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Histórias de Pescador

Histórias de Pescador Rulebook

Table of Contents

Table of Contents

  • Components
  • Setting Up the Bar Table
  • Announcing the Catch
  • Changing the Subject
  • Doubting
  • Fishermen (Optional)
  • End of the Game

Components

  • 80 Creature Cards: 10 Fish, 10 Crabs, 10 Shrimp, 10 Lobsters, 10 Squid, 10 Octopuses, 10 Jellyfish, 10 Oysters
  • 28 Trash Cards
  • 10 Fisherman Cards
  • 1 Net

Setting Up the Bar Table

  1. Place the Net in the centre of the table.
  2. Choose the Creature Types according to the number of players: Creature Types = Number of Players + 1. Example: 5 players, 6 Creature Types (60 Cards).
  3. Separate the Creature Cards of the chosen types and return the rest to the game box.
  4. Shuffle the Creature Cards being used into a single deck (the Fishing Deck) and place it face down on the table. Deal 8 cards at random to each player.
  5. Deal 4 Trash Cards to each player and return the rest to the game box.

Announcing the Catch

The game begins with the player who was most recently at the beach. This player must play from their hand as many cards as they wish, face down, stating that they are all of the same Creature Type. Then, if no player doubts the play, these cards are placed in the Net without being revealed. The player may not be telling the truth.

Example: Luciano starts the round by playing 4 cards face down and says to everyone, "I caught 4 octopuses." Nobody doubts his story, so he discards the four cards into the Net.

The game proceeds clockwise, with the next player playing their cards face down and stating how many creatures they caught of the same type as the previous player.

Changing the Subject

A player who does not want to Announce the Catch while keeping the previous Creature Type may announce a new type instead, but they must play at least one more card than the last number announced.

Example: Gabriel starts the round by saying he caught 3 squid. Guilherme, in turn, says he caught only 2. When it is Carolina's turn, she admits she caught no squid, but in compensation she caught 3 shrimp.

Doubting

At any time in the game, after a player Announces the Catch, any other player may doubt that story and ask them to reveal the cards.

If the player told the truth:

  • The announced cards are discarded into the Net.
  • They discard one extra card from their hand, without revealing it.
  • The player who doubted them draws two cards from the Fishing Deck.
  • The game continues normally.

If the player lied:

  • The announced cards return to the player's hand.
  • They draw two cards from the Fishing Deck.
  • The player who doubted them discards one card from their hand, without revealing it.
  • The next player may Change the Subject with as many cards as they wish.

If there are no more cards in the Fishing Deck: take the cards discarded into the Net, shuffle them, and form a new pile.

Fishermen (Optional)

Fishermen bring variety and a new level of challenge to the game.

During setup, deal one Fisherman Card face down to each player. Each player keeps their card in front of them in secret. As soon as a player is caught lying for the first time, reveal their Fisherman Card. From this point until the end of the game, whenever this player Announces their Catch, they must follow the instructions on the card. Whenever a player forgets to perform this action, they must draw a new card from the Fishing Deck.

End of the Game

The game ends at the moment a player has no more cards in their hand. That player succeeded in telling their stories, becoming the most admired fisher at the table and the winner of the game!