You run a little fishing town on the coast. Roll the dice, collect coins from your buildings, and spend them to grow your harbor. The first player to build all four landmarks wins.
Your turn
- Roll one die. Once you have the Ferry Pier you may roll one or two.
- Collect. Every building whose number matches the roll does its job (see below).
- Build one thing, if you like: a building from the market or one of your landmarks. Or build nothing and save your coins.
Which buildings pay
- Blue sea and shore buildings pay their owner on anyone's roll.
- Green shops and works pay only on your own roll.
- Red food stalls take coins from whoever rolled, if that's someone else. A player who runs out of coins pays what they can.
- Purple harbor offices do something special on your own roll. You can own only one of each.
Order: red first (the player before the roller goes first, then backwards round the table), then blue and green, then purple. You start with a Tide Pools, a Bait Shop and 3 coins. The market has 6 of each building (4 of each purple one).
The buildings
Your four landmarks
If a game ever reached 600 turns it would stop, and the player with the most landmark coins spent would win. Real games take 25–60 turns.
On this screen
- The chips at the top show each player's coins and landmarks. Tap one to see that player's whole town.
- Tap the dice buttons to roll. Coins that move float over the players' chips, and your buildings that paid light up.
- Tap a market building or a landmark to read it and build it. Things you can afford are ringed.
- When a computer player builds, the building glows in its colour first. ⋯ → Game info has the scores and the full log.