10 rounds. Each round: Boat Phase β the first player rolls one more boat die than there are players; in turn order each of you takes a die and uses it, then everyone uses the last die. Income β coins on your income. Fishing (even rounds) β every launched boat catches a fish. Town Phase β the same with town dice (plus one boat die). Then the first player moves left.
Golden rule: always fill the topmost open box of a section. Round boxes act at once: L activates the next license of that boat, B launches the next boat, ? = your choice, F (Captain's Club) = your own Fishing Phase.
Dice: a boat face fills that boat's column; Harbor fills any Harbor ship; Wharf any building; Market pays coins by your fish (0/5/12/20/30/40+ fish = 2β7); 3 coins. Any die may be used as 1 coin instead (2 with the Bait Shop).
Coins fill the coin track; reaching a β gives a star action: fill the topmost box of any section (not coins, fish or Buffet hexes). Your second license of a type pays 2 coins.
Licenses: Shrimp β your chosen Shrimp die can be any boat (+β, then Γ2 + β); Cod β coins when you launch any boat; Lobster β more income for more boats; Swordfish β β after fishing; Oyster β boats catch 2 fish and hold 6/8/10. A level-3 license scores points.
Scoring: 1 per fish, boats' points, level-3 licenses and the King Crab license (5), buildings, and your King Crab bonus (max 10). Ties: most fish.
Our readings: Oyster boats automatically take 2 fish, or 1 fish + 1 coin when only one space is left; Research Vessels carry no fish; the town die is Harbor Γ2, Wharf Γ3, Market. Fleet: The Dice Game is by Ben Pinchback & Matt Riddle (Eagle-Gryphon); the art here is our own.
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