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Keyper at Sea

Expansion for Keyper

Keyper at Sea Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
    • Shallow Water game
    • Deep Water game
  • Shallow Water: Set up
  • Deep Water: Set up
  • Shallow Water: A player's turn
  • Shallow Water: End of season
  • Shallow Water: Start of next season
  • Shallow Water: End of game
  • Deep Water: A player's turn
  • Deep Water: Change of season
  • Deep Water: Game change of season (G)
  • Deep Water: Game change of season (G), continued
  • Sea board
  • Fish market board
  • Fishing boats
  • Sea creatures
  • Boats
  • Store tiles
  • Building tiles
    • Farm/village (home) tiles
    • Spring country tiles
    • Non-spring country tiles
  • Keyper at Sea effects on country tiles from Keyper
  • Deep Water: Players' change of season (H)
  • Deep Water: End of game (I)
    • Scoring

Overview

Both the Shallow Water and Deep Water multi-player expansions are for 2 to 4 players, with a game taking approximately 30 minutes per player to play.

When playing Keyper at Sea, use all of the components from the base game Keyper that are applicable for the number of players. In addition use the Keyper at Sea components listed (see Components) for the version being played.

Keyper at Sea introduces a folding sea board. This replaces a country board in the Shallow Water game, but is an additional board in the Deep Water game. The sea board contains more water spaces than the country board and introduces the fish market field.

Keyper at Sea also introduces the double-sided fish market board. One side is used in the Shallow Water game and the other side in the Deep Water game. Both sides contain fish markets and, in addition, the Deep Water side also accommodates the store tiles.

Fish and other sea creatures can now be caught in the water spaces on the country and sea boards using fishing boats, and also acquired from the fish market.

Keyper at Sea presents players with more scoring opportunities than in the base game of Keyper and players are likely to be able to achieve more points.

In the Deep Water game, players complete the seasons on different turns. The first player to complete a season gains a store tile and then plays through that season for a second time. This is an unusual concept which can provide new and interesting game challenges. (See also Designer's Notes on the box bottom sides.)

Components

Shallow Water game

Boards:

  • 1 Folding sea board (p.8).
  • 1 Shallow Water fish market board (p.9).

Tiles:

  • 6 Fish fair tiles (p.2, rule 17).
  • 8 Home tiles, 2 in each of the player colours (red, yellow, green and blue) and (p.11).
  • 9 Country tiles, including 3 spring country tiles (pp.11-12).
  • 6 Fishing boat tiles (p.10).
  • 90 Sea creature tiles: 16 crab, 16 lobster, 16 mussels, 13 pearl, 16 squid and 13 treasure chest (p.10).

Resources:

  • 24 Grey wooden fish tokens (p.10).
  • 3 Season markers: 1 orange (summer), 1 brown (autumn) and 1 white (winter) (p.2, rule 18).
  • 2 Rule booklets, 1 in English and 1 in German.

Deep Water game

Use the Deep Water side of the fish market board (p.9). Otherwise the components are the same as for the Shallow Water game, except use:

  • 4 Store tiles (p.11).
  • 20 Season markers. 5 for each season: light green (spring), orange (summer), brown (autumn) and white (winter) (p.3, rule 20).

Shallow Water: Set up

Set up rules with red reference numbers are the same as for the Keyper base game. Set up rules with light blue reference numbers are for the Shallow Water game (and are also applicable for the Deep Water game).

1a. Set up each country board(s) and the sea board so that they display a keyp field with the spring icon visible.

1b. Sea board. Replace 1 of the country boards with the sea board. The sea board should display the 1-4 player number icon.

The number of country board(s) used in the game plus the sea board is equal to the number of players. The country board(s) should each display a different player number icon: the 1-player icon on the country board used in the 2-player game, the 2-player icon on the second country board used in the 3-player game, and the 3-player icon on the third country board used in the 4 player game. (Note: the player number icons are used only for this initial set up.)

The boards are placed adjacent to each other, in any formation, with adjacent boards connected by all four fields. Aim to place the river spaces on the country boards adjacent to the sea spaces on the sea board to create the largest contiguous water area.

1c. Place the sea creature tiles together in a pile, sea creature side face-down.

Place a tile on each field-sized water space, with the sea creature side face-down, unseen, i.e. each double-sized country board river space will receive 2 sea creature tiles, 1 in each field-sized river space.

  1. Place the 3 new spring country tiles: the crabber, developer and fisher tiles, in the bag with the other spring tiles. Draw and lay out 8 of the tiles as in Keyper.

