Number of Players: 2 to 4 Equipment: Two dice. A score sheet for each player.
View Score sheet
The Object: To catch the most fish after six rounds of fishing.
The Play: Youngest player goes first. Players take turns tossing the dice and scoring ("fishing") each of the six fishing zones of a lake. A player fishes one zone on each of his turns, beginning with Zone 1 and ending with Zone 6. Fishing proceeds as follows:
- "Casting The Line":
At the start of each turn, a player casts his line by rolling both dice. The total of the dice determines the DEPTH at which the line is cast. The dice totals associated with each DEPTH level are shown on the score sheet, and are reproduced in the following table.
| DEPTH |
DICE TOTALS |
| SURFACE |
[6], [7] or [8] |
| SHALLOW |
[4], [5] or [9] |
| MIDWAY |
[3], [10] or [11] |
| DEEP |
[2] or [12] |
- "Catching Fish":
A player can catch fish only if a fish icon is present at the DEPTH and Zone at which the player is fishing. Fishing proceeds as follows:
- A player will have the opportunity to roll a single die twice in order to determine the number of fish caught.
- After the first toss, the player must select which LURE he wishes to use. A LURE can increase, decrease or have no effect on the number of fish caught. A LURE can be used one time only during the course of the game, so by the end of the game, a player will have used all six of his LURES.
- If the player is satisfied with the value of his first toss, he would proceed to apply the effect of the LURE to his toss. This value is then entered onto the score sheet (within the area the player is currently fishing). The player crosses-out the LURE used from his score sheet. This ends the player's turn and play proceeds to the next player.
- If a player is not satisfied with his first toss, he may choose to roll the die again, but only after having selected his LURE! The effect of the LURE is then applied to the value of his second toss, and the resulting value entered onto the score sheet. This ends the player's turn and play proceeds to the next player.
- If applying a LURE causes the value of the toss to be negative, then the player enters a value of "0" instead.
Example: Player 1 begins the game by rolling both dice. The player tosses a "7", which means he will be fishing at the SURFACE level. His score sheet shows that a fish icon is present at the Zone 1 - SURFACE level, so he can proceed to catch fish by tossing one of the two dice. The player rolls a "4". The player decides to keep this value, and apply the "0" LURE against it. As this does not change the value of the toss, the player enters this value on the score sheet, completing his turn (Figure 1A).
Next, Player 2 rolls the dice. She tosses a "10", which means she'll be fishing at the MIDWAY level. A fish icon is present at this level within Zone 1, so she proceeds to roll one die to determine the number of fish she may catch. She tosses a "1". Not satisfied with this value, she decides to roll the die again, but first she selects a LURE. Selecting the "+2" LURE, she then rolls the die. She tosses a "6" but enters a value of "8" on the score sheet, reflecting the "+2" effect of the selected LURE (Figure 1B).
Figure 1
If no fish icon is present at the DEPTH and Zone at which the player is fishing, then the player must enter a value of "0" within that cell. The player must also cross-out one of his remaining LURES. This ends the player's turn and play proceeds to the next player.
Example: Player 1 begins the game by rolling both dice. The player tosses a "2", which means he will be fishing at the DEEP level. As the score sheet does not contain a fish icon at the Zone 1 - DEEP level, the player scores "0" (Figure 2). The player completes his turn by crossing-out any one of his LURES.
Figure 2
- "Catch of the Day":
When fishing Zone 4, any player who casts his line to the MIDWAY level has snagged the "Catch of the Day". A player is awarded a base value of "15". The player must still apply a LURE against this value, then record the final value onto the score sheet (a LURE of "x2" would mean the player enters a value of "30" onto his score sheet!)
Winning: At the end of six rounds, players add the total fish they caught at each depth level, and enter this value in the DEPTH TOTALS column. Each player then takes the sum of this column and enters the value in the TOTAL CATCH box. The player with the most fish wins. Figure 3 illustrates a score sheet for a completed game.
Figure 3
©2006-2010 Stephen Tallevi. All rights reserved. No part of this document may be reproduced in any form or by any means without the prior permission of the copyright owner. Contact: dicegames@nzp.ca www.newdicegames.com
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