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Schollen Rollen

Schollen Rollen Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Idea and Goal
  • Setup
  • Game Play
    • No plaice? Bad luck!
    • Fat plaice haul!
    • Examples of successful rolls
    • Caution: the plaice in the net are not yet safe!
    • Example of a complete turn
    • Reminder
  • End of the Game

Contents

  • 40 yellow plaice (value 1)
  • 24 red plaice (value 5)
  • 4 dice
  • 1 net (= the bottom part of the box)

Game Idea and Goal

Let the dice roll, they determine the size of your catch. But do not be too greedy! Everything you had in your net can quickly be lost again. After every roll you decide anew: keep fishing or secure the catch so far. In the end, only the player who brings the most fish home wins.

Setup

Place all yellow plaice in the middle of the table. Depending on the number of players, add red plaice:

Players23456-8
Red plaice812162024 (all)

Put the remaining red plaice aside; they are not needed in this game.

Whoever was most recently on a fishing boat takes the net (= bottom part of the box) and the 4 dice. That player starts the game.

Game Play

When it is your turn, you first roll all the dice.

The die faces:

  • 1 or 2 plaice
  • Fishing hook
  • Doubler
  • Water

Depending on the result, you now have different options.

No plaice? Bad luck!

If not a single die shows a plaice, your attempt was unfortunately unsuccessful and your turn is already over. Pass the net and all the dice to your left neighbor. It is now his turn.

Fat plaice haul!

If you have rolled at least one plaice, your attempt is successful and you can take a haul. Take as many yellow plaice from the middle of the table as your dice show and put them in the net.

Note: You may at any time exchange 5 yellow plaice (value 1) for 1 red plaice (value 5) and vice versa.

Doubler: If you roll one or more doublers, your catch grows. For each doubler you may take twice as many plaice. Note: with two doublers you may therefore take four times as many plaice, with three doublers even eight times as many.

Fishing hook: If you roll one or more fishing hooks, you have the choice: either you take the plaice from the middle of the table or from the supply of any other player. Note: if the chosen player does not have enough plaice in his supply, you take only those that are there. You must forgo the rest of your haul in this case.

Water: If you roll water, this has no further effect on your catch.

Examples of successful rolls

  1. Take 5 plaice from the middle of the table and put them in the net. The die showing water has no effect.
  2. The doubler doubles your catch. Take 6 plaice from the middle of the table and put them in the net.
  3. The two doublers quadruple your catch. You get 8 plaice. Thanks to the fishing hook you have the choice: take the plaice from the middle of the table or from another player and put them in the net.

Caution: the plaice in the net are not yet safe!

After the roll you must decide:

a. Do you secure the plaice in the net and end your turn, or b. do you roll again to enlarge your haul?

a. Are you satisfied with your catch and want to secure the haul? Then take all the plaice out of the net now and put them in your own supply in front of you on the table. Pass the net and the dice to your left neighbor. He can now begin his turn.

b. Is what you have caught not enough for you yet? First set aside all dice that show a blue side (= water or doubler). You may not roll these again; they stay lying on the side they were rolled. Roll all the other dice again. Evaluate the new result including the dice set aside earlier:

  • If you have not rolled any further plaice, you have lost the catch so far in your turn. Put all the plaice from the net back into the middle of the table. It does not matter whether you had taken them from the middle of the table or from another player. Pass the net and the dice to your left neighbor. It is now his turn.
  • If you have rolled at least one plaice, take the corresponding number of plaice and put them into the net with the catch so far.

Note: Take the doublers set aside before the roll into account when determining the number of plaice caught (see example below).

Afterwards you decide anew whether you want to secure your haul or roll once more.

Example of a complete turn

1st roll: Karen rolls 4 plaice and puts them in the net. She rolls on, but must set aside the die showing water.

2nd roll: Karen rolls 1 plaice, a doubler and a fishing hook. She receives 2 plaice. The fishing hook allows her to take these plaice from her fellow player Reiner instead of from the middle of the table. She must set aside the doubler, as she did the water before, before she rolls the remaining two dice once more.

3rd roll: Karen rolls 2 plaice and another doubler. Thanks to this doubler and the doubler set aside after the second roll, she gets another 8 plaice. There are now 14 plaice in the net. Karen secures them, puts them in her supply, and thereby ends her turn.

Reminder

Your turn can end in two ways: either you secure your catch and put the plaice from the net into your own supply, or you have an unsuccessful roll, i.e. you rolled no plaice in one roll. In both cases you pass the empty net and the dice to your left neighbor, whose turn it then is.

End of the Game

The game ends immediately when a player has taken the last plaice from the middle of the table and put it in the net. If the player would be allowed to take more plaice than are left in the middle, he gets only the plaice still there. Afterwards he ends his turn and secures the haul.

Now count all the plaice in front of you. Each yellow plaice is worth 1 point, each red plaice 5 points. The player with the most points wins. In case of a tie there are several winners.