Oi! That's My Phish!
|Oi! That's My Phish|
|A tile collection game inspired by Hey! That's My Fish.|
|Players:||2 - 9|
|Trios per color:||1 (one different-colored nest for each player)|
|Number of colors:||5|
|Five-color sets:||1 (one different-colored nest for each player)|
|- - - - - - Other equipment - - - - - -|
|Piecepack: 1 set per three players. All the plastic cards in your wallet.|
|Setup time:||3 minutes|
|Random chance:||Initial Board Setup|
|Game mechanics:||Pyramid sliding, tile collecting|
|Status: complete? (v1.0), Year released: 2987|
- Piecepack tiles. One set (24 tiles) is enough for three players. You just need the tiles
- Treehouse. One set per five players. No more than one of each set.
- Place your tiles in a neat, square-ish shape, suit up, with each alternate row offset by half a tile like a brick wall. This emulates a hex grid. Try not to clump similar numbers.
- One set should be laid out four columns by six rows. Two sets should be six columns by eight rows. Three sets should be eight columns by nine rows.
- Each player gets a nest of one colour of pyramids. No two players should have the same colour.
Each player places, in turn, one of their their pyramids on a tile with the lowest available number. Blank is zero. A tile is not available if there is already a pyramid on it.
Once all the pyramids have been placed, players take turns in moving their pyramids and collecting tiles.
- Any pyramid can move in a straight line in one of six directions; Along the row, across rows moving half a tile in the same direction each row or across rows moving half a tile in the other direction every row. Movement must be in a straight line, you can't zig-zag as you move across the rows.
- Any pyramid can move any number of tiles in that straight line, except;
- A pyramid can't enter a tile with another pyramid on it.
- A pyramid can't enter the space where a tile was (or go off the board).
- As you move your pyramid, collect the tile it started on.
- Players can only move a single pyramid each turn.
- Players must move a pyramid if they can.
- If a player can't move, they pass.
End Of First Phase
Once no player can make a move, players collect their pieces and the tiles under their pieces. Tiles without a pyramid on at the end of the first phase are set aside.
Scoring First Phase
All players total the numbers shown on the tiles they claimed during the first phase. This is their score. Players keep these tiles for the bonus phase.
Players now have an opportunity to score extra points.
Each player now takes from their own wallet, purse, whatever, all the various official ID cards, bank cards, credit cards, staff cards, loyalty scheme cards, membership cards and similar. Joke cards like "Federal Breast Inspector's card" or "License to Ogle" don't count.
Players now try to make with their tiles four-number series that can be found on their own cards. For the purposes of this, spaces in credit cards or spaces, dashes and parentheses in phone numbers are ignored. Thus if you have a phone number of 555-1234, you could match it with 5551, 5512, 5123 or 1234.
- You can only use your tiles once, so if you have eight tiles you can only make two sets of four numbers. If you have seven tiles, you can only make one.
- You can, however, use one card multiple times, but you can't overlap the number sets (eg, a credit card number of 1234 5678 9013 5799 can be used to match 1234 and 0135 but not 1234 and 2345.)
- You score four points for every set of four tiles with a series of numbers that matches something on one of your cards, except if it's a membership card for a gaming store in which case you score eight points.
Yes, you have to show the other players any cards from which you use numbers as proof. If you don't want to show them your credit card, don't use it.
Add together the scores from the two phases. The player with the highest score is the winner.