokens from a type 1 stack instead.
- Permanent ability (infinity symbol): Each time you advance your fishing boat, take the top two type 3 fishing tokens from the stack, and choose 1 to keep. Note: You may take type 1 or type 2 tokens instead (but always two from the same stack).
- Example: Mary may draw two type 3 tokens.
Action B: Build a Large Building Tile
Pay 1 wood and 1 plank to take the top tile from one of the stacks of large building tiles.
Place the tile on empty spaces anywhere within the grid of your player board. You may orient the tile as you like, but you cannot cover preprinted buildings or other tiles.
Note: You cannot build a small building tile with this action.
If placing the building tile completely fills a row/column on your player board, remember to gain rewards from any boardwalks in that row/column (see Build a small building tile).
Example: David pays 1 wood and 1 plank to build an L-shaped large building tile on his player board.
Action C: Retire
Move your player marker from the tavern area to an empty tavern, and then you may perform the corresponding action. The actions are:
- Go fishing
- Gain technology
- Complete an order
- Build a one-square building tile for free by following the instructions for Build a small building tile.
- Go fishing twice. For each action, either advance your fishing boat or return home.
Example: Mary is the third player to retire. She places her player marker on an empty tavern.
Then, activate each pier of your storage board from top to bottom: For each crate tile outside a pier, you may take the reward of that pier:
- Go fishing. For each tile, either advance your fishing boat or return home.
- Gain 1 point and 1 fish.
- Upgrade 1 resource (or take 1 fish).
- Either pay one grain to score 3 points or one food to score 5 points (for each crate tile, you may choose a different option).
Example: David has 3 crate tiles outside this pier. He pays 2 grain to score 6 points and 1 food to score 5 points, for a total of 11 points.
Important: After having retired, you cannot perform any more actions this round. Any future turns are skipped until all players have retired.
Free Actions
Any time during any of your turns (even the turn when you retire), you may perform any number of the following free actions in addition to your chosen action:
- Sell resources: Pay a resource to gain the number of fish shown on the right side of the corresponding row of your storage.
- Example: David sells food for 2 fish.
- Pay 2 fish to upgrade: Pay 2 fish to upgrade any resource (e.g. by using this action, you could pay 2 fish to upgrade a third fish to wood, grain, or paper).
- Example: David pays 2 fish to upgrade grain to food.
- Downgrade a resource: Move a resource from its current room to a room directly below (following an arrow). Therefore, gold can be used to replace any other type of resource.
- Example: Mary needs paper. She can get this by downgrading her book.
- Use a worker: Activate one single building on your player board by moving a worker from your worker space to any vacant building. The worker will remain on this building, blocking it from being activated again (with dice or workers) for the remainder of the current round.
- Example: David places a worker on this building and performs the go fishing action.
The End of the Round
When all players have retired, the round ends. If this was the third round, proceed to FINAL SCORING. If not, prepare for the next round as follows:
- Each player returns their used workers to the worker space on their player board.
- Add the orange dice from the next row of the round counter to the dice used (or discarded) in the current round. Roll all dice and place each die in the dice area on the game board matching its value.
- The player whose player marker is further left in the taverns becomes the starting player for the next round.
- Return the player markers from the taverns to the tavern area.
The starting player begins a new round by taking the first turn. Players continue taking turns in a clockwise order.
Example: To prepare for round 2 in a 3-player game, add the three dice from row II of the round counter to the dice pool.
Example: Green will be the starting player in the next round. All players return their player markers to the tavern area.
Final Scoring
At the end of round 3, the game ends. Each player completes final scoring as follows:
- First, gain the resources and points for any fishing tokens remaining on your boat tile (you do not score points adjacent to the area of your fishing boat). Example: David gains 6 points (3 x 2) and 3 fish.
- Sell all your non-fish resources for fish (see Sell resources under FREE ACTIONS). Then, score 1 point for every 3 fish you have.
- Score 3 points for each set of 4 crate tiles outside different piers. Example: David gains 6 points (3 x 2) for his 2 sets of crate tiles.
- Flip all crate tiles face up and score the points shown. Example: David gains 5 points for this crate tile.
- For each technology marker, score the points shown to the right of its row. Technology markers on the top level score according to the corresponding scoring tile (tiles with a lightning symbol have already been scored and are not scored again). See APPENDIX for the details of each scoring tile.
Example: David (red) gains 5 points (4+1) for his markers on levels 1 and 2 and scores the 1st and 4th scoring tiles for his markers on the top level. Mary (blue) gains 8 points (4+4) for her markers on level 2. She does not score for the 3rd scoring tile with a lightning symbol, since it scored during the game.
The player with the most points wins. In case of a tie, the tied player whose player marker is further left in the taverns wins the game.
Advanced Game: The Wagons
To play this optional ADVANCED GAME variant, use the standard game rules with the following changes:
Setup (Advanced Game)
- Cover the third technology track (LOGISTICS) with the advanced technology tile.
- Each player places 1 wagon on the top left space of the grid of their player board, and 1 wagon on the designated space of the advanced technology tile.
