Lucky Fisherman
1959
Published by Whitman
Each player has a number of bait tokens and a pawn of a color. Each places their pawn on the corner space of their color and a bait token on the start space of their fishing track. Place 5 fish tokens on any 5 of the 6 numbered oval spaces in the center of the board (leaving 1 space empty). On turn, spin the spinner (1-6) and move that many spaces. If you land on a purple circle (space), you have a nibble – advance your bait 1 space on the track. If you land on a yellow circle, spin again, and, if you spin even, advance your bait 1. If you land on a pink circle, your line is snagged – move your bait back one space. If you land on a brown circle, a turtle stole your bait – place your bait token in the middle of the board and put a new bait token on your start space. If you land on a corner circle, spin again. If it is the corner of your color, advance your bait 1 space. If your bait reaches your net, you have caught a fish. Place your bait in the middle of the board and put another one on your start space. Now spin again and take the fish of that number. If there is none, try again next turn. Player with the most fish when all fish are caught wins. If tied, player with the least bait in the pool wins.
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