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About 300 years ago in Edo, Japan, when Tokyo was still a coastal town, and nature was greener, one could catch all kinds of fish from the neighboring waters.

Fishermen built their livelihood on sea bream, mackerel, prawn, and clams. They went out in their boats, fished, and sold their catch. The market flourished.

In this game players take on the roles of fishermen, trying to get rich from the wealth of the sea. Which player will be able to sell the most fish?


  • 1 Main Board
  • Treasury Board
  • 5 Fishing Boat cards
  • 29 Fish Cards
  • 32 Market Cards
  • 10 Special Ability Cards
  • 5 Collaborator Cards
  • 1 Start Player Token
  • 1 Round Marker
  • 5 Fishing Boat Tokens
  • 5 Money Tokens
  • 10 Ability Tokens
  • 80 Seafood Tokens
  • Instructions

Object of the Game

The player with the most money at the end of the game wins. Players earn money by sending out their boats, catching fish, and selling them on the open market.

To maximize profit, it is important to learn new technologies as well as enlist help from various Collaborators.

Game Elements

Game Board

The Fishing Area is on the left side of the board. The Market area is on the right side of the board The Harbor, where the boats land, is located on the bottom right of the market next to the Fishing Area.

Treasury Board

Players use their Money Tokens on the Treasury Board to track their money in Ryo. S Players can never have less than 0 Ryo.

The Fishing Cards depict the kinds of fish players can catch in the various fishing spots.

There are four types of fish: Clams (yellow), Prawns (black), Mackerel (blue) and Sea Bream (red).

Fish Card Abilities

  • Clam cards: "Get x1 only" means that a player may only take one Clam cube (yellow) per turn.

  • Mackerel and Prawn cards: "1 draw" means the player draws one more Fish Card for the area when placing cards during Set Up.

Market Cards:

Market Cards show the demand for each type of fish, and how much will be paid for each fish cube of the noted type.

Market cards with the rainbow icon will pay for any Fish cubes at the indicated price.

In this example, this market will buy up to 3 red (Sea Bream) Fish cubes at 5 Ryo per cube.

Fishing Boat Cards:

At the top of the Fishing Boat is a gauge that shows the values 1.5 - 2 - 2.5 - 3 - 4. Players will use one of the white Ability Tokens to indicate how many action points (AP) they have available each turn.

The bottom left of the Fishing Boat shows 3 areas indicating the quality of your nets. The top number in each area indicates how many Prawns and Mackerel you can catch with your net. The bottom number is how many Sea Bream you can catch with your net. Players will use one of the Ability Tokens to indicate how strong your nets are.

The numbers between the action point and net-quality spaces represent upgrade costs. These are discussed in greater detail below.

In the bottom right of the Fishing Boat is your storage area, which allows you to save 1 seafood cube between rounds. Some special abilities will make it possible to store more than 1 cube here.

Special Ability Cards:

Exchange any 1 seafood cube for 4 coins once every round.

The Special Ability cards give advantages to their owners. The name of the card is on the top left, and the cost is on the top right. The ability granted by the card is described on the bottom.

Collaborator Cards:

Collaborator cards represent people who will assist you with your tasks.

The role is on the top of these cards and the assistance they provide is on the bottom.


  1. Set up the main board and place the Treasury board beside it.

  2. Sort the Special Ability cards by type and place them in face-up piles beside the boards.

  3. Divide the Fishing cards by fish type. Shuffle each set of cards separately and place them next to the Fishing area of the main board to form 4 facedown piles in the order: Clam, Prawn, Mackerel, Sea Bream.

  4. Shuffle all the Market cards, and put them in a facedown pile next to the Market area of the Main board.

  5. Place the Start Player token with the Collaborator cards and

    line them up beside the board.

