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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
Expand Your Fleet and Become
Master of the High Seas!
Game Overview.......................................2
Setup..........................................................3
License Cards...........................................4
Dock Cards...............................................6
Bay Cards..................................................8
Two-player and solo variants...............10
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Story
Ridback Bay is bursting at the seams! What was once a remote, timeless bayside village is now crowded by fishermen from all walks of life, each looking to make their fortune from the endless bounty of the bay. Can you expand your fleet and be master of the high seas before the other scurvy dogs?
Game Overview
Fleet: Arctic Bounty is designed to integrate with the Fleet base game and give players the ability to choose what license and boat cards to include in a given game, adding a multitude of possible card and power combinations, enhancing replayability. Want to try a game without Processing Vessel and Shrimp? Then pull them out and add Pacific Oyster and Swordfish! Players can choose ANY combination of old and new licenses from Fleet: Arctic Bounty and Fleet to create exciting new gameplay experiences!
Expansion Cards
Fleet: Arctic Bounty includes over 130 new License, Boat, Dock, and Bay Cards! A full explanation of all expansion cards can be found in the Detailed Card Information section (page 4).
BOAT CARDS
DOCK CARDS
BAY CARDS
VARIANT CARDS
Standard Licenses:
4 each of Char, Pacific Oyster and Swordfish
Premium Licenses:
3 Marinas and 3 Canadian DFO
Special License:
3 Hire Crewman
16 each of Char, Pacific Oyster, Swordfish, and Canadian DFO
8 each of Tugboat and Artisan Fisherman
20 Gone Fishin’ and 12 Crewman
1 Variant 2p/1p Corporation Card and 2 Captain Cards
64 Boat Cards
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3
Setup
Fleet: Arctic Bounty requires cards from the Fleet base game.
Including expansion cards and the cards from the Fleet base game, select any
combination of FIVE Standard licenses and matching Boat Cards, as well as TWO
Premium licenses and matching Boat Cards (if applicable). Create the Boat Card
and License Card decks as directed in the base rules.
Each player’s starting hand always includes one of each type of Boat Card used in
the game.
Choose any two Dock Cards and set them in piles near the License Card deck. Add
two of each Dock Card per player — e.g. in a 3-player game, 6 of each card should
be used.
Select ANY combination of Bay Cards as desired in the game. Gone Fishin’ is highly
recommended!
NOTE: Dock Cards include Salty Captain, Inuit Fisherman, Artisan Fisherman, Tug
Boat, First Mate, and House Boat.
Bay Cards include Gone Fishin’, Crewman, Salvage Yard, Trophies, and Crab Meeples.
Crewmen licenses and Salvage Yard licenses do NOT count towards the license card
set-up limit!
In the game set-up shown above, the Processing Vessel, Lobster licenses and their
respective Boat Cards have not been used. The Char and Pacific Oyster licenses,
along with their Boat Cards, have been used, instead. The King Crab Premium
licenses and Boat Cards from the base game have been used, as well as the Marina
Premium licenses from the expansion.
A player’s starting hand
License
stack
Boat
Card
supply
Dock Cards
Expanded play area set-
up for three players
75
Crates
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4
Detailed Card Information
LICENSE CARDS
There are 16 Standard license cards, 6 Premium license cards, 3 Hire Crewman
license cards and 1 variant Corporation card in the Fleet: Arctic Bounty expansion.
When any Fleet: Arctic Bounty license is used in a game, all license cards of the
selected type are added to the License Deck and all matching Boat Cards are
added to the Boat Card supply. The license cards are purchased and played from
the License Deck in the same manner as base Fleet license cards.
Swordfish License (4)
Once owned, a Swordfish license gives a
player the ability to launch Swordfish boats. A
Swordfish license also gives a player the ability
to use one Launched and Captained boat of any
type to “catch” a Boat Card from the Boat Card
Supply INSTEAD of a Crate during the Fishing
Phase. The boat used to “catch” a Boat Card
instead of a Crate must not be full — i.e. boats
at capacity may NOT be used to draw a card with Swordfish.
