In fish you try to catch as many stitches as possible over 8 rounds, because each card is 1 point.
With your caught cards you will then continue to play in the next round. If you have not caught enough stitches, you may fill your hand with fresh cards from the sea pile.
You win fish after 8 rounds with most points.
The 40 starting cards have the values "1" to "10" in the four colours blue, yellow, purple and red.
Depending on the number of persons, start cards are sorted out and the others are distributed:
For 3 people all cards with the values "1" and "2" and the blue and red "3" are deleted.
For 4 people all cards with the value "1" are deleted.
For 5 people, all 40 cards are distributed.
To start the first trick, 1 plays any hand card.
The others play 1 hand card in a clockwise direction. If they have at least one card in the color they have to play one of them.
If you don't have the color (more) on your hand, you have to play any other card.
If you play the highest value in the color you play, you start the trick. There are in each color every number only once, so that the highest value is always clearly fixed.
Put the caught cards hidden on your fisherman before you play another hand card and start the next trick.
The first round ends after you have all played tricks. For each card you get 1 point.
Then your collected cards are put on your boat as a storage space pile.
At the beginning of each round, you draw your hand cards from your storage room.
The number is different depending on the round and the number of players.
If you have more cards in the storage room than you have to draw, the rest of the pile will be in the storage room for the next round.
If you don't have enough cards in the storage room, you pull the missing cards from the sea pile.
If you need most cards, you can first draw all the cards you need, then the others will follow according to the descending number of cards.
If several of the same number of cards need to be taken from the sea pile, the person is the first to have played a card in the last trick of the previous round.
If you have the least points, you start the first trick in the new round.
Have several of the least points, the person who played a card earlier in the last trick of the previous round begins.
In the sea pile there are fresh cards that come into play gradually.
Higher color cards: There are the values "11" to "18" for all four colors blue, yellow, purple and red.
The green cards with values "1" to "16" are trump cards.
Trump cards always beat color cards. If you have to use a color in a stitch, but have no hand card, you may play a trump card.
If you start a trick with a trump card, the other trump cards have to play.
Only if they have no trump can they drop a color card. If at least one trump is in the stab, the trump with the highest value catches the stab.
If you play these cards, use their effects at the end of the trick before the person with the highest card lays the caught stitch on her fisherman.
For the "0" cards the usual stab rules apply.
You can always play the boating cards, even if you have hand cards that you need to use with color or trump.
If you start a trick with a boy card, determine the first color or trump card that is played afterwards, which the following must operate.
If you only have a bow card, you will start the trick with the first bow card.
"Catch 1 other card": In the four colours and trump there is one "0."
First catch 1 other card of the trick and place it hidden on your fisherman before the person with the highest card catches the other cards.
If there are several "0" in the set, you choose in the order in which you played these cards.
Bow cards
"1 card to the left": Select all at the same time 1 hand card and pass it down to the left. Then you take the received card on your hand.
"-3 points": There are two cards in the sea pile.
If you catch this card and put it on your fisherman, you get -3 points right away. At the end of the round, this card counts like all other 1 points.
"Catch all other cards": First, catch all the other cards of the trick and place them hidden on your fisherman before the person with the highest card only catches this bojencard.
If there is also one or more "0" in the set, the order in which you played the "0" and "0" cards is valid.
A "0" played after this bojencard catches the bojencard. Another "0" is out.
The next trick starts with the highest card, even if it has not caught anything.
If you play these boy cards, they only have an effect for the next trick.
If you play them in the last trick of a round, the effects fall.
"1. Play card": Instead of the person with the highest card, you start the next trick and play any hand card.
"Determine color": Determines the color of the next trick, which all have to use if they have matching hand cards (also who plays the first card).
This can also be the green trump. If no one is able to operate or stab with trump, so just drop colors or play bow cards, you start the trick thanks to your announcement.
"The lowest value wins": The normal stab rules apply, except that you catch the stab with the lowest card.
If you stab with trump or start the stab with it, you start the stab with the lowest trump.
At the end of each round you get 1 point for each card caught.
The freshly caught cards are then placed on your boat as a storage space pile.
If you still have old cards from the previous round, the freshly caught cards will end up with the old cards.
You only pull these cards after the old cards!
You win fish after the end of the 8th Round with most points! If several have the most points, you share the victory.
If you can't draw enough fresh cards from the sea pile at the beginning of a round, so not all of you have the required number of hand cards, fish ends immediately.
You win with most points.