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BrianGomez

BrianGomez

For 2to4players, age 6and up, playing time: 30minutes.

Components

4Plastic Penguins 5Cardboard Boxes 16Wooden Fish tokens


(rooms) (12fish in4player colors
and 4fish inwhite color)

45Fish cards (each showing 4Color Reminder 4Penguin IDcards


1,2,or3victory points) cards

Thestory
Hey
Ozzy, letsskip Relax,
the teacher wonteven notice Okay,
the lesson and mytummy
gosneak weregone!
isrumbling
some fish! Wont And already.
weget in Heh,
what about well that guy isway Letsgo!
trouble? the Hall too slow for us!
Monitor?

4
Overview
Ineach round one ofthe players takes the role ofthe Hall Monitor
(theCatcher) his aim istocatch the other penguins (the Runners), who
will try tocollect fish hanging from the doors. Players gain victory points for
catching others orfor collecting fish. When either the Catcher has caught
all the Runners orany ofthe Runners has collected their 3color fish, the
round isover. The game isover when every player has been the Catcher
once. The player with the most victory points isdeclared thewinner!

Game Setup ItsEasy


1. 2. 3.
Arrange the 5boxes Put the 4white Choose acolor and take
bymatching the same fish tokens onthe thepenguin, reminder card,
color dots onthe bottom 4marked spaces IDcard, and 3fish tokens ofthat
ofthedoorframes. tohold theboard. color. Put your color reminder
card and IDcard onthetable
infront ofyou. Unused
components are putaside.

4.
Shuffle all the fish cards
and put them inaface
down draw pile within
easyreach.

5.
The player who saw
apenguin most
recently becomes
the Catcher for
thefirstround.
5
Before your firstgame
Hey, myname isJenn Isee youreready tobegin the game.
Iwant tohelp you understand how wemove, soIsuggest
you take awarm uprun around the school. Yes, just like
ingymclass.

Take your penguin and start


onthe red circle inthe
Classroom (box nr. ). Flick
your penguin around the
school until itsback inthe
Wanna see Classroom again. Once
some cool youredone, let the next
moves? player get insomepractice.

Flickingtechniques

1.
Ifyou want the penguin tomove
inastraight line, put your finger
infront ofitand make apush
onthe very center itwill move
inastraightline.

2.
Ifyou want the penguin
torun around corners ormake
crazy turns, flick itonthe same side
you want ittoturn.Soifyou flick its
right side itwill rotate totheright.

3.
Believe itornot, but the penguin can also
jump! Flick the penguin onthe very top
ofits head, itwill make the penguin jump.
Use this tojump over walls! Itsalegal
move and all the cool kids are doingit!

6
Playing thegame
The game consists ofasmany rounds asthere are players (except
ina2player game, see page 13). Ineach round one player isthe Catcher
and the other players are the Runners. Each round consists of3phases.

Phase 1 Roundsetup

1. Each Runner attaches one 2. The Catcher places his penguin


oftheir fish tokens oneach inthe Kitchen (boxnr. )
ofthe three doors marked with anywhere within the red lined
the fishsymbol. area. The placement ofRunners
isdescribedbelow.

Phase 2 Playing theround


Itsgotime! The round isplayed inclockwise order starting from the
player onthe left ofthe Catcher. Soina4player game the sequence
goes Runner Runner Runner Catcher, and then repeats until the
roundends.
Aplayersturn consists ofone flick. The player onthe left ofthe Catcher
starts the round byputting his penguin onthe red circle inthe Classroom
(boxnr. ) and flicking it. Then the next player inclockwise order does the
same. The Catcher starts from the spot inthe Kitchen where heplaced his
penguin during the RoundSetup. Ineach next turn the player flicks the
penguin from the place, where itstands atthe beginning ofhisturn.

Note! For each Runnersfirst flick ofthe game, ifhefails tomove away
from the red circle orthe runner lands back onthe red circle, hemust
repeat the flick until hemoves his penguin away from the red circle.

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Events that can happen inaplayersturn:
Ifthe Runner completely goes through adoor with afish token ofhis
color onit, hetakes itand draws the top card from the fish card draw
pile. You look atthe card and put itface down partly covering your color
reminder card. Each fish card gives asmany victory points asthe number
onthe card. Itispossible togothrough multiple doors and score
multiple fish during your turn ifyour flick isgoodenough.
Important! Going through the door completely means that before the
flick, the entire penguin isonone side ofthe door. Then after the flick, the
entire penguin isonthe other side ofthe door (see the 3pictures below).

Jumping Over Doors! Ifyou


make ajump over adoor with
your color fish token onit, you
donot receive the fish token.
You must move through the
door toreceive the fishtoken! Bummer!

Ifthe Catcher atany point during


his turn touches one ormore
Runners, hetakes away their
IDcards.

Also ifaRunner atany point


during his turn touches the
Catcher, the Runner must give his
IDcard totheCatcher.

IDtaken! IfaRunnersIDcard has been


taken, dontworry! Heisnot out ofthe round
and can still continue toplay and collectfish!

8
Iceskates
Ifyou have two fish cards with value 1, you may turn them face upatthe
end ofyour turn and immediately take another turn and flick your penguin
following the regularrules. You donot lose these cards and still get
points for them atthe end ofthegame!
These cards must remain face upsoyou dontuse them again for anextra
flick. Ifyou have enough cards, you may take more than one extra turn
inarow. This ability may beused byboth the Catcher and theRunner.