  2. Place the 6 new non-spring country tiles: angler, brown and greenfield sites, guide, hirer and lobster catcher, with the remaining Keyper country and winter fair tiles in the stacks at the side of the playing area.

4a. Boat tiles. Place 4 of the 6 boats by the side of the country boards.

4b. Place the 6 fishing boat tiles by the side of the country boards.

  1. Create a fish supply alongside the resources from Keyper: animeeples, finished goods, gems, raw materials and wheat.

Each player's own area

As in Keyper, each player now places the following components in their own playing area:

  1. Player board in their player colour.

  2. Keyp tile.

  3. Keyper in their player colour.

  4. 8 keyples in a 3-4 player game: 1 boat person (light blue), 1 clay worker (orange), 1 farmer (light green), 1 forest worker (brown), 1 miner (black) and 1 quarry worker (grey), plus 2 generalists (white). In a 2-player game both players additionally draw a ninth keyple at random from a selection of a forest worker, a farmer, a quarry worker and a clay worker.

  5. 2 scoring markers.

  6. 14 home tiles: the 12 tiles from Keyper plus the ice house and smoke house.

  7. Place a brick, a stone and a wood in the finished goods store.

  8. 1 fish which is placed in the farm. It's more fun to place it in the pond. But its survival does not require this.

  9. A spring, summer and autumn fair tile, which are taken from the 3 face-down stacks and placed face-down on the corresponding fairground spaces on the player's player board.

  10. Place the fish market board with Shallow Water side face up within easy reach of all players. The icon at the top right of the board identifies the side.

  11. Place a sea creature tile at random in each fish market stall, with the sea creature visible. Whenever a treasure chest or pearl is drawn, place this tile in the corresponding treasure chest 16a or pearl space 16b on the fish market board and draw a replacement tile.

  12. Place a fish fair tile, with the sea creature side face-down, on each of the 4 fish fair spaces on the fish market board. Return the 2 unused fish fair tiles to the game box unseen. Turn over the tile on the spring location so that the sea creature side is face-up.

Deep Water: Set up

For the Deep Water game, use these Set up rules, which are in addition to the Shallow Water Set up rules (see p.2) except where stated.

1b. Instead of replacing a country board with the sea board, use the sea board as an additional board. Consequently, there will be 1 more board than there are players. Set up the country boards using the same player number icons as in Keyper plus the sea board as in 1b (see p.2).

1d. Place a light green spring season marker on each of the keyp fields on the country and sea boards.

  1. Place the fish market board with Deep Water side face-up, within easy reach of all players.

  2. Place a season marker on top of the summer, autumn and winter icons and on the player icons indicating the number of players in the game. For example, in the 3-player game (see main illustration and below), cover the season, 2-player and 3-player icons. (This is instead of rule 18, p.2.)

  3. Place the 4 store tiles in the respective store locations, with the side showing the upgrade cost face-up. Alert new players to the scoring possibilities on the reverse of these store tiles.

  4. Choose a start player at random. You are now ready to start the game. Proceed to p.5 E.

Shallow Water: A player's turn

In the Shallow Water game, a player's turn proceeds in the same way as in Keyper, but with the additional rules for the sea board (see p.8), the fish market board (see p.9) and fishing boats (see p.10).

Shallow Water: End of season

In the Shallow Water game, the End of Season proceeds in the same way as in Keyper (see Keyper rules, p.8, End of Season), but with the following additional steps (using the Keyper rules numbering):

4a. The rules applying to the housing of animals also apply to fish and other sea creatures. They must be kept in a building that depicts that same sea creature. The pond is not sufficient! If they are not housed, then the creature is returned to the general supply.

5a. 1 player will retrieve the sea board instead of a country board.

  1. Remove any unfished sea creature tiles from the country and sea boards and place these - sea creature side face-up - in a pile at the side of the game boards.

  2. Return any boats and fishing boats to the supply.

  3. Take from the fish market board the fish fair tile for the season just finished and remove from the game.

  4. Remove any remaining crab, lobster, mussels and squid from the fish market stalls on the fish market board and place these in the face-up pile at the side of the game boards. Leave the treasure chest and pearl tiles on the fish market board.

At the end of spring, summer or autumn proceed to C (below). At the end of winter proceed to D (next column).

Shallow Water: Start of next season

  1. Draw a new set of country tiles (see Keyper rules, p.9, Start of next season, rule 1).

  2. Select 4 boat tiles at random (see Keyper rules, p.9, Start of next season, rule 2).

  3. All of the fishing boats are available each season.

  4. Each player selects which fields to display on their country or sea board, which must include the spring, summer, autumn or winter icon for the new season. The board is placed in the same location it was taken from. It is recommended that the player places as many water spaces as possible adjacent to water spaces on the adjacent boards (see also Keyper rules, p.9, rule 3, as applicable).