Players also gain the ability to discard one Boat Card from their hand after the
Draw Phase, and draw one Boat Card from the Boat Card Supply. The bonuses for
owning Swordfish licenses are as follows:
One (1) Swordfish license owned: May take a Boat Card instead of a Crate on
one boat.
Two (2) Swordfish licenses owned: May take Boat Card instead of a Crate on two
boats.
Three (3) Swordfish licenses owned: May take Boat Card instead of a Crate on
three boats.
Four (4) Swordfish licenses owned: May take a Boat Card instead of a Crate on
four boats.
NOTE: Artisan and Inuit Fisherman MAY be used with Swordfish if they are not full.
If a boat catches two or more Crates (e.g. Pacific Oyster, Salty Captain, or Salmon), NO
Crates are caught if Swordfish is used on that boat.
Pacific Oyster License (4)
Once owned, a Pacific Oyster license gives a
player the ability to launch Pacific Oyster boats.
Pacific Oyster boats catch TWO Crates per turn
and have a higher capacity than other boats.
Only Pacific Oyster boats receive these bonuses!
For each launched Pacific Oyster boat, when
fishing: One crate may be placed on the Pacific
Oyster license and the other on the Boat Card
OR two crates may be placed on the Pacific Oyster boat. Any crates on the Pacific
Oyster license may be discarded and used as $1 at any time. Any Crates on the
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5
Pacific Oyster license are NOT VP at the end of the game. Crates on a Pacific
Oyster license may not be used for trading (with the Processing Vessel power) or
in the Casino. The bonuses for owning Pacific Oyster licenses are as follows:
One (1) Pacific Oyster license owned: Pacific Oyster boats catch two Crates and
hold six.
Two (2) Pacific Oyster licenses owned: Pacific Oyster boats catch two Crates and
hold eight.
Three (3) Pacific Oyster licenses owned: Pacific Oyster boats catch two Crates
and hold ten.
Four (4) Pacific Oyster licenses owned: Pacific Oyster boats catch two Crates
and hold twelve.
If at the beginning of the fishing phase, a Pacific Oyster boat is full, it does NOT
catch any more Crates. That boat will NOT have the option of placing one Crate
on the Pacific Oyster license. Pacific Oyster bonuses ONLY apply to Pacific
Oyster boats.
NOTE: If a Pacific Oyster boat is used with a Salty Captain, only two Crates
are caught per turn. The highest available capacity is used. The effects are NOT
cumulative.
Char License (4)
Once owned, a Char license gives a player the
ability to launch Char boats. A Char license
gives a player an additional Launch and an
additional Captain action per Launch Boats
and Hire Captains phase. All Captains are also
“free” when Captaining a launched boat; the
player may draw a Boat Card from the top
of the Boat Card supply to Captain the boat
INSTEAD of using a card from the player’s hand. The bonuses for owning Char
licenses are as follows:
One (1) Char license owned: All Captains are “free”. Captains are drawn from
the Boat Card Supply and played on boats INSTEAD of using cards from the
player’s hand.
Two (2) Char licenses owned: Free Captains and $1 off all Launch Costs.
Three (3) or Four (4) Char licenses owned: Free Captains, $1 off all Launch
Costs, and draw one card IF a boat was launched.
Char gives players the ability to Launch and Captain an additional boat per turn,
so if a player also has Cod, they may Launch three boats in one turn. If a player
has Lobster and Char, they may Captain three boats a turn. Char bonuses are
cumulative. If a player has one Shrimp license and two Char licenses, they receive
$2 off all Launch Costs!
NOTE: Salty Captains are NOT free.
If a player is able to launch two (or more) boats during a Launch Boats and Hire
Captains phase, all receive “free” Captains!
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6
Canadian Department of Fisheries
and Oceans License (3)
Once owned, a DFO license gives a player the
ability to launch DFO boats. DFO boats have a
Captain already and do NOT require a Captain
to be played on them.