Game Play (Advanced Game)
ACTIVATING WAGONS: Whenever activating a row or column with a die, activate any wagons in the chosen row/column before activating any buildings with the die.
- If you activate a column, each wagon in that column may move one space to the left or right.
- If you activate a row, each wagon in that row may move one space up or down.
- A wagon may never move to or through a space blocked by a die, worker, or another wagon.
- If a wagon is moved to a building, carry out the effect of that building.
- If an activated wagon did not move, but remains in place on a building, activate that building.
- If both wagons are activated during the same turn, activate the wagons in the order of your choice.
After wagons are activated, use the die to activate the vacant buildings in the row/column, as usual. Any building with a wagon is considered blocked and cannot be activated by the die.
Example: David is about to activate column 2. First, he moves the wagon to the right to gain 1 wood for the building in column 3. Then, he activates the two buildings in column 2.
Other rules:
- When building a small or large building tile, you may place the building tile underneath wagons.
- When you completely fill a row or column (with building tiles and preprinted buildings), you gain the effect of all boardwalks, even if they are covered by a wagon.
- Discarding a die to gain a fish does not allow you to activate wagons.
New logistics technologies:
- Permanent ability (infinity symbol): Wagons can now activate boardwalk spaces. (in the same way as they activate buildings).
- Example: David moves the wagon and scores 1 point for the boardwalk.
- Gain the other wagon and place it on the top left space of the grid of your player board. Do not activate any building/boardwalk on this space. If the space is currently blocked (by a die, worker, or the other wagon), temporarily place the wagon next to your player board, and place it onto the top left space as soon as it becomes vacant.
- You may immediately move each of your wagons (in any order) one space up, down, left, or right (and activate any buildings/boardwalks they move to).
Final Scoring (Advanced Game)
For each of your wagons, score points equal to its row number multiplied by its column number.
Example: A wagon in the 3rd row and 4th column scores 3 x 4 = 12 points.
Solo Game
To play solo, use the standard game rules with the following changes:
Setup (Solo Game)
- Start the game with 4 white dice and 2 orange dice.
- Instead of placing the dice in the dice areas, do the following:
- Roll the white dice, and place one random die on each tavern (from right to left). The left tavern will have no dice.
- Roll the orange dice, and place one random die on each tavern (from right to left). The three left taverns will have no orange dice.
- Place 1 orange die in each row of the round counter on the game board (without rolling the dice). These will come into play in rounds 2 and 3.
- Before shuffling the scoring tiles, return the two tiles with a lightning symbol to the box. These tiles are not used in the solo game.
- After you have placed 4 random scoring tiles on the technology tracks, draw 2 random scoring tiles from the remaining tiles and place them face up next to your player board. These are your special scoring tiles.
- Decide whether to play the ADVANCED GAME variant (with the wagon) or not. The MEDAL TABLE has its own column for the ADVANCED GAME.
Example solo game setup: Note that there are two dice in each of the two rightmost taverns. One orange die in each row of the round counter.
Even in a solo game, form 4 random starting sets (of starting building tiles, ability tiles, and starting resource tiles) and choose one set.
Game Play (Solo Game)
- The solo player takes all turns in the game. There is no «dummy player».
- When taking a die, you choose a die from any of the taverns.
- Whenever you build a small or large building tile, remove the top building tile of the other stack (if any) of the same shape from the game.
- When you retire, place your player marker on any vacant tavern (a tavern without any dice).
Example: You build a two-square building tile and remove the top two-square building tile from the other stack from the game.
As with the normal game, you are limited to taking 3 white dice per round and orange dice equal to the round number.
The End of the Round (Solo)
The round ends after the turn when you choose to retire. Note: There will be one white die and one orange die left in the taverns.
At the end of rounds 1 and 2:
- Return the top tile from each crate tile stack to the box.
- Add the orange die from the next row of the round counter to the used and unused (or discarded) dice in the current round. Roll all dice and place them as described in the solo game SETUP above.
At the end of round 3, proceed to FINAL SCORING.
Example: Start round 2 with one additional orange die.
Final Scoring (Solo Game)
To win the game, you must score at least 10 points for each of your special scoring tiles.
If you win the game, perform final scoring as normal and compare your score to the MEDAL TABLE.
Important: Points from your special scoring tiles do not count toward your final score.
Medal Table (Solo Game)
| Score standard game | Score advanced game | Medal |
|---|---|---|
| <100 | <120 | No medal, but you win! |
| 100-119 | 120-139 | Bronze |
| 120-139 | 140-159 | Silver |
| 140-159 | 160-179 | Gold |
| 160-179 | 180-199 | Platinum |
| >=180 | >=200 | Paladium |
Achievements (Solo Game)
If you desire an additional challenge, try to complete one or more of the following achievements:
- Level 1: Gain Gold medal with 3 special scoring tiles.
- Level 2: Gain Platinum medal (or better) with 3 special scoring tiles.
- Level 3: Gain Platinum medal (or better) with 4 special scoring tiles.
- Level 4: Gain Platinum medal (or better) with 5 special scoring tiles.
- Level 5: Gain Palladium medal with 5 special scoring tiles.