  6. Sort the seafood cubes by color and set them aside to form the supply.

  7. Place the round marker on '1' on the main board.

  8. Each player chooses a color, and receives the following in their color:

    • A Fishing Boat card and 2 white Ability Tokens to place on the card.
    • A Fishing Boat token.
    • A Money token.
    • If there are less than 4 players, any unused components go back to the box.
  9. Each player places their two Ability tokens on their Fishing boat card:

    • One on the 1.5 space of the Action Point line on the top of the card
    • One on the leftmost space of the Net-Quality area on the bottom of the card
  10. Each player places their Fishing Boat token on the Harbor space (Setup only)

  11. All players place their Money tokens on the '3' space on the Treasury board.

Example setup for 4 players.

Game Play

The game is played over a total of 5 rounds.

Each round is divided into the following 4 steps:

  1. Prepare the Round
  2. Initial Placement
  3. Main Step
  4. End of Round

1. Prepare the Round

  • First check to see that the Round marker is in the correct position. Below the Round marker is a number that signifies how many cards to draw from the Market deck.

    Draw as many cards as indicated and place them face down on the Market area in sequential order. Then flip over the card placed on the number '1' Market' area.

  • Fill the Fishing Areas with Fish cards, drawing and reveal- ing them in the order Clam > Prawn > Mackerel > Sea Bream. Place one face-up Fish card per Area, starting closest to the Harbor and continuing out toward the sea.

  • If you draw a "1 draw" card for an Area, draw and place one extra card into the current Area before moving on to the next Area. If the extra card you draw is a second "1 draw", place the card in the current area. Ignore the "1 draw" instruction and move on to the next Area for the next Fish card.

  • Place seafood cubes on the Fish cards now in the Fishing Areas. The type and number of cubes to place is depicted on each Fish card. The tokens are taken from the supply.

2. Initial Placement

  • If a player has the "Speculator" collaborator, they may now look at 3 of the facedown Market cards.

  • Beginning with the Start Player and proceeding in clockwise order, each player places their Fishing Boat token in either the Harbor or the Fishing Area adjacent to the Harbor.

  • Once everyone has placed their Fishing Boats, the player with the "Old Fisherman" collaborator may choose any Fishing card in the Fishing Area and add up to 3 extra seafood cubes of that type from the supply to the chosen Fishing card.

3. Main Step

The Main Step begins with the Start Player and continues with each player in clockwise order until all players have chosen to pass for the round.

During each of the Start Player's turns, before they choose to pass or take an action, they must flip over the next market card. (This is skipped during the first turn, as the '1' card was already placed face-up to begin with).

On each player's turn, they may choose to either take their turn or pass for the remainder of the Round.

If the player chooses to take their turn, the player may use as many Action Points as indicated on their Fishing Boat card. The player may perform any combination of the actions listed below in any order, as long as they have enough Action Points. Some actions can only be taken once per turn, while others require the player's boat to be in the right position.

The possible actions are:
  1. Fish
  2. Move your boat
  3. Sell your catch
  4. Gain a technology
  5. Flip a market card


A. Fish

Fishing is only possible if your Fishing Boat is in the Fishing Area (not the Harbor), and may only be done once per turn. Players may only harvest seafood on the sea space where their fishing Boat token is located.

You may harvest seafood cubes up to the amount indicated by the quality of your nets on your Fishing Boat card. Players may choose to harvest fewer seafood cubes if they wish.

You may fish in two ways, by net or by hand.

  • Fishing by Net costs 1 AP, and cannot be selected if you're harvesting Clams. You may harvest as many tokens as indicated by the quality of your net on your Fishing Boat card (the top number if you're harvesting Prawns or Mackerel, and the bottom number if you're harvesting Sea Bream).

    If there aren't enough tokens on the card, you may harvest as many as are available.

  • Fishing by Hand costs 0.5 AP, and cannot be selected if you're harvesting Sea Bream. You may harvest 1 available token from the Fish card.

B. Move your Boat

Moving your Fishing Boat 1 space in the Fishing Area and Harbor costs 1 Action Point per area moved. You may choose to move multiple times during your turn.

C. Sell your Catch

Selling your Catch is only possible if your Fishing Boat token is in the Harbor (not the Fishing Area), and may only be done once per turn.

