Makura Swim Fish! Board Game
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Description
Can the fisherman catch all the little fish before they return safely to their homes? Take a journey around the pond and find out who will win—the fish or the fisherman? The fun board game Swim Fish! is a great choice for all those who want to have a lot of fun with their kids and teach them something at the same time; children practice the basics of addition and subtraction in a playful way.
Rules of the game:
The Swim Fish! game is designed for 2 to 5 people. The more players, the more fun you will have, so the ideal number is 5. If there are fewer than 5 of them, players can divide the other fish and play with more fish at once or only with one. The game is not limited by age but by the condition that the children who play it can add and subtract up to 12. Not only do the children play, but they also learn to count in a fun way.
At the beginning of the game, players roll both dice in turn, and the one who gets the same number on both dice will play as a fisherman. The others play like fish.
Rules for fish:
Blue fields, including colored shelters, and light green fields are the paths of the fish. Light green fields mark the places where the path of the fish intersects with the path of the fisherman. These fields are the most dangerous for small fish because there the fisherman can catch them. Fish-players place their pieces on the squares of the appropriate colors. These are their shelters from which they come out and have to return to them without being caught by a fisherman. The fish take turns clockwise in the game and roll both dice at the same time. They add the value of both dice and advance by as many squares as the sum of the dice. If the value on both dice is the same, they roll and advance one more time. If one of the fish steps on a square that is occupied by another fish, it throws it away, and the discarded fish returns back to its shelter, from where it starts playing again. The fish that gets to its shelter first without being caught by a fisherman wins. But on the last roll, the player has to roll the same number of fields that are left to the shelter. If the value is higher, it returns from its shelter back in the opposite direction, and when it is its turn again, it will try again. (Example: A fish stands 3 squares in front of its shelter, and the total value on the dice is 7. It advances 3 squares to its shelter, from where it returns 4 squares in the opposite direction of the game.
Rules for fishermen:
The fisherman starts in the middle of the pond (playing field). His path is made of unpainted fields, including its starting dark green field and light green fields, where the paths of fish and fishermen intersect. These are the most important for him, because he can catch fish on them. He can also get faster from one side of the playing field to the other with a dark green square in the middle, from which connecting lines lead to all four sides. He rolls both dice, but unlike fish, he can choose to add, subtract, or even choose a value of only one die. He can even go in any direction that can be changed in each round.
The fisherman catches a fish by entering a light green field where the fish are. Furthermore, he can also stand on a light green field, and the fish would enter it as well. The fish jumps straight into the fishing boat of a lurking fisherman.
The fisherman wins when he catches all the fish. Fish wins when it gets back to its shelter first. So many rounds are played that all players take turns like fishermen.
Package Contents
The set includes 4 fish pieces, 1 fisherman piece, 1 playing surface measuring 32 x 32 x 1.8 cm, 2 dice, 1 cotton bag, and 2 beech seeds.
Parameters
Designed for children: From 3 years
Certification: ČSN EN 71-1, 2, 3
Type of wood: Beech
Package size: 320 x 320 x 25 mm
Package weight: 1.3 kg
Makura Swim Fish! Board Game
- EN71 Certification
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