Go Fish! (Fisher-Price 1997)
Go Fish! (Fisher-Price 1997) Rulebook
Table of Contents
Table of Contents
Bait the Hook
- Apply the decorative labels to the front and back of the worm on the fishing pole.
Hint: For best adhesion, try to avoid applying the labels more than once.
Beginner: Matching Colors
Object of the Game
Be the first to fill your boat with your four fish.
How to Play
- Each player selects a fishing boat.
- Spread out all fish cards fish side up on a flat surface in the middle of all the players. Mix up the fish cards.
- Play begins with the youngest player and continues to the left (clockwise).
- To select a fish card, hold the fishing pole and drop the suction cup worm onto a fish card.
- If the color on the fish card's belly (underside) matches the color of your boat, great catch! Fit the fish card into one of the slots in your boat. It's the next player's turn.
- If the color on the fish card's belly (underside) does not match the color of your boat, sorry! Your catch "got away." Show it to the other players, then return the fish card back to its original location. It's the next player's turn.
- If the picture of the anchor, tire or boat is on the fish card's belly (underside), sorry! You lose your turn. Show it to the other players, then return the fish card back to its original location. Your turn is now over.
Hint: It may be easier for younger players to pick up a fish card with their hands and then attach it to the suction cup worm.
You Win!
- The first player with four "keeper" fish that match the color of their boat WINS!
Advanced: Goin' Fishin'
Object of the Game
To have the most sets of fish when the game is over.
How to Play
- Set aside the anchor, tire and boot fish cards. Spread out the remaining fish cards fish side up on a flat surface in the middle of all the players. Mix up the fish cards.
- Each player picks up any six fish cards and loads them into their boat. Don't let anyone see the number side of your fish cards!
- Youngest player goes first. Play continues to the left (clockwise).
- Your turn begins by looking at the cards in your boat for any matched sets of four cards (four "2's" or four "8's," for example). If you have a matched set of four cards, place the set (all four fish cards) down in front of you.
- Then continue your turn by asking one player if they have any fish cards that match any of the fish cards in your boat. For example, if you have a "2" fish card in your boat, ask another player, "Do you have any '2' fish?"
- If the other player has any fish cards with the number you asked for, the other player must give you ALL of those numbered cards to you. Continue asking any player for cards until someone does not have a card you asked for.
- If the other player does not have any fish cards with the number you asked for, the other player will tell you to "Go Fish."
- To "Go Fish," select a fish card from the pile by holding the fishing pole and dropping the suction cup worm onto a fish card. If the card you draw completes a set (four matching cards), you can continue your turn. If it does not, your turn is over. Add the fish card to your boat.
- Play continues until all the fish cards have been matched into sets of four.
- If you no longer have any fish in your boat but there are still sets to be matched, you must "Go Fish." Then it's the next player's turn. If there are no fish in your boat and none on the table, do nothing; it's the next player's turn.
You Win!
- The player with the most matched sets of fish cards WINS!