  5. Place a sea creature tile on each field sized water space on their country or sea board, with the sea creature side face-down unseen.

  6. Place a sea creature tile in each fish market stall, following the procedure in Set up, p.2, rule 16.

  7. Place excess keyples in the player's keyp (see Keyper rules, p.9, Start of next season, rule 4).

  8. Remove from the game the season marker for the next season from the top of the fish market board.

The removal of the next season's season marker indicates that season's field is now available when a player plays on a fish market field on the sea board (see p.8, fish market).

  1. Flip over the new season's fish fair tile on the fish market board so that the side with the sea creatures becomes visible.

Shallow Water: End of game

In the Shallow Water game, follow the End of game rules for Keyper (see Keyper rules, p.9). In addition score the pearls and treasure chests (see p.10, Sea creatures).

Deep Water: A player's turn

In the Deep Water game, a player's turn proceeds in the same way as in Keyper with 2 exceptions.

  1. Play a keyper. In the Deep Water game, the keyp on a country board or the sea board contains a season marker. A player may play their keyper onto a keyp only if the keyp contains a season marker for the season that they are currently in. Seasons a player has already completed are indicated by the season markers placed on the fair spaces on their player board.

Note, the season marker is not taken immediately the player plays their keyper, it remains on the country or sea board until the player's season ends and the player retrieves their keyper and keyples (see p.6 G, action 1).

Example (shown with a cross, then a tick, on the illustration): a player cannot place a keyper on a keyp to claim a board containing an autumn (brown) season marker, if they have not already placed a summer (orange) season marker on their player board. The player must claim a country or sea board which displays a summer (orange) season marker first.

  1. Lay down a keyple. In Keyper and the Shallow Water game, if a player has no keyper or keyples left when it is their turn, and 1 or more of the other players still has a keyper/keyple still to play (see Keyper rules p.6, rule 3(iii)), then the player may lay down a keyple. However, in the Deep Water game, a player may continue to lay down keyples even if no other player has a keyper or keyples still to play. The keyple being laid down must be on either:

(a) a plot on the player's own player board, or

(b) a field on the country board that the player has claimed with their keyper.

Unlike in Keyper and the Shallow Water game, in the Deep Water game - when all of the keyples on the country board or sea board they have claimed are lying down - a player cannot subsequently lay down a keyple on a country or sea board claimed by another player or on an unclaimed board.

Deep Water: Change of season

In the Deep Water game, each player's season ends on a different turn. When a player has played their keyper and all of their keyples, then on their next turn they must either:

(i) Lay down a keyple (see E above, rule 2), or

(ii) End their season.

When (ii) is chosen by a player for the first time in spring, summer or autumn that player:

  • Becomes 'Player A' (red keyper) for that season.
  • Follows procedure G (see p.6).
  • Plays through the season for a second time.

When (ii) is chosen by a player for the first time in winter that player:

  • Follows procedure I (see p.8).
  • Triggers the end of the game.

When (ii) is chosen by the other player(s) - now referred to as 'Player(s) B' (blue keyper) - and when it is chosen by Player A for the second time in the season, that player:

  • Follows procedure H (see p.7).
  • Proceeds to the following season.

The diagram below shows how the seasons might flow in a Deep Water game. The time line is from left to right, representing game turns, flowing from spring through summer and autumn to winter.

In a 4-player game, all players start in spring. In the example the yellow player finishes spring first, triggering the Game change of season (see p.6 G) and becomes Player A.

Player A now continues to play through spring again with their new team of keyples. The remaining players (green, dark blue and red) by default become Player B. When a Player B, or Player A for the second time, finishes spring, then they trigger the Players' change of season (see p.7 H).

The flow of the game is the same in summer, when the dark blue player finishes the season first and becomes Player A for summer and then in autumn, when the green player finishes the season first and becomes Player A for autumn.

In winter, again the yellow player finishes the season first and triggers the end of the game (see p.8 I). The green, dark blue and red players then have 1 final turn.

Diagram below: Deep Water game flow. (The timeline diagram itself is not reproduced.)

Deep Water: Game change of season (G)

When option F (ii) is chosen for the first time by Player A at the end of spring, summer or autumn, then:

  • Player A exchanges the season marker from the country or sea board they have claimed for a store tile (see action 1. below).
  • The change of season procedure in this section is triggered (see actions 2-10 below).
  • Player A then continues to play in the same season with their new team of keyples.