When a DFO is launched, it immediately
catches three Crates by taking ONE Crate
from each other player. The active player
chooses from which launched boat(s) to take the Crates, but only ever one from
each other player. If the player has taken less than three Crates in total this way,
he then takes the remainder of the Crates from the supply. The three Crates
are placed on the DFO boat that was just launched. The bonuses for owning
Canadian DFO licenses are as follows:
One (1) Canadian DFO license owned: Score one VP per Crate on DFO boats.
Two (1) Canadian DFO licenses owned: Score two VP per Crate on DFO boats.
Three (1) Canadian DFO licenses owned: Score three VP per Crate on DFO
boats.
Marina License (3)
When a player has purchased a Marina, he has
the option to use it once per round during the
Launch Boats and Hire Captains Phase. Players
may place any one Boat Card from their hand
in (under) the Marina FOR FREE. At Game
End, the player will be awarded the VP listed
on these boats. No Launch Cost is paid and this
does NOT count as a launch. Players may only
do this once per turn per Marina.
At Game End, players are awarded the VP listed
on the Marina plus the VP listed on any Boat
Cards played into the Marina. The maximum
VP a single Marina can award a player is 15 VP.
DOCK CARDS
Dock cards may be purchased off the piles during
the appropriate phase. Choose any two Dock
Cards and place the draw piles face up near the
License Card deck. Add two of each selected
Dock Cards per player — i.e. in a 3-player game,
6 of each Dock Card are used. Other Dock Cards
not listed here include Inuit Fisherman, Salty
Captain, House Boat and First Mate.
Players who own a Marina may place one Boat from
their hands under the
License once per round.
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7
Tug Boat (8)
A Tug Boat can be purchased for $3 during the Launch Boats portion of the Launch Boats and Hire Captains phase. Purchasing a Tug Boat costs a launch. The Player pays $3 using any combination of Boat Cards and abilities, and then he draws a Tug Boat from the pile and places it in his play area. The Tug Boat does NOT require a license to launch. The Tug Boat does NOT hire a Captain and does NOT catch Crates.
A Tug Boat counts towards all applicable Launch Boats and Hire Captains Phase bonuses, but a Tug Boat does NOT have a Captain. A player may own as many Tug Boats as they are able to purchase until the pile is exhausted.
Once per Fishing phase, draw a Boat Card from the supply and place it face down on each launched Tug Boat without looking at it. A Tug Boat may hold any amount of cards, but NEVER receives more than one on any turn. At ANY time during the game, a player may decide to pick up all the cards on any Tug Boat and put them into his hand. The Tug Boat is then discarded from the player’s play area. Discarded Tug Boat Cards are removed from the game.
At Game End, The Tug Boat is 0VP and any Boat Cards on the Tug Boat do NOT count towards any scoring.
NOTE: When counting Captains for the Lobster Bonus, DO NOT INCLUDE any Tug Boats! If a player has a Cod or a Char license, he may purchase a Tug Boat, and if able, launch a boat from his hand like normal OR purchase and launch a second applicable Dock Card, including a second Tug Boat!
Artisan Fisherman (8)
An Artisan Fisherman can be purchased for $4 during the Launch Boats portion of the Launch Boats and Hire Captains phase. Purchasing an Artisan Fisherman costs a launch. The Player pays $4 using any combination of Boat Cards and abilities, then draws an Artisan Fisherman from the pile and places it in his play area.
Artisan Fisherman does NOT require a license to launch, nor does it need an additional Captain — it is ready to start fishing immediately! An Artisan Fisherman has a capacity of ONE Crate.
An Artisan Fisherman counts towards all applicable Launch Boats and Hire Captains Phase bonuses. An Artisan Fisherman counts as a Captain, and when purchased, counts as a launch. A player may own as many Artisan Fisherman as they are able to purchase until the pile is exhausted.
At Game End, an Artisan Fisherman counts towards all Game End VP bonuses as a Launched Boat and a Captain.
NOTE: When counting captains for the Lobster License Bonus, INCLUDE any Artisan Fisherman! If a player has a Cod or a Char License, he may purchase
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8
an Artisan Fisherman, and if able, launch a boat from his hand like normal OR
purchase and launch a second applicable Dock Card!
