PLAYED FOR YOU

 

Mare Balticum

FISHING BOAT OUT CATCHING FISH

 

We are captains of a fleet of fishing cutters sailing the Baltic Sea catching fish and amber. After a successful trip the captain must sell his catch in a harbor to have earned most money when winter comes.

For a start, demand markers and goods markers are placed into harbors and sea and place your cutter. In each round you can do up to three actions - sail your cutter, catch fish or unload catch, in any combination. If you want to sail, you place a cutter into the sea or relocate one; your cutters must always form an uninterrupted line and only one cutter per player is allowed on any square.

To catch fish you take a goods marker from a location with your own cutter; an amber marker goes face-down into your warehouse and a fish marker open-faced into a hold, up to capacity. In a harbor you can unload fish according to the demand marker, any number of fish of this kind. To unload you put them from your hold into your warehouse, which has unlimited capacity. After each turn empty squares are filled with new goods markers. When a time marker is drawn each player must play one of his operation markers; they set the price for your fish or - once - demand a tax payment of two goods from warehouse or hold. After six time markers you finish the round and play one more round; then fish in your warehouse score their price according to the operation markers, amber is worth 1 point per marker, fish in your holds are valueless.

Mare Balticum is an enchanting children’s game in which everything dovetails - components, topic and mechanisms; a nice introduction into transport and logistics games including pricing of goods.

 

Players: 3-5

Age: 6-12

Time: 30+

Designer: Filip Miłuński

Art: Piotr Słaby

Price: ca. 40 Euro

Publisher: Gry Leonardo 2011

Web: www.gryleonardo.pl

Genre: Collecting and logistics game

Users: For children

Version: multi

Rules: de en kr pl

In-game text: no

 

Comments:

Also a very good family game

Very pretty components

Simple basic rules

Includes two modules for use by more experienced players

 

Compares to:

All movement games with delivering goods according to demand

 

Other editions:

Currently none

 

Chance (pink): 2

Tactic (turquoise): 2

Strategy (blue): 1

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0