The main points are summarised on the Deep Water fish market board as an aide mémoire.

END OF spring, summer and autumn (as printed on the Deep Water fish market board):

  1. Claim a store tile.
  2. Recruit keyples if 5 or fewer.
  3. Replenish country tiles.
  4. Remove fish fair tile.
  5. Restock fish market.
  6. Launch next season's boats.

To save time, these actions can be divided between Player A (actions 1-6 below) and Player B (p.7, actions 7-10).

Actions for Player A:

  1. Claim a store tile. Place the season marker from the board they have claimed onto 1 of the 4 stores on the fish market board which still contains a store tile, and take that store tile.

Place the store tile onto the corresponding store on their player board, with the non-upgraded side showing.

Example: The yellow player takes the light green (spring) season marker and chooses to place it in the finished goods store. They then take the finished goods store tile and place it on the finished goods store on their player board.

Note: Player A has not completed their season as they have not yet placed a season marker for the season onto their player board (this will happen in H, action 1 (see page 7)). Therefore Player A does not now move to the next season. Instead, Player A continues to play in the same season with their new team of keyples. So Player A does not at this time need to house their animals, sea creatures and fish, nor do they hold any fairs. In due course, Player A will claim another country/sea board containing a season marker for this same season. They will then place that season marker on the fair space on their player board and trigger their own individual end of season (see H, p.7). After this Player A will proceed to the next season.

  1. Lay down any overlooked keyples on their keyp tile (see Keyper rules, p.8, End of season, rule 2).

  2. Claim country or sea board. Take the country or sea board they have claimed:

Remove any unfished sea creature tiles from the board and place these - sea creature side face-up - in a pile at the side of the game boards.

Place any boats on the board with the boats that were set aside at the beginning of the season. Return any fishing boats to the supply. The fishing boats are available immediately for re-launch.

Place their keyper plus any keyples onto their player board.

  1. Excess keyples. Place any excess keyples into their keyp (see Keyper rules, p.9, Start of next season, rule 4).

  2. Recruit. Recruitment is required only in the Deep Water game and only for Player A.

If the number of keyples (excluding the keyper) retrieved by Player A is 5 or fewer, then Player A must recruit. Player A is given an equal number of keyples from each Player B, so that Player A then has 6 or more keyples.

Example 1: Player A has 4 keyples. In a 2 player game, Player A recruits 2 keyples from Player B. Player A will then have 6 keyples.

Example 2: Player A has 5 keyples. In a 2, 3 or 4-player game, Player A recruits 1 keyple from every Player B. Player A then has 6, 7 or 8 keyples, respectively.

The keyples given by Player B may be taken from:

  • Player B's player board (played or unplayed),
  • Player B's keyp, or
  • The country board or sea board that Player B has already claimed with their keyper.

In the unusual circumstance that none of these apply, then Player B may chose a keyple from an unclaimed country or sea board.

In all cases the keyple(s) given may be standing or lying down and are chosen by Player B who is giving the keyple(s), not by Player A. The keyples when received by Player A are standing up.

  1. Set up a new country or sea board. Select the fields to display on the country or sea board which they, Player A, have claimed. These fields must include the keyp with the spring, summer or winter icon for the new season. The board is then placed in the same location it was taken from. It is recommended that the player places as many water spaces as possible adjacent to water spaces on adjacent boards.

Place a sea creature tile from the face-down pile onto each field-sized water space on their country or sea board, keeping the sea creature side face-down and unseen (see p.4 C, rule 4).

Deep Water: Game change of season (G), continued

  1. (continued) Remove the first season marker for the next season from the fish market board and place this onto the keyp field on the country board or sea board that they have just placed.

The removal of the first season marker for a season indicates that season's field is now available to be chosen (see p.9, Fish market board 1.).

Actions for Player B:

  1. Replenish country tiles. Place the country tiles for the season just ended onto the discard pile. At the end of spring, place the non-spring country tiles into the cloth bag. In the unusual situation that the bag becomes empty, place all of the discarded tiles back in the bag. Then draw a new set of 8 country tiles.

  2. Remove fish fair tile. Remove the fish fair tile for the season just ended from the fish market board. Flip over the new season's fish fair tile so that the side with the sea creatures becomes visible (see p.4 C, rule 9).

  3. Restock fish market. Remove any remaining crab, lobster, mussels and squid from the fish market stalls on the fish market board and place these in the face-up pile at the side of the game boards. Leave the treasure chest and pearl tiles on the fish market board. Place a new sea creature tile in each fish market stall, following the procedure in Set up, p.2, rule 16.

