Designed by | Alfonso Velasco |
Players | 2 |
Length | 15-30 minutes |
Extra Material | 3 tokens per player/color |
An abstract game for two players in which players collect cards by moving 3 tokens around a map made up of a grid of cards.
Overview
Deckfish is an abstract game for two players in which players collect cards by moving 3 tokens around a map made up of a grid of cards. Token movement is dictated by the suits on the cards. At the end, the symbols of each suit on the collected cards are counted and the final score is the number of symbols of the suit with the lowest symbols.
Components
An extented decktet (45 cards) and 3 tokens for each player.
Definitions
Obstacle. Obstacles are any token and the Excuse card. Token movement cannot pass through obstacles or end a move on an obstacle. (See Wyrm power exception.)
Empty card. Card that has no token on it.
Empty space. A space in the grid that no longer has a card.
Adjacent. Adjacency is orthogonal.
Token movement. In general, a token cannot pass through or end its move on an empty space on the grid. See Moon power exception.
Setup
Randomly form a 6x7 card grid. The 3 remaining cards are placed separately from the grid. These 3 cards form the market.
Randomly choose the player who will start the game. The second player starts the setup phase by placing a token on an ace or crown. Then players alternate placing their tokens on aces or crowns until each player has placed all 3 tokens.
Game play
Each player on his turn must move one of his tokens at least one square. The possible moves are dictated by the suits of the card where he starts his move. The player takes the card where the token is located and places it face up in front of him. He then chooses one of the suits of this card and executes the move.
After the move, the player may exchange a card from the market with an empty card from the grid.
Types of movement
Waves. You move in a straight orthogonal line until you hit a token (friendly or enemy), the edge of the card map, or the Excuse card.
Suns. You move up to two spaces diagonally.
Knots. You move exactly 3 spaces orthogonally. You may change direction; the move does not have to be in a straight line. You cannot retrace your steps.
Wyrms. You move in a straight orthogonal line until you enter a card occupied by a friendly or enemy token. Push the token one space in the direction of the move. It can only be pushed onto an empty card. If the token cannot be pushed then the move cannot be made.
Moons. You move in a straight orthogonal line passing over only empty spaces without cards, landing on the first available card. If that card is not empty then the move cannot be made. If there is not at least one empty space to pass over, the move cannot be made. This move can only pass through empty spaces on the grid, it cannot pass through the Excuse.
Leaves. You may move in a straight orthogonal line any number of spaces, without finishing adjacent to an obstacle.
End of game
The player who cannot move any of his 3 tokens must pass and his game ends. The other player continues playing until he cannot move any of his tokens. Each player counts the symbols of each suit on all the cards in front of him. His final score is the number of symbols of the suit with the fewest symbols. In case of a tie, the next suit with the fewest symbols is considered.
The player with the higher score wins the game.
The extended deck
The extended deck is always included. The Excuse is an obstacle, and Pawns and Courts are desirable for their multiplicity of suits.
Variants
Deal the market first and remove any aces or crowns from it.
Credits
Design: Alfonso Velasco
Links
The game is listed at BoardGameGeek.