Credits
Game Design: Kristian Amundsen Østby, Eilif Svensson
Artwork: Peter Bartels, Yan Moussu
Art Direction & Graphic Design: Yan Moussu, Lucie Andrault
Proofreading: Van Willis
Special thanks to the following contributors for their great support, ideas, and play testing sessions: Arnaud Charpentier, Kjetil Svendsen, Helge Meissner, Anna Wermlund, Sturla Kristoffer Naas Johansen, Marianne Ringås, Lin Heidi Isaksen.
Special thanks to Kjetil Svendsen for his solo game testing.
The game designers and publisher would also like to thank all players and play testers of Saltfjord's predecessor, Santa Maria.
©2024 APORTA GAMES AS, NORWAY. All rights reserved. www.aportagames.com
Appendix
The following is the official Saltfjord appendix from Aporta Games, summarizing every icon, tile, and technology.
Buildings / Taverns
- Resource icons (wood, plank, paper, book, grain, food, gold, fish): Gain the indicated resource(s).
- Upgrade: Upgrade one resource.
- Crate: Complete one order.
- Cog: Pay to advance one technology marker.
- Hammer: Build 1 small building tile (one-square or two-square) for one wood.
- Boat: Go fishing. Either advance your boat or return home.
- Double boat: Go fishing twice (see above).
- Single hammer (tavern): Build a small one-square building tile for free.
Technologies
- Gain 1 gold.
- Gain 1 worker.
- Flip your boat tile to the upgraded side.
- Take one of the ability tiles from the game board.
- Permanent ability: Discount of 1 wood when building (small building tiles are now free).
- Gain 1 fish, 1 wood, and 1 paper.
- Permanent ability: When completing an order, immediately gain the reward of the pier where the crate tile is placed.
- Permanent ability: When completing an order, you may place the crate tile outside any pier.
- Permanent ability: When drawing fishing tokens, draw 2, choose 1 for your boat tile, and return the other to the top of its stack.
- Permanent ability: When advancing your fishing boat, you may draw type 2 fishing tokens.
- Permanent ability: When advancing your fishing boat, you may draw type 3 fishing tokens.
Advanced Technologies
- Wagons can now activate boardwalk spaces (in the same way as they activate buildings).
- Gain the other wagon and place it on the top left space of your player board.
- You may immediately move each wagon one space up, down, left, or right (and activate any building or boardwalk they move to).
Ability Tiles
- You may use white dice to activate rows and orange dice to activate columns.
- Pay 1 fish to change your chosen die to any value.
- At any time, pay 2 fish to gain 1 grain, 1 wood, or 1 paper.
- When upgrading, you may upgrade grain, wood, or paper to plank, food, or book.
- When placing a worker on a building with two possible actions, you may perform both actions (in any order).
- When placing a worker, you may pay 1 fish to also activate any one orthogonally adjacent building.
- Flip this tile to discard up to 3 dice from your player board. Flip this tile face up after you retire (can only be used once per round).
- Place this tile next to your boat tile. It acts as one additional space for a fishing token. Each time you return home, double the victory points (if any) on the fishing token on this space.
Player Board / Storage Board Symbols
- Take 1 die from a dice area to activate one row/column.
- When taking a die, you may pay fish to change the value of the die by +/-1 per fish paid.
- When taking a die, you may discard the die for 1 fish instead of activating a row/column.
- Build 1 large building tile.
- Retire.
- When you completely fill a row or column, gain the reward shown on each boardwalk in that row/column.
- Free action: Use 1 worker to activate one vacant building.
- Free action: Pay 1 resource to gain the fish indicated to the right of the corresponding row of your storage.
- Free action: Pay 2 fish to upgrade one resource.
- Free action: Downgrade 1 resource.
Final Scoring Symbols
- 1 point for every 3 fish (after you have sold resources for fish).
- 3 points for each set of 4 crate tiles outside different piers.
- The number of points printed on each crate tile.
- For each of your technology markers, score the points corresponding to its row (including scoring tiles for the top level).
- Only scored in the advanced game. For each of your wagons, score points equal to its row number multiplied by its column number.
Scoring Tiles
- 1 point for each collected fishing token (regardless of type).
- 2 points for each lobster on your collected fishing tokens.
- 2 points for each fish icon on boardwalks on your player board. Note: Some boardwalks have 2 fish icons.
- 3 points for each large building tile on your player board.
- 4 points for each of your technology markers positioned on level 2 or 3 of the technology tracks.
- 3 points for each crate tile worth ≥4 points.
- 2 points for each of your crate tiles outside the two middle piers.
- 7, 11, or 15 points, respectively, for the largest completely filled 3x3, 4x4, or 5x5 area within the grid of your player board (covered by building tiles and preprinted buildings).
- 3 points for each die placed in row 6 or column 6 at the end of the game.
- When reaching this scoring tile, immediately sell up to 5 fish for 3 points each. Note: Not used in a solo game.
- The first player to reach this scoring tile immediately scores 14 points, the second player 10 points, etc. (1st: 14, 2nd: 10, 3rd: 7, 4th: 6). Note: Not used in a solo game.