  4. Launch next season's boats. Ignore boats that are still on other country boards or on the sea board. Where applicable, take:

  • the current season's unplayed boats,
  • the boats set aside at the beginning of the season (see Keyper rules, p.9, rule 3), and
  • the boats removed from Player A's board (see p.6 G, action 3).

If there are:

  • more than 4 boats available, select 4 boats at random, or
  • 4 or fewer boats available, select only those boats.

Place the selected boats next to the country boards and sea board. These boats are now available for selection. Any surplus boats will not be available this season and are placed to one side.

Sea board

The rules for displaying and using the sea board are the same as those for using the country boards (see Keyper rules, p.11). The chosen display must contain the equivalent of 16 square fields, including the keyp field showing the season icon for the new season (see the illustrations of the display options).

At the beginning of summer, autumn and winter each player has the opportunity to manipulate their board to choose a display of fields that best meets their objectives. In summer, autumn and winter there are 4 unique ways to display the fields on the sea board. Note, the same options are available during summer and autumn, with the 2 layouts on the far right of the illustration displaying the same fields as each other.

The fish market is a new field type that is only on the sea board. The fish market field does not have a coloured border, so a single keyple will only get 1 fish market action. However, if there is a joiner, both keyples will get 2 fish market actions. The player whose turn it is gets the 1st and 4th choices and the joiner gets 2nd and 3rd choices. A player may chose the same action twice. See Fish market board, p.9, for actions available at the fish market.

The discount build field reduces the build cost by a raw material or a finished good, subject to a minimum cost of 1 resource. The discount build field can be used to build a building where the cost is a fish. However, as the discount only relates to raw materials or finished goods, there is no discount when building using a fish.

Fish market board

The fish market board is double sided, 1 side for the Shallow Water game and the other for the Deep Water game. The illustrations show the set up for the start of a 3-player game (illustrations not reproduced).

Shallow Water side: season marker spaces; the season's new activity; fish fair tile locations; fish market stall locations; and the icon identifying the Shallow Water board.

Deep Water side: season marker spaces; the season's new activity; fish fair tile locations with fish fair tiles; store locations with store tiles; fish market stall locations; and the icon identifying the Deep Water board. The Deep Water side also shows the End of spring, summer and autumn procedure (see G p.6) and the End of game procedure (see I p.8).

The following actions 1 to 3 can be carried out by placing a keyple on a fish market field on the sea board (see p.8, Sea board, Fish market):

  1. Seasonal activities. The spring activity is available at the start of the game. The activities in subsequent seasons are available as soon as the season marker for that season - or, in the Deep Water game, the first season marker - has been removed. The actions that become available are:
  • Spring: Exchange 1 crab, lobster, mussels or squid, or 1 fish, for any 2 different animals of the following types: cow, horse, pig or sheep.
  • Summer: Take 2 fish.
  • Autumn: Exchange 1 crab, lobster, mussels or squid, or 1 fish, for any 2 different animals of the following types: chicken, deer, goat or wild boar.
  • Winter: Take 1 pearl or 1 treasure chest.

Actions from earlier seasons can also be selected, e.g. in autumn, any of the actions from spring, summer and autumn can be chosen.

  1. Fish market stalls: a player chooses 1 of the stalls and takes the 2 sea creatures from it.

  2. Fish market fair tiles. 1 fair is available each season. Each fair requires a different pair of sea creatures to be exhibited. The fish market fair tiles operate in a similar way to the Keyper fair tiles. The sea creatures exhibited are retained. If a player chooses this action twice on the same turn, they must exhibit different sea creatures (of the same type) in each action. i.e. they require 2 of each type of sea creature. If they choose the same action again on a subsequent turn, they can exhibit the same creatures again. The points scored are added to the shipping score track.

  3. The store tiles are available only in the Deep Water game and can be obtained only by Player A (see p.6, G, action 1).

Fishing boats

Fishing boats provide a new action in Keyper at Sea. When choosing to fish, a player takes a fishing boat tile from the available supply at the side of the country boards and places it on a water space (either a sea space on the sea board or a river space on a country board).

The player turns over the sea creature tile on the space that the fishing boat has been placed on, if applicable, and places the tile onto the fishing boat (see 1a below). The player then asks for joiners.

If there is a colour match between the boat and the keyple, a player gets 2 actions. If there is no colour match, a player gets a single action. If there is a joiner, both players receive an extra action, with players taking alternate turns, starting with the player whose turn it is.

For each action, a player has 3 options. An action finishes as soon as they choose to take a sea creature tile or a fish.

