OVERVIEW
In Nine Fathom Deep each player takes on dual roles; the Captain of a fleet of ships that travels to the four Kingdoms in search of Fortune and the mighty terror of the deep, giant of the dark abyss and scourge of mariners everywhere, the Kraaaaaa-ken!
To win you must sink 4 ships from your opponents’ fleets; 1 ship from each fleet before doubling up and sinking 1 more ship from any fleet.
SET UP
1.0 Unfold the board and place on the table. If you are playing on a rectancular table situate the board at 45º from the edge of the table so that every player has equal access to the board.
1.1 Place the Dark Star (a) in the center of the Whirlpool and the Cardinal Diamonds (b) at the end of the Cardinal lines .
1.2 Locate 2 ships in the Gold Line Ports adjacent to the Black Diamond Passage (c). The remaining 3 ships are held in reserve.
1.3. Place the Tile Stand directly in front of you and add your blocking tile (d). To one side of the tile stand arrange the Kraken segments (e) and to the other side the tracking coins and the Deck (f).
1.4 Each player places 3 Crown Harbor Markers between intersections on different Rhumb lines within their Kingdom.(g) The Crown Harbors are where the ships sail to acquire Fortune.
There will be 1 spare Marker.
1.5 Place the spare Marker in your Medallion (h) and select 2 Fortune tiles (i) from the Void (the black bag) (j) and place them on your tile stand. The Marker indicates you have acquired Fortune from your own Kingdom, you may only acquire Fortune once from each Kingdom.
1.6 Choose the player who will start the game.
1.7 Prime the Kraken: In reverse order play the starting segment (k) ‘backwards’ into one of the cradles of the Dark Star and add 1 additional kraken segment of your choice. (fig 1.6).
1.8 Prime the Ships: Continuing in reverse order move each ship out of harbor 1 move.
1.9 Set the Spikes (m) to the side of the board.
1.10 Begin play with the first player. Play now proceeds in a clockwise rotation.
GAME TURN
3.1 Maximum 6 moves: Each round you have a maximum of 6 moves. A round includes both your active and any off-turn defensive moves. [see Fortune/Ship/Escape]
3.2 Standard moves: You have 3 standard moves which can be played on Ships or Kraken. The 3 colored coins represent the standard moves. The coins have a Ship icon on one side and a Kraken icon on the reverse. Place the icon face up on the deck to indicate whether you are playing Ship or Kraken.
3.3 Fortune Tiles: In addition to, or instead of, the standard moves you can deploy Fortune Tiles. Fortune Tiles provide specialized actions and additional moves. Each turn will usually be a combination of the Standard Moves and Fortune.
• Sometimes it will be advantageous to play Fortune Tiles in advance of the Standard Moves in order to clear space on the Tile stand to accept new tiles.
• If you wish to have the opportunity to play an off-turn defensive play you must leave one or more squares open on the Deck to accommodate a potential defensive move. [Fig 3.4 - X]
3.4 Tracking: Once you decide on your move, place the corresponding tile or coin onto the first square of the Deck then make the play. Repeat for each move.
• After your turn leave the tiles and coins on your Deck. Clear the Deck at the start of your next turn. Keep and replay the Standard Move coins. Discard played Fortune tiles to the Void.
THE THREE ELEMENTS
There are three elements in the game; the Kraken, the Ships and Fortune. Each acts separately and in co-ordination with the others. We will describe each individually then offer points worth considering for each element.
KRAKEN
4.1 Building Kraken [fig 4.1]: Each player has an inventory of 18 Kraken segments.
• 1 segment = 1 move.
• Segments are placed end to end to create a tentacle.
• You cannot play your segments on an opponent’s Kraken
4.2 Re-orientation: In addition to adding segments from your inventory you can re-orient segments from the end of an existing tentacle. You must re-orient both segments before adding additional segments.
• Re-orienting 2 segments = 1 move
4.3 Crown Harbor: Whenever a Crown Harbor marker interferes with a growing tentacle simply move it along the Rhumb line.
4.4 Cardinal Diamonds [fig 4.4]: After the first ship has been sunk by the Central Kraken. You can spawn a secondary tentacle from any of the Cardinal Diamonds at the end of the Cardinal lines. Play your Kraken segment against one of the facets of a Cardinal Diamond. You may only occupy 1 facet on each Cardinal Diamond.
4.5 Sinking a Ship/The Spike:
• 1 Spike attempt = 1 kraken move.
• To sink a ship use one of the 4 Spikes.
• Each Spike can be played in 2 directions, forward and reversed. [fig 4.5]
When you think your Kraken is close enough to strike a ship, choose your Spike from the Spike Board and connect the flat tab of the Spike to the leading edge of the tentacle. If the blade of the Spike is supported by the deck of the Ship the ship is sunk. If the blade of the Spike flops to one side it is a miss.
4.6 After a Ship is sunk:
• The sunken Ship is placed in the Kraken’s medallion.
