# Fleet: Arctic Bounty ## General Info - **Year Published**: 2014 - **BGG Rating**: 7.5 - **BGG Rank**: — - **Players**: 1-4 (Best with: 3) - **Duration**: 30 min - **Weight**: 2.29 / 5 - **Designers**: Ben Pinchback, Matt Riddle - **Artists**: Eric J. Carter - **Publishers**: Eagle-Gryphon Games - **Categories**: Card Game, Expansion for Base-game, Nautical - **Mechanics**: Auction / Bidding, Auction: Turn Order Until Pass, Automatic Resource Growth, End Game Bonuses, Hand Management, Income, Multi-Use Cards, Solo / Solitaire Game, Variable Set-up, Victory Points as a Resource ## Verdict If you're already a fan of Fleet and want more variety, Arctic Bounty is an expansion worth getting! It adds tons of new cards and flexibility to mix things up.Greatly expands optionsIncreases replayabilityFull modularityRequires base gameMore initial complexityNeed to like FleetRECOMMENDED ## Description If you enjoyed the base game Fleet and are looking to spice up your fishing expeditions, the Arctic Bounty expansion is the way to go! It adds over 120 new cards, boosting the possibilities for combinations and strategies. Thinking about mixing different licenses and boats? Now you can! This expansion introduces new Premium and Basic Licenses, Boat Cards with fresh bonuses, and Dock Cards that open up more ways to build your fleet. Oh, and let's not forget the new Equipment Cards and fun 'Gone Fishin'' cards that add an extra flavor. For those who enjoy playing solo or in pairs, there are specific rule variants that make the experience even more complete. The big draw is the modularity: you can choose which old and new cards you want to use in each game, creating a universe of infinite combinations and ensuring every game is a new adventure. With Arctic Bounty, replayability skyrockets, offering new strategic paths for you to become the king of Arctic fishing. It's like having a giant menu of options to craft your perfect game, ensuring the fun never ends and each match is a unique challenge. Get ready to expand your fishing horizons! ## How to Play Objective of the Game In Fleet: Arctic Bounty, players are fishermen in Ridback Bay, a bustling village overflowing with opportunities to make a fortune. The goal is to expand your fleet and become the master of the high seas before your rivals. The game is designed to integrate with the Fleet base game, allowing players to customize their experience by choosing various License and Boat Cards, leading to diverse card and power combinations and enhancing replayability. Preparation (Setup) Fleet: Arctic Bounty requires cards from the Fleet base game. Here's how to set up your game: Select Licenses and Boat Cards: Choose any combination of FIVE Standard licenses and their matching Boat Cards, as well as TWO Premium licenses and their matching Boat Cards (if applicable). Create Decks: Create the Boat Card and License Card decks as directed in the base game rules. Starting Hand: Each player's starting hand always includes one of each type of Boat Card used in the game. Dock Cards: Choose any two Dock Cards (e.g., Salty Captain, Inuit Fisherman, Artisan Fisherman, Tug Boat, First Mate, and House Boat) and set them in piles near the License Card deck. Add two of each selected Dock Card per player (e.g., in a 3-player game, use 6 of each card). Bay Cards: Select ANY combination of Bay Cards as desired in the game. Gone Fishin' is highly recommended. Special Licenses Note: Crewmen licenses and Salvage Yard licenses do NOT count towards the license card set-up limit. Crates: For a two-player variant, use 50 Crates. For a solo variant, use 25 Crates. Fluxo do Jogo Consulte o manual para detalhes sobre esta seção. Ações e Como Jogar License Cards License Cards are purchased and played from the License Deck in the same manner as base Fleet license cards. When any Fleet: Arctic Bounty license is used, all license cards of that type are added to the License Deck, and all matching Boat Cards are added to the Boat Card supply. Swordfish License (4): Allows launching Swordfish boats. Allows using 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 must not be full. Allows discarding one Boat Card from hand after the Draw Phase and drawing one Boat Card from the Boat Card Supply. Bonuses: One owned: May take a Boat Card instead of a Crate on one boat. Two owned: May take a Boat Card instead of a Crate on two boats. Three owned: May take a Boat Card instead of a Crate on three boats. Four 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): Allows launching Pacific Oyster boats. Pacific Oyster boats catch TWO Crates per turn and have a higher capacity. Only Pacific Oyster boats receive these bonuses. When fishing with a launched Pacific Oyster boat: 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. Crates on the Pacific Oyster license may be discarded and used as $1 at any time. They are NOT VP at game end and cannot be used for trading or in the Casino. Bonuses: One owned: Pacific Oyster boats catch two Crates and hold six. Two owned: Pacific Oyster boats catch two Crates and hold eight. Three owned: Pacific Oyster boats catch two Crates and hold ten. Four owned: Pacific Oyster boats catch two Crates and hold twelve. NOTE: If a Pacific Oyster boat is full at the beginning of the fishing phase, it does NOT catch any more Crates and cannot place a Crate on the Pacific Oyster license. If used with a Salty Captain, only two Crates are caught per turn, and the highest available capacity is used (effects are NOT cumulative). Char License (4): Allows launching Char boats. Gives an additional Launch and an additional Captain action per Launch Boats and Hire Captains phase. All Captains are "free" when Captaining a launched boat; draw a Boat Card from the top of the Boat Card supply INSTEAD of using a card from hand. Bonuses: One owned: All Captains are "free" (drawn from Boat Card Supply). Two owned: Free Captains and $1 off all Launch Costs. Three or Four owned: Free Captains, $1 off all Launch Costs, and draw one card IF a boat was launched. NOTE: Salty Captains are NOT free. Char bonuses are cumulative (e.g., with one Shrimp license and two Char licenses, receive $2 off all Launch Costs). Canadian Department of Fisheries and Oceans License (3) (DFO): Allows launching DFO boats. DFO boats have a Captain already and do NOT require a Captain to be played on them. When launched, a DFO immediately catches three Crates by taking ONE Crate from each other player. The active player chooses which launched boat(s) to take Crates from. If fewer than three Crates are taken this way, the remainder are taken from the supply. The three Crates are placed on the newly launched DFO boat. Bonuses: One owned: Score one VP per Crate on DFO boats. Two owned: Score two VP per Crates on DFO boats. Three owned: Score three VP per Crates on DFO boats. Marina License (3): Once purchased, a player may 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. This does NOT count as a launch and no Launch Cost is paid. At Game End, the player is awarded the VP listed on these boats. At Game End, players are awarded the VP listed on the Marina plus the VP listed on any Boat Cards played into the Marina. Maximum 15 VP per Marina. Dock Cards Dock Cards may be purchased off the piles during the appropriate phase. Two of each selected Dock Card per player are used. Tug Boat (8): Purchased for $3 during the Launch Boats portion of the Launch Boats and Hire Captains phase. Costs a launch. Does NOT require a license, does NOT hire a Captain, and does NOT catch Crates. Counts towards all applicable Launch Boats and Hire Captains Phase bonuses, but does NOT have a Captain. Once per Fishing phase, draw a Boat Card from the supply and place it face down on each launched Tug Boat. A Tug Boat may hold any amount of cards, but never receives more than one per turn. At ANY time, a player may pick up all cards on a Tug Boat and put them into their hand. The Tug Boat is then discarded from play (removed from the game). At Game End, a Tug Boat is 0VP, and any Boat Cards on it do NOT count towards scoring. NOTE: Do NOT include Tug Boats when counting Captains for the Lobster Bonus. Artisan Fisherman (8): Purchased for $4 during the Launch Boats portion of the Launch Boats and Hire Captains phase. Costs a launch. Does NOT require a license and does NOT need an additional Captain; it is ready to fish immediately. Has a capacity of ONE Crate. Counts towards all applicable Launch Boats and Hire Captains Phase bonuses, counts as a Captain, and counts as a launch when purchased. At Game End, an Artisan Fisherman counts towards all Game End VP bonuses as a Launched Boat and a Captain. NOTE: INCLUDE any Artisan Fisherman when counting Captains for the Lobster License Bonus. May be used with Processing Vessel, Swordfish, and other applicable powers, but NOT Salmon. 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. If a player does NOT purchase a license during the License Auction Phase, they may take one Gone Fishin’ and place it face up in their play area. This occurs at the end of the License Auction Phase, prior to the Launch Boats and Hire Captains Phase. Is NOT a boat NOR Captain and does NOT count towards ANY bonuses. At ANY time, a player may discard a Gone Fishin’ from their play area to immediately receive $2 towards any ONE transaction. This must be used immediately. Discarded Gone Fishin’ cards are returned to the draw pile. At Game End, a Gone Fishin’ is worth 2VP IF it remains in play in a player’s play area. Discarded Gone Fishin’ do NOT count as VP. Crewman (12): During License Deck setup: After shuffling Premium licenses into the Common license pool (but before placing 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. When a Hire Crewman license is revealed, replace it 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. 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. 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. Two-Player Variant Uses the three-player set-up with only 50 Crates. Three license cards will be up for auction each round. Select either Captain Kirkman (easier) or Captain T.C. (more difficult) 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 participate in the Auction and Launch Boats and Hire Captains Phases ONLY. Track the current round by moving an unused Crate up the Corp. Card. Auction Phase: The Auction is performed normally, treating the Captain as a player. The Captain always bids last. On the Captain’s turn, if the current bid is lower than the Round Max on the Corp. Card, reveal the top Boat Card from the supply. If it's a $2 Boat Card, the Captain bids $1 more than the current bid. Otherwise, the Captain passes. If all players pass after a Captain bid, the Captain takes the license. The Captain may only purchase one license per round. If the Captain did NOT purchase a license, they take a license they don't own and can afford from the remaining available licenses, or pass. If multiple options, they take the license with the highest VP (Premium first) closest to their play area. Exception: The Captain ALWAYS takes a Premium if affordable, even if they already have one of the same type. If a Player did NOT purchase a license, they 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 Boat Card ## FAQ ### Do I need the base Fleet game to play with Arctic Bounty? Yes, absolutely! Arctic Bounty is an expansion, so you need to have the original Fleet game to play. ### How many new cards does this expansion add? Arctic Bounty brings over 120 new cards, including licenses, boats, docks, and equipment, to enhance your games. ### Does the game become more complicated with this expansion? Slightly. The addition of more cards and the flexibility to mix everything can increase the initial complexity, but the core mechanics remain the same. ### Is it possible to play solo with Arctic Bounty? Yes! The expansion includes specific rule variants for solo play, as well as options for two players. ### How long does a game take with the expansion? The playtime remains similar to the base game, around 30 minutes, depending on the number of players and familiarity with the new cards. ### Can I choose which cards to use from Fleet and Arctic Bounty? Exactly! That's one of the main advantages. 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