Phase 3 The end oftheround


Round ends when:
1. Any Runner has collected all 3fish tokens oftheircolor.
OR
2. The Catcher has caught all Runners (hehas all IDcards).
Now that the round has ended:
Each player, starting with the Catcher, draws 1card from the fish card
draw pile for each IDcard they have. The Catcher will always get
1fish card for his own IDcard, plus anadditional fish card for each
IDhecaptured. ARunner will only get afish card ifhewasntcaught.
Players take back their IDcards and 3fish tokens for the nextround.
The player tothe left ofthe Catcher becomes the new Catcher for the
nextround.
Start anew round with Phase 1 RoundSetup.

For changes ina2player game see page 13.


9
The end ofthegame
The game ends after asmany rounds asthe number ofplayers (each
player will bethe Catcher once). Count the victory points from your fish
cards and the player with the highest total ofvictory points becomes the
winner! Dontforget toalso count your revealed ones!

Incase ofatie, the tied player with the most cards becomes the winner.
Ifthis isalso atie, the tied players share the victory! For changes
ina2player game, seepage13.

The blue player


has 18points.
Letsplay again!

Inthe rare case you


dontwant toplay another
game ofIceCool,
packtheboxes inthe
order shownbelow.

10
Special situations andclarifications
Redlines
Ifyour penguin isclose toawall (and doors are part ofthe wall) orstuck
inadoor, before your flick, you may place itonthe closest free point onthe
red line (sothe center ofthe penguin isontheline).

Red Line isCovered! Sometimes the red line iscovered with artwork.
Insuch cases, the line isconsidered tobepresent under theartwork.

Getting stuck inthedoor


First, why are you getting stuck indoors?
You probably shouldnthave skipped all
those gym lessons...
Inorder toget your fish token, you
have togocompletely through
adoor with your fish token
onitinone move. Even ifasmall part
ofyour penguin remains inthe door
frame (looking directly from the top)
ithasntgone through and itsstuck.
The Penguin has tobeflicked
completely through inafollowing Itlooks like Iwont
turn from ared line (seebelow). begetting the fishyet...

Important! Itcan happen that your penguin goes completely through


adoor and then rotates back and becomes stuck inthe same door.
Inthis case going through the door counts and you get your fish token
and thecard.

11
Incase ofbeing stuck inadoor:
Before your flick, iflooking directly from
the top ofthe door you can see asmall
part ofyour penguin oneither side
ofthe door, you can place itoneither
roomsredline.
Which room
should Ichoose?

Before your flick, iflooking directly from


the top ofthe door you can see the
penguin ononly one side ofthe door,
you can place itonly inthe room where
the part ofthe penguin isvisible.

Well, now
itsobvious.

Note! Once stuck inthe door, toget the fish you will have tomove your
penguin tothe red line and gocompletely through the door inoneturn.
This means you cannot just flick your penguin through the rest ofthe door.

Events outside aplayersturn Iguess you


Ifanother player during their just wanted
Ooooops! tobeclose tome.
turn pushes your penguin either
completely through adoor with
your fish token onitorinto the
Catcher, you resolve all these
effects aswell. This means you
would take off your fish token
and get acard for being pushed
through the door orlose your
IDcard for being pushed into the
Catcher. Your penguin remains
inthe new spot after beingpushed.
12
Jumping out ofthegame
Ifyour penguin jumps out ofthe game
(meaning all 5boxes) itisput back
into the box atthe exact point where
itstarted and your turn immediately
ends (but you may still use two
1stoIce Skate).
Guys, you wont
Ifyour penguin issomehow forced
believe what
out ofthe game during another
Isaw outside
playersturn, the penguin isput
theschool!
back inthe box atthe exact same
point where itstarted. There
isnopenalty forthis.

Accidentally moving another playerspenguin


Ifatany point you touch and move another playerspenguin with your
hand, put that penguin back inits previousspot.

Changes ina2playergame
Wondering ifthe game isgreat for 2players? Yes, itis. There are just afew
changes inthe rules for 2players:

1. The Catcher has tocatch the Runner twice before the round ends.
When the Catcher touches the Runner for the first time, hetakes away
his IDcard asusual. Then the Runner ismoved tothe Classroom and
the Runner immediately takes aturn starting from the red circle like
inthe beginning ofthe game. The Catchersturn completely ends and
hecannot play two fish cards with value 1totake anextra turn before
this immediate turn oftheRunner.
The round ends when either the Runner has collected all 3fish tokens
orwhen the Catcher has caught the Runner for the second time.
However, catching the Runner for the second time doesntgive another
benefit for the Catcher apart from ending theround).

2. The game ends when each player has been the Catcher twice (the
players alternate between the rounds for who plays the Catcher and
who plays theRunner).
All other rules remain unchanged. Havefun!
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Author / Auteur: BrianGomez
Illustrations: ReinisPtersons
Brain Games PublishingSIA
Bruinieku 39, Riga, LV-1001,Latvia
T: (+371)67334034
info@Brain-Games.com
www.Brain-Games.com 6+ 24 30
min

2016Brain Games PublishingSIA

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