  1. Take an upturned sea creature tile from the space the boat is on (see 1a below) or from an orthogonally or diagonally adjacent water space (see 1b below).

  2. Turn over a face-down sea creature tile on an orthogonally or diagonally adjacent space (see 2 below). A player may take this tile, turn over another tile (and continue doing so whilst face-down tiles are available), or choose to do neither and take a fish (see 3). Once a player turns over a new tile they can no longer take a tile that was already face-up or that they previously turned over during this action, but they may take the tile they just flipped.

  3. Take a fish.

In the example below, a player has played a green keyple on the green fishing boat. Earlier in the game, a player had played a brown keyple on the brown fishing boat, taking the tile on the boat for their first action. For their second action had revealed a lobster (see 1b), but then chose not to take the lobster or to continue flipping more tiles, taking a fish instead.

(Example illustration not reproduced.)

Note, in later actions, option 1 will include any upturned tiles that the player(s) turned over in a previous action, but chose not to take.

A sea creature cannot be taken from an adjacent boat or fishing boat. (See Boats, below, where the green keyple on the fishing boat cannot take the sea creatures (action 1) from the boats.)

Sea creatures

The 4 sea creatures (crab, lobster, mussels and squid) can be taken from a boat, caught using a fishing boat or obtained from the fish market.

Crab, lobster, mussels and squid score points at the end of the game if they are kept in a building that depicts that sea creature. See angler (crab, squid), crabber (crab, lobster), fisher (mussels, squid), ice house (crab, lobster, mussels, squid) (all p.11) and lobster catcher (lobster, mussels) (p.12).

At the end of a season, crab, lobster, mussels and squid must be stored in a building that depicts that sea creature, or the sea creature will deteriorate and be placed in the face-up pile at the side of the game boards.

Treasure chests can be taken from a boat, caught using a fishing boat or obtained through the winter seasonal activity on the fish market board (see p.9 1). It is suggested treasure chests are stored above the dock on the player's board or in the gems store. A treasure chest is worth 2 points at the end of the game.

Pearls can be taken from a boat, caught using a fishing boat or obtained through the winter seasonal activity on the fish market board (see p.9 1). Pearls are stored in the gems store. Each pearl can be scored as a substitute for a gem of any type, or for 3 points in the upgraded gems store (see p.11).

In Set up 1c (see p.2) the sea creature tiles are placed together in a pile, with the sea creature side face-down. If more tiles are required, turn over and shuffle the previously discarded face-up tiles to create a new face-down supply.

Fish can be caught using a fishing boat or obtained through the summer seasonal activity on the fish market board (see p.9 1). Fish must be stored at the end of a season or they deteriorate and are placed back in the supply. Fish score points at the end of the game if they are kept in the smoke house (see p.11).

This icon (a house containing a fish) indicates that a fish can be used as a building material. It does not mean that fish can be stored on that tile. Fish can only be stored in the smoke house.

Boats

As in Keyper, a boat is placed over 2 river or sea spaces. A boat cannot straddle 2 country boards or a country and sea board. However, it is permitted for 2 or more boats to be placed on the sea board (see example below).

If there are sea creature tiles on the river or sea spaces, these are placed face-up on the boat (see action 1 under Fishing boats). As a boat action, a sea creature tile can be taken from the boat instead of 1 of the resources shown on the boat (see example below).

(Example illustration not reproduced.)

Store tiles

Store tiles can be claimed only by Player A (see p.6, G, action 1).

Store tiles are upgraded in the same way as building tiles. The builder can be used to upgrade the stores.

Store tiles, like building tiles, can be scored a maximum of 4 times. Players should familiarise themselves with the upgraded side of the store tiles before starting the game.

Raw material store. The tile owner scores 2 points for each raw material in this store at the end of the game, up to a maximum of 4 raw materials. The upgrade cost is a raw material (or wheat). If the tile is upgraded the owner scores 6 points for each set of orange clay, brown logs and grey rocks, up to a maximum of 4 sets (max. 8/24 pts. if the tile is upgraded).

Wheat store. The tile owner scores 4 points for each summer fair they have held, up to a maximum of 4 summer fairs. The upgrade cost is 1 wheat. If the tile is upgraded then the owner scores 2 points for each wheat in this store, up to a maximum of 4 wheat (max. 16/8 pts.).

Finished goods store. The tile owner scores 2 points for each finished good in this store at the end of the game, up to a maximum of 4 finished goods. The upgrade cost is a finished good (or wheat). If the tile is upgraded then the owner scores 3 points for each autumn fair that they have held, up to a maximum of 4 fairs (max. 8/12 pts.).

