a 9+ directions

1
Go fishing. Take the Bullhead Catfish. Go fur trapping. Take the Rabbit. Gather berries. Take the Blueberry. Make barrels. Take the White Oak. Build a waterproof canoe. Take the birch. Go fishing. Take the Striped Bass. You may steal a player’s card but you must give them one in return. Build a ship. Take the Douglas Fir. Go fur trapping. Take the Beaver. Gather nuts. Take the Chestnut. Gather food. Take the Quahog. Go Fishing. Take the Blueback Herring. Make mats. Take the Caail. Go fishing. Take the Shortnose Sturgeon. Make a waterproof coat. Take the Seal. Make a bowl. Take the Horseshoe crab. Hunt for feathers. Take the Wild Turkey. Make tools with Antlers. Take the Deer. Replace a ship mast. Take the White Pine. Player Start 2 TO 5 PLAYERS AGES 9+ DIRECTIONS: All players begin on “Player Start” and travel counter- clockwise around the board. Roll to see who goes first. Order of turn: 1. Roll the dice. 2. Move that number of spaces. 3. If you land on a colored circle, follow the directions on that circle. 4. If the directions say to take a card that it is already taken, you may take that card from the player who currently has it. The first player to collect: all the orange skin cards OR all of the blue fish cards OR all of the green lumber cards OR all of the red gather cards OR all of the gray crafting cards WINS. You may steal another player’s card. You do not need to give them a card. If you have cards, you must give one of your choice to another player. You may take any card that does not already belong to another player. Make rope. Take the White Elm. Collect syrup. Take the Sugar Maple. Each player must choose one of their cards to give to you.

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Page 1: a 9+ Directions

Go fishing. Take the Bullhead

Catfish.

Go fur trapping. Take

the Rabbit.

Gather berries. Take

the Blueberry.

Make barrels. Take

the White Oak.

Build a waterproof

canoe. Take the birch.

Go fishing. Take the Striped

Bass.

You may steal a player’s

card but you must give them one in

return.

Build a ship. Take the

Douglas Fir.

Go fur trapping. Take

the Beaver.

Gather nuts. Take the

Chestnut.

Gather food. Take the

Quahog.

Go Fishing. Take the Blueback

Herring.

Make mats. Take the

Cattail.

Go fishing. Take

the Shortnose Sturgeon.

Make a waterproof

coat. Take the Seal.

Make a bowl. Take

the Horseshoe crab.

Hunt for feathers. Take the Wild

Turkey.

Make tools with

Antlers. Take the Deer.

Replace a ship mast.

Take the White Pine.

Player Start

2 to 5 players

ages 9+

Directions:

Allplayersbeginon“PlayerStart”andtravelcounter-

clockwisearoundtheboard.

Roll to see who goes first.

Order of turn:

1. Rollthedice.2. Movethatnumberof

spaces.3. Ifyoulandonacolored

circle,followthedirectionsonthatcircle.

4. Ifthedirectionssaytotakeacardthatitisalreadytaken,youmaytakethatcardfromtheplayerwhocurrentlyhasit.

Thefirstplayertocollect:

• alltheorangeskincards

OR• allofthebluefishcards

OR• allofthegreenlumbercards

OR• alloftheredgathercards

OR• allofthegraycraftingcards

WINS.

You may steal another

player’s card. You do not need to give

them a card.

If you have cards, you

must give one of your choice to another

player.

You may take any card that does

not already belong to another player.

Make rope. Take the

White Elm.

Collect syrup. Take the

Sugar Maple.

Each player must

choose one of their cards to give

to you.