Tief im Riff
Tief im Riff Rulebook
Table of Contents
Table of Contents
Components
- 28 tiles with sea creatures: 14 tiles showing 1, 8 tiles showing 2, 4 tiles showing 3 and 2 tiles showing 4. The number of bubbles on the back of a tile equals the number of sea creatures on its front.
- 4 fish figures with stands
- 1 die
- 1 game board
Game Idea
Help the four fish explore the coral reef by moving them across the game board. The fish should stay together as far as possible. The more fish are gathered on one field, the more sea creatures you can discover. This is not easy, because the die determines how far a fish swims. Advise and help one another to find the best path together. Only in this way can you discover all the sea creatures with the four fish and win the game together.
The names of the sea creatures to be discovered are printed along the bottom edge of the following pages. As printed there, they are: clownfish, lemon-finned surgeonfish, seahorse, surgeonfish, hermit crab, pufferfish, giant clam, crab, sea dragon, moray eel, parrotfish, whitetip reef shark, octopus, batfish, sea snake, lionfish, lanternfish, leopard triggerfish, sea turtle, sea cucumbers, starfish, fairy basslets, sea slugs, shrimp, barnacles, moon jellyfish, squid, pennant butterflyfish, butterflyfish, sea urchins, triton snails, barracudas, hatchetfish and pipefish.
Setup
Place the game board in the middle of the table. While one player reads the story aloud, the other players distribute the face-down tiles at random on the game board. Make sure the light fields and the paths stay free.
Place the four fish figures, referred to below simply as "fish", on the start field in front of the red sea anemone, and set the die beside the board.
The four fish are eager to see how many different sea creatures they will discover in their coral reef.
Sequence of Play
You play as a team. Help each other, because you either win or lose together.
Play proceeds clockwise. The player who most recently visited an aquarium begins.
Roll the Die
On your turn, roll the die once. Discuss with your fellow players on which field you will move one of the four fish.
Move a Fish
Move one fish from field to field through the passages of the coral reef, by the number rolled on the die. The small red arrow fish at the exits of the fields show the direction of travel. Each field has a different number of entrances and exits. Passages may cross over or under each other. Turning off or moving against the direction of the red arrow fish is not allowed.
Follow the small red arrow fish. They show you the right direction. Stay on the paths, because they lead you safely through the coral reef.
Depending on which path you choose, a fish will travel different distances. The fish should stay as close together as possible.
Example: There are so many paths through the coral reef. Which path should the clownfish take?
Discovering Sea Creatures
The more fish that stand together on a field at the end of a movement, the more sea creatures you can discover. If, at the end of a movement, you place a fish on a field where no other fish stands, you turn over any one face-down 1-tile on the game board. You have then discovered one sea creature of the coral reef.
Example: The clownfish has swum off and discovered a sea dragon.
If you move a fish onto a field where another fish already stands, you may turn over one face-down 2-tile, which shows two sea creatures, or two 1-tiles.
If all four fish stand together on one field, you may turn over one 4-tile.
Here the four fish have discovered a school of hatchetfish.
You may also turn over several tiles. In that case, the number of fish on the field must match the number of sea creatures on the tiles.
Behind the red coral, the four fish together discover two butterflyfish, a lionfish and a parrotfish.
Note: If no suitable tiles remain, you may exchange tiles.
Example: After a movement, two fish stand together on a field. Only one undiscovered 3-tile remains. You turn it over, but you must turn three 1-tiles over to their bubble side in exchange. Now the two fish can discover two sea creatures on two 1-tiles.
Friendly Krakens
Twelve fields show krakens. They help you move a fish more easily through the coral reef. If you have rolled a "6" and a fish stands on a field with a kraken, you may move that fish between one and six fields.
The krakens know the coral reef very well. They can show the fish paths to places where they would otherwise simply have swum past. In this way the fish find their way more easily to the other fish, which have already swum ahead.
End of the Game
When a fish reaches the start field again, it must wait there for the rest of the game for the other fish. No sea creature is discovered in this case.
If you have turned over all the tiles before the fourth and last fish reaches the start field in front of the red sea anemone again, you have won together. You have discovered all the sea creatures that live in this coral reef. Super!
If you have not turned over one or more tiles, not all of the sea creatures have been discovered. You have unfortunately lost.
There is only one remedy: swim through the coral reef once more and start a new expedition!
You can make the game easier or harder by playing with fewer tiles, or by not allowing tiles to be exchanged.
On their tour through the coral reef, the four fish have experienced a great deal together. They must definitely tell the surgeonfish which sea creatures they have all discovered.