Gems store. The tile owner scores 1 point for each gem in this store at the end of the game, up to a maximum of 4 gems. The upgrade cost is a gem. If the tile is upgraded then the owner scores 3 points for each pearl, up to a maximum of 4 pearls (max. 4/12 pts.).

The store tiles are not part of the regular Shallow Water version of the game, however they can be used in a variation of the Shallow Water game (see box bottom - left side).

Building tiles

The Keyper at Sea farm, village and country tiles can be identified by the small dark icon in the bottom right of the tile. Note that the building cost of some of the tiles is a fish. The upgrade cost of those tiles depends on whether it is built in the player's farm or village.

Farm/village (home) tiles

In Set up (see p.2, rule 11), each player receives 2 additional home tiles: the ice house and the smoke house, which can be built in either the farm or the village.

Ice house. The build cost of the ice house is 1 fish. Any 4 of the following sea creatures can be housed in the ice house: crab, lobster, mussels or squid, e.g. 3 lobster and 1 crab. At the end of the game each different type of these 4 sea creatures in the ice house scores 1 point, or 2 points if the ice house has been upgraded (max. 4/8 pts.), e.g. 3 lobster and 1 crab would score 2/4 points.

Smoke house. The build cost of the smoke house is a fish. Up to 4 fish can be kept in the smoke house. At the end of the game each fish kept in the smoke house scores 1 point, or 2 points if the smoke house has been upgraded (max. 4/8 pts.).

Spring country tiles

Crabber. The build cost of the crabber is 1 fish. Up to 4 crab or lobster can be kept by the crabber. If the crabber tile has not been upgraded at the end of the game each crab (but not lobster) scores 2 points. If the crabber has been upgraded each crab and lobster score 3 points (max. 8/12 pts.).

Developer. The owner gets 3 points for every country tile which has been built over by another country tile. Building a single country tile over a brown or greenfield site does not count as an overbuild or towards the scoring of the developer. If the developer is upgraded, the owner gets 6 points for every country tile which has been built over (max. 12/24 pts. See also Overbuilding building tiles, Keyper rules, p.14).

Fisher. The build cost of the fisher is 1 fish. Up to 4 mussels or squid can be kept by the fisher. If the fisher tile has not been upgraded, at the end of the game each mussels (but not squid) kept by the fisher scores 2 points. If the fisher has been upgraded each mussels and squid score 3 points (max. 8/12 pts.).

Non-spring country tiles

Angler. The build cost of the angler is 1 fish. Up to 4 crab or squid can be kept by the angler. If the angler tile has not been upgraded, at the end of the game each squid (but not crab) kept by the angler scores 2 points. If the angler has been upgraded each crab and squid score 3 points. (Max. 8/12 pts.)

Brown/greenfield site. These are similar tiles. Either side of the tiles can be played face-up. There is no cost to place the brown/greenfield tile. The tile is placed at the same time as another country tile, with the other tile being placed below the player board on top of the brown/greenfield site. If the greenfield site side is chosen, place the tile below 1 of the 2 bottom farm spaces with a farm tile on top. If the brownfield site is chosen, place the tile below 1 of the 3 bottom village spaces with a village tile on top (continued p.12).

Brown/greenfield site (continued). The cost of playing a country tile on top is the usual cost shown on that tile. The brown/greenfield tile does not require a separate build action. The benefit of this tile is that it provides an extra building plot, and may consequently result in additional points being scored for the barn, boarding house, drainage, pavements, statue and thatcher. A single country tile on top of the brown/greenfield site does not count as an overbuild for the purposes of scoring the developer, and can itself be overbuilt. A country tile built on a brown/greenfield tile is not considered to be on the player board for the purpose of scoring the hirer, oast house or village hall.

(The diagrams showing the 2 possible locations for a greenfield site tile and the 3 possible locations for a brownfield site tile are not reproduced.)

Guide (requires a keyple to activate). For each activation, the guide enables the owner to take 1 country tile from the discard pile. If the guide tile has been upgraded, the guide enables the owner to take a country tile from either the discard pile or from the current display of 8 country tiles. The guide is worth 1 point at the end of the game or 3 points if upgraded.

Hirer (requires a keyple to activate). For each activation, the hirer enables the owner to discard all 8 country tiles currently on display, replace these with 8 new country tiles and then take 1 of the new country tiles. The hirer is worth 1 point at the end of the game. If the hirer tile has been upgraded, each pair of building tiles (farm or village) on the player's board scores 1 point (max. 10 pts.).

