# Fishing ## General Info - **Year Published**: 1953 - **BGG Rating**: 5.0 - **BGG Rank**: — - **Players**: 2-6 - **Duration**: 45 min - **Weight**: — - **Designers**: (Uncredited) - **Publishers**: Pepys (Castell Brothers) - **Categories**: Sports - **Mechanics**: Roll / Spin and Move ## Verdict Perfect for those seeking pure nostalgia and relaxing games without any mental strain.Charming vintage atmosphereExtremely simple rulesVery relaxed game paceGreat for casual groupsLuck completely dominates the gameVery little strategic depthFOR GENRE FANS ## Description Get your gear ready and put on your hat, because Fishing is a dive into the nostalgia of the English countryside! Imagine the scene: you set off from the Fisherman's Arms inn and cross bucolic fields to reach the riverbank. The objective here is simple yet competitive: whoever lands the greatest total weight of fish wins. The board is a detailed grid where you move your pawn using a standard die, trying to reach the river's edge where various fish of different sizes are scattered. The fishing dynamic is quite curious: once you are on the bank, you pick a fish that is in a direct line or diagonal from your position. If your die roll exactly matches the number of squares between you and the fish, congratulations, you've caught it! However, be careful, as the larger and more valuable fish usually require you to wade into the river, and wading is much slower than walking on land. To spice up the journey, there is the luck factor: rolling a six triggers a 'Hazard' card. These introduce fun mishaps, such as missing a turn to light your pipe or chat with a local farmer, or being sent to Parson's Field to meet a friend. The game ends when the last Hazard card is drawn, at which point fishing is over and the race back to the inn begins. Final scoring combines the weight of the fish caught with bonus points for the first three players to return to the starting point. While it doesn't require complex strategies or quick reflexes, the game shines through its vintage charm, evoking that relaxing feeling of lazy summer afternoons in the country. It is the perfect kind of game for those who want something light and stress-free, where luck dictates the pace and atmosphere matters more than tactics. ## How to Play Goal of the Game In Fishing, you compete to catch as many tricks as possible over 8 rounds. Each captured card is worth 1 point, and the player with the most points at the end wins. The challenge lies in managing your draw pile, using cards captured in previous rounds and supplementing with cards from the ocean deck when necessary. Setup Each player receives 1 fisherman card, 1 boat card, and a reference sheet. Separate the game cards by stars (0 to 5) into 6 piles. Shuffle the 1 to 5-star piles separately to form the ocean deck, placing the 5-star cards at the bottom and the 1-star cards on top. Prepare the starting cards (no stars) according to the number of players: 3 players: remove cards with "1", "2", and "3" blue/red values. Deal 10 cards per player. 4 players: remove cards with "1" value. Deal 9 cards per player. 5 players: deal 8 cards per player (no removals). Place the round card and the round control card visible to everyone. Game Flow The game consists of 8 rounds. Each round consists of a series of tricks: At the start of each round, players draw cards from their draw pile (or from the ocean deck, if cards run out). Players compete in tricks by playing cards following the rules of leading, following suit, or discarding. At the end of the round, the captured cards are shuffled and placed face down in the boat, forming the draw pile for the next round. Actions and How to Play Trick Rules The first player leads a suit by playing any card. Others must follow suit if possible, or discard any card. Whoever plays the highest value card in the led suit wins the trick and collects the cards for their fisherman. Special Cards Trump cards (green): Always beat suits. If a trump is led, others must follow. Cards with "end of trick" effects: These activate before capture. Examples: "Take 1 other card": Add an extra card to your fisherman. "-3 points": Mark -3 points immediately (but the card still counts for 1 point at the end). Cards with "for the next trick" effects: Examples: "Call the suit": Sets the mandatory suit for the next trick. "Lowest value wins": Reverses the standard rule. End of Game and Scoring The game ends after the 8th round. Each card in the fisherman is worth 1 point (including "-3 points" cards). The player with the most points wins. In case of a tie, it is a shared victory. Exception: If the ocean deck does not have enough cards for everyone to fill their hands, the game ends immediately, and current points decide the winner. Tips for Winning Prioritize high value cards in common suits to win tricks. Use trump cards strategically to steal important tricks. Monitor your draw pile to avoid relying too heavily on the ocean deck. ## FAQ ### Is the game complex? Not at all! It's a very simple 'roll and move' game, ideal for those who don't want to read massive rulebooks. ### How many people can play? From 2 to 6 players, making it great for family gatherings. ### How long does a game take? It usually lasts around 45 minutes. ### Is it suitable for children? Yes, due to its intuitive rules and reliance on luck, it's excellent for introducing board games to kids. ### What happens if I roll a six? You draw a Hazard card, which can hinder you or change your position on the map with funny events.