Players MAY use Processing Vessel, Swordfish, and other applicable powers on
Artisan Fisherman boats. Salmon may NOT be used on Artisan Fisherman.
BAY CARDS
Bay Cards are additional cards that can be added to any game.
Gone Fishin’ (20)
During setup, all Gone Fishin’ cards are placed face
up in the middle of the table near the Boat Card
supply. Gone Fishin’ may be added to ANY setup of
Fleet and is NOT a Dock Card.
During the game, if a player does NOT purchase a
license during the License Auction Phase, he may
take one (1) Gone Fishin’ and place it face up in
his play area. This occurs at the end of the License
Auction Phase, prior to Launch Boats and Hire
Captains Phase. Gone Fishin’ is NOT a boat NOR
Captain and does NOT count towards ANY bonuses.
At ANY time in the game, a player may discard a Gone Fishin’ from his play area
and immediately receive $2 towards any ONE transaction. This must be used
immediately. Discarded Gone Fishin’ are put back in the Gone Fishin’ draw pile.
At Game End, the Gone Fishin’ is worth 2VP IF it remains in play on a player’s
play area during end game scoring. Discarded Gone Fishin’ do NOT count as VP.
Crewman (12)
During the License Deck setup, after shuffling the Premium licenses into the
Common license pool — but before placing the set aside Common licenses on
top — create three roughly equal piles of licenses and place one Hire Crewman
license on top of each pile. Stack the three piles into one, then place the set aside
Common licenses on top.
All Crewmen cards are placed face down in the middle of the table near the Boat
Card supply.
Crewmen may be added to ANY setup of Fleet and is NOT a Dock Card.
When a Hire Crewman license is revealed, replace the Hire Crewman license with
the next license from the deck and continue the Auction. When the Auction has
been refreshed, draw one Crewman per license and place one above each face-up
license in the Auction.
In subsequent Auction phases, when a license with a Crewman above it is
purchased, the player receives the Crewman as well as the license. The Crewman
bonus is activated immediately, except for the Launch Two Boats Crewman
license which is taken into a player’s hand and may be used during any Launch
phase. At Game End, score any Crewmen bonuses, if applicable.
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9
Crewman card abilities:
Player immediately places this Crewman Card in his play area. It acts as a Launched Artisan Fisherman.
Place this card on any license. All Launched and Captained Boats of this type gain an extra Crate during the Fishing Phase.
Place this card on any license. That license is considered to have another license in play for bonus levels.
All players, other than the player who gained this Crewman, may not gain Crates of Fish this round.
Place this into your play area. Four Crates are placed on the card immediately and may be discarded and used as $1 at any time. Crates left on this Crewman at Game End count towards VP.
Player immediately places this Crewman Card in his play area. It acts as a Launched Tug Boat.
Take into hand. May be used two separate times to perform an extra Launch action during the Launch Boats and Hire Captains Phase. After the first use, place this Crewman face up in your play area. After the second use, discard.
Use immediately to draw three Boat Cards and discard one Boat Card.
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10
Two-player and solo variant play
TWO-PLAYER VARIANT
The two-player Fleet variant uses the three-player set-up except with only 50 Crates.
Three license cards will be up for auction each round. This variant can be used with any combination of Standard and Premium licenses and Dock Cards.
Select either Captain Kirkman (for an easier game) or Captain T.C. (for a more difficult game) to work for the J.P. Desantis Corporation.
Place the selected Captain and the Corp. Card near the center of the play area. The Corp. and Captain will participate in the Auction and Launch Boats and Hire Captains Phases ONLY.
Place an unused Crate on the round 1 spot of the Corp. Card. Track the current round by moving the Crate up at the end of each round.
Auction Phase
The Auction is performed normally, treating the Captain as a player. The Captain will always bid last in turn order. On the Captain’s turn, if the current bid is lower than the Round Max listed on the Corp. Card, reveal the top Boat Card from the supply.
