Fleet: Crab Meeples
Fleet: Crab Meeples Rulebook
Table of Contents
Table of Contents
Crab Meeples (Qty 5)
Bay Card: During setup, place all five Crab Meeples near the center of the play area.
Gameplay: A Crab Meeple is caught by the first full boat of each different Standard license in the game. If more than one player completes the criteria in the same phase and round, tie is broken by first in turn order. When a boat reaches capacity and is the first of its type to do so, that player immediately receives a Crab Meeple and places it on the license matching that boat. The Crab Meeple cannot be lost.
Game End/Scoring: All Crab Meeples held at Game End are worth 4 VP.
Example: In base Fleet, the first Shrimp boat to reach capacity immediately catches a Crab Meeple. Then the first Cod, Tuna, Lobster, and Processing Vessel boats that reach capacity will each catch a Crab Meeple. If you are playing with Fleet: Arctic Bounty, then the first full boat of whichever base licenses are in play (Cod, Char, Tuna, Pacific Oyster, and Lobster for example) will catch a Crab Meeple.
NOTE: Dock Cards may NOT catch Crab Meeples! Charter Boats are NOT Dock Cards and may catch a Crab Meeple for whichever license type to which the Charter Boat has been assigned!
If a Boat has a Salty Captain, or is a Pacific Oyster boat, it must reach its current capacity before receiving a Crab Meeple!