Lobster catcher. The build cost of the lobster catcher is 1 fish. Up to 4 lobster or mussels can be kept by the lobster catcher. If the lobster catcher tile has not been upgraded, at the end of the game each lobster (but not mussels) kept by the fisher scores 2 points. If the lobster catcher has been upgraded each lobster and mussels score 3 points (max. 8/12 pts.).

Source note: the printed text of the lobster catcher reads "kept by the fisher". It is transcribed as printed; it appears to be a misprint for "kept by the lobster catcher".

Keyper at Sea effects on country tiles from Keyper

The angler, crabber, fisher, ice house, lobster catcher and smoke house can be built in either the farm or the village and have a build cost of 1 fish. These tiles:

  1. Count as either a farm tile or a village tile, depending on whether it is built in the farm or the village, and may be scored accordingly by the barn, drainage, pavements, statue and thatcher.

  2. The boarding house will still not score these tiles if they are placed in the farmyard, as it only scores tiles in the village.

  3. The builder can build these building tiles at a cost of 1 finished good, but cannot be used to build these buildings with 1 fish.

  4. The building plot enables a village building to be built at no cost when the building cost is 1 fish.

  5. The farm labourer enables a farm building to be built at no cost when the building cost is 1 fish.

  6. The discount build field on the country and sea boards can be used to build these tiles, however it only gives a discount of a raw material or a finished good, so a fish is still required (see also Sea board, p.8, Discount build field).

Dock. All shipping points count toward the dock, including those scored from exhibiting at the fish fairs.

Entertainer. Holding fish fairs does not count toward the fairs required by the entertainer.

The merchant and seafarer refer to regular boats only and not to fishing boats.

Deep Water: Players' change of season (H)

When option F (ii) (see p.5) is chosen by Player B or when it is chosen by Player A for the second time in the season, they undertake the following:

  1. Hold fairs, if any, for the season matching the season marker (see Keyper rules, p.8, End of season, rule 3).

  2. Place the season marker from the country or sea board they have claimed onto the corresponding season's fairground space on their player board. (This denotes that the player has completed that season.)

When completing a season, all players must complete the seasons in the order: spring, summer, autumn and finally winter. If a player finds that they have placed their keyper on a country or sea board that has a season marker that is not for the next season they are due to complete, then the player must reallocate their keyper onto an eligible country board keyp on their next turn, before taking any actions.

  1. Lay down overlooked keyples on the players keyp tile (see Keyper rules, p.8, End of season, rule 2).

  2. House animals (see p.4 B, rule 4a).

  3. Take the country or sea board they have claimed:

Remove any unfished sea creature tiles from the board and place these in the face-up pile at the side of the game boards.

Place any boats on the board with the boats that were set aside at the beginning of the season. These boat(s) will become available again when the game changes to the next season (see p.7 G, rule 10).

Return any fishing boats to the supply. The fishing boats are available immediately for re-launch.

Place their keyper plus any keyples onto their player board.

Place excess keyples in the player's keyp (see Keyper rules, p.9, Start of next season, rule 4).

  1. Set up new country or sea board.

Select which fields to display on the board (see p.4 C, rule 4).

Remove a season marker for the new season from the fish market board and place this onto the keyp field on the country board or sea board that they have just placed (see p.7 G, rule 6).

Place a sea creature tile on each field-sized water space (see p.4 C, rule 5).

On their next turn the player will commence playing in the following season.

Deep Water: End of game (I)

The Deep Water game ends when the first player who has played their keyper and all of their keyples chooses to end the winter season (see F (ii), p.5).

END OF winter:

  1. Trigger end of game.
  2. Claim last store tile.
  3. Do not remove keyper and keyples from country or sea board.

The player ending the game:

  1. Lays down their keyper to denote that they have triggered the end of the game.

  2. Places the winter season marker on the remaining unclaimed store space on the fish market board and takes the store tile, which they place on their player board.

  3. Does not remove their keyper or keyples from the country board or sea board they have claimed at this point, as these may be relevant when the other players have their final turn.

All the other players have 1 final turn.

Scoring

Scoring is the same as for Keyper (see Keyper rules, p.9), except additionally players:

(i) may first display resources at fairs in the season they were in when the game ended and score those fairs in the final scoring.

(ii) score: pearls, store tiles and treasure chests.

Note, if a player has not claimed a board with their keyper at the end of the game they get no points for certain building tiles, e.g. log cabin.

  • Place a season marker on top of the summer and autumn icon fields and the winter icon field to mark that the associated season actions are not yet available (see below - not main illustration).

  • Choose a start player at random. You are now ready to start the game, proceed to p.4 A.