If it is a $2 Boat Card, the Captain bids $1 more than the current bid and bidding continues as normal. If it is not, the Captain passes and will not bid on that license again. If all players pass after a Captain bid, the Captain takes the license into his play area. The Captain may only ever purchase one license per round and will not bid on a license if he has already purchased one.
If the Captain did NOT purchase a license during the Auction Phase, he will take a license he does not already own and can afford (per the Round Max) from the remaining available licenses in the Auction, or pass. If there is more than one license the Captain does not own, he will take the license with the highest VP (Premium first) closest to his play area. Exception: the Captain will ALWAYS take a Premium if he can afford it even if he already has one of the same type.
If a Player did NOT purchase a license during the Auction Phase, he may draw TWO Boat Cards from the supply at the end of the Phase.
Launch Boats and Hire Captains Phase
Use the rules on the chosen Captain. Reveal the top Boat Card from the Supply.
Captain Kirkman: If the revealed Boat Card is a $1 or $3 (1 coin or 3 coins) Boat Card, it is launched and added to the Corporation play area. If not, it is discarded.
Captain T.C.: If the revealed Boat Card is a $2 (2 coins) Boat Card, it is launched and added to the Corporation play area. If not, it is discarded.
Launched Boat Cards may be placed in a pile. The Corporation does not require Captains for its boats and does NOT catch Crates.
Corp. Captain
Max Bid
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Game End
The Captain receives purchased license VP, Premium license bonuses, Boat Card VP, and fishing VP. Fishing is scored as if each launched boat was at max capacity!
SOLO VARIANT
The Fleet solo variant uses the three-player set-up except with only 25 Crates. The solo variant plays the same as the two-player variant with the following exceptions:
Both Captain Kirkman and Captain T.C. are used.
Auction Phase
Player will always bid first, then Captain T.C., then Captain Kirkman. Again, the player and the Captains bid in turn order until a license is won as usual. The Captains may only purchase one license per round.
Once the player has won a license or passed, end the Auction Phase.
At the end of the Auction Phase, if either Captain did not purchase a license, he will take a license he does not own and can afford (per the Round Max) from the remaining available licenses in the Auction, starting with Captain T.C., then Captain Kirkman. If there is more than one license either Captain does not own, he will take the license with the highest VP (Premium first) closest to his play area.
Launch Boats and Hire Captains Phase
Reveal the top Boat Card from the Supply, first for Captain T.C. then for Captain Kirkman.
Captain T.C.: If the revealed Boat Card is a $2 (2 coins) Boat Card, it is launched and added to the Corp. play area. If not, it is discarded.
Captain Kirkman: If the revealed Boat Card is a $1 or $3 (1 coin or 3 coins) Boat Card, it is launched and added to the Corp. play area. If not, it is discarded.
Game End
Each Captain receives his purchased license VP, Premium license bonuses, Boat Card VP, and fishing VP. Fishing is scored as if each launched boat was at max capacity!
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Author’s Note
Fleet starts with simple gaming mechanics and develops a deep decision process as the game progresses. Each new fishing License and boat launch creates a multitude of choices for the player. Managing the use of Boat Cards to generate a large fleet (and therefore more fish) versus the use of Boat Cards as cash to win the important License Auctions is the key to victory.
Credits
Game Design by: Benjamin Pinchback and Matthew D. Riddle
Graphic Design and Illustration by: Eric J. Carter
Graphic Design by: Gabriel Laulunen
Rulebook by: Chris Kirkman
Development by: Rick Soued
Matt and Ben would like to thank:
Matt: My lovely wife Carly, my beautiful daughters the Riddlenettes Emma and Lilly, my parents and the rest of my family and friends
Ben: Rebekah, Ty and LJ. The reasons to live life and the inspiration for it all
Also: Everyone else who played Fleet at some point: Tjoc and Especial, Cdub, Big Steve, Lando, Kutone, Joe and Sandra, Spina, Ane, Brancik (and for the initial art!), Dmart, and many more
Rules reviewers: Brandon Laprise, Steve Moore, Ryan Metzler, and Dianna Brodine
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