To sell your catch, move seafood cubes from your Fishing Boat card to the corresponding Market card and then gain Ryo according to the market price on the card.

Which fish you may sell and for how much is depicted on the Market cards.

  • You may not sell fish for which there is no demand (no Market card)
  • You may not sell more fish than the Market cards allows.

When selling, you may either do a Gross Sale or a Retail Sale.

  • Gross Sale costs 1 AP. Choose up to 2 Market cards and sell up to 2 seafood cubes to each card (total of 4 cubes).
  • Retail Sale costs 0.5 AP. Choose 1 Market card and sell 1 seafood cube to it.

D. Gain a Technology:

Gaining a Technology is only possible if your Fishing Boat is in the Harbor (not the Fishing Area), and may only be done once per turn.

You may not perform this action if all other players have passed out of the Round. Gaining a Technology costs 1 AP and lets you do one of three things:

  • Increase your Action Points by moving the correspond- ing Ability token on your Fishing Boat card one step to the right. You must be able to pay the indicated amount of money to do this. You can only increase one step each time you perform this action, even if you have money to pay for two steps. You gain your new action points on your next turn.

  • Improve the quality of your Nets by moving the corresponding Ability token on your Fishing Boat card one step to the right. You must be able to pay the indicated amount of money to do this. You can only increase one step each time you perform this action, even if you have money to pay for two steps.

  • Learn a Special Ability by choosing one of the Special Ability cards, pay its cost, and put the card in your play area. The Special Ability goes into effect immediately. You may not own more than one of each type of Special Ability.

E. Flip a Market Card:

Flip the lowest-numbered, face-down Market card. This costs 1 Action Point. This may be done multiple times, regardless of where your Fishing Boat is located.


When a player runs out of Action Points or doesn't want to perform any more actions, they may end their turn by passing. Any surplus Action Points are lost; they do not carry over to the next Round.

The first player to pass the Round receives the Start Player token. Once a player chooses to pass for the Round, they may no longer participate that Round.

The passing player immediately selects one of the available Collaborator cards and places it face-up next to their Fishing Boat card.

Note that some collaborators will have an immediate effect, while others are activated during the start of the next round. Play now proceeds with the next active player's turn.

When there is only one player remaining who has not passed, the remaining player may only take up to two more turns. (See Main Step)

Play continues in this manner until all players have passed for the Round. Remember, you cannot choose to Gain a Technology if all other players have passed.

Special Ability Cards

  • Smokehouse (4 Ryo)

    Lets you keep 3 extra seafood cubes at the end of the round.

  • Client (3 Ryo)

    Once each round, you may treat this as a Market card when you perform the "Sell your catch" action. You may sell any 1 cube for 4 ryo.

    (They are two different illustrations, but the effect is the same)

Collaborator Cards

  • Old Fisherman

    Lets you place 3 extra cubes on a Fish card of your choice after the initial placement.

  • Dried Fish Shop

    Lets you keep 2 extra seafood cubes at the end of the round.

  • Money Changer

    You get 3 coins as soon as you get this card.

  • Carpenter

    When you take this card, you perform the "gain 1 technology" action and may perform it for 3 ryo less than the normal cost (however, not less than 0).

  • Speculator

    During initial placement, you may look at up to 3 of the face-down Market cards.

4. End of the Round

When the Round ends, the following happens:

  1. All players count the number of seafood cubes on their Fishing Boat cards. If they have more cubes than their capacity allows (including bonuses from Collaborators and Special Abilities), they must discard the surplus to the supply and pay 3 Ryo as a penalty due to spoilage.

    Remember to adjust the Money Token on the Treasury Board.

  2. The Start Player token is given to the player who passed first during the just- completed Round. However, no player can be Start Player twice in a row. If the Start Player during the previous round was the first to pass, then the Start Player token passes to the player on their right.

  3. Unless this was the final round, return all the seafood cubes from the game board to the supply, remove all the cards on the game board from the game, move the Round marker one step forward, and begin a new round.

End of the Game

The player with the most money wins. In case of a tie, the tied player closest in a clockwise direction to the Start Player wins.

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