• A replacement ship is immediately launched from any available Gold Line Port on the board. The return to play is 1 free move. Fortune cannot be acquired on the re-launch.
KRAKEN NOTES
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Only the Kraken can win the game for you.
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Once any ship is sunk you can build a second tentacle from any Cardinal Diamond
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Building for re-orientation is a strategy worth investigating
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A reverse Kraken attack is usually the safest angle of approach.
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Spend Fortune tiles to create space for new Tile acquisition
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The Siren fortune tile benefits your Kraken but is paid for with ship assets
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Two ships brought together as the result of Pirate action creates a double target
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SHIPS
5.1 Launch: 2 ships are launched in each Kingdom from the Sovereign Ports adjacent to the Black Diamond Passage on the Gold Line.
5.2 Ship Moves [fig 5.2]: Ships sail along the Rhumb lines intersection to intersection in any direction (a) unless the intersection is occupied by an opponent’s ship (b).
1 intersection = 1 move
5.3 Navigation Points: Some intersections are marked with white dots, these are Navigation Points. Provided the rhumb line is not obstructed by another ship. your ship can sail directly to the open Navigation Point. (c)
5.4 Crossing the Kraken: The Kraken is ‘underwater’ and does not obstruct ship movement.
5.5 Obscured intersections: If a tentacle obscures an intersection the ship continues to the next visible intersection.
5.6. Gold Line Ports: The Gold Line Ports are the intersections located on the circumference of the board.
• Black Diamond Passage: [Fig 5.4] A move into the Black Diamond Passage transports your ship to the Kingdom opposite.
• Sovereign Ports: Each player starts the game by launching their ships from the Sovereign ports in their own Kingdom. After losing a ship the re-launch can occur from any Gold Line Port.
Ships cannot stay in ANY Gold line Port. A move to an Gold Line Port includes a pivot/bounce to an adjacent ordinary intersection.
5.7 Voyage to the Kingdoms: The purpose of the ships is to acquire Fortune tiles.
• Tiles are acquired by sailing to the Crown Harbors.
• Each Harbor provides 2 Fortune Tiles.
• You can only receive Fortune once from each Kingdom!
• The Crown Harbor Marker is placed in your Medallion to show that Kingdom has provided. Fortune.
• Four Fills the Stand: When you have acquired Crown Harbor Markers from all 4 Kingdoms. you have completed the Voyage. Fill your Tile stand and return the Markers to the board.
• Each player places the Crown Harbor Marker in their own Kingdom.
SHIP NOTES
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You can block an opponent’s ship with your ship
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Pay attention to the bounce rule out of the Gold Line Ports
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You can cross the board at the Black Diamond Ports
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A ship tile can be played off-turn to escape a Kraken or Siren action BUT there must be a vacant square on the Deck to accommodate the tile
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On occasion it will be beneficial to play ship tiles ahead of your standard moves to clear space on the tile stand for accommodate new tiles
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6.1 Fortune tiles provide specialized actions and additional moves.
6.2 All tiles have 1 native move plus an action.
6.3 Tile Maximum : You cannot exceed 4 Fortune tiles. [e.g. If you pass through one of the Crown Harbors and are already holding 3 tiles you may draw only 1 tile from the Void]
FORTUNE TILES
KRAKEN
ALL KRAKEN TILES [KRAKEN AND MISCHIEF] CAN ALTERNATELY BE PLAYED AS +1 KRAKEN
Kraken (12)
+1 extra Kraken segment.
Mischief (3)
Possess an opponent’s kraken. Use the opponent’s Kraken resources to build on and/or re-orient their kraken. Claim any ships sunk for yourself.
The reach of Mischief can be extended by adding additional Kraken moves.
SHIP
ALL SHIP TILES [ SHIP, ESCAPE, PIRATE AND SIREN] CAN ALTERNATELY BE PLAYED AS +1 SHIP
Ship (6)
+1 additional ship move.
Escape (6)
Off-turn Evasive Action in reaction to a Kraken or Siren attack.
Kraken : If a Kraken segment is played in the same quadrant as your ship you may move 1 ordinary intersection. After the second Kraken segment is played you cannot take further evasive action.
Siren : You may take evasive action after the ship comes to rest, 1 ordinary intersection.
Pirate (3)
Steal fortune. Bring your ship into an intersection occupied by an opponent’s ship and steal 2 tiles blind.
If the opponent can counter with their own Pirate your attack is defeated and the defensive Pirate draws 2 tiles from the Void.
Siren (3)
Lure an opponent’s ship into danger to expedite a kraken attack.
Navigation points are active for Siren. The reach of the Siren can be extended by adding additional Ship tiles and/or Standard moves.
If an opponent plays an escape tile you cannot resume Siren moves.
SERENDIPITY: THE RED TILE IS PLAYED IMMEDIATELY UPON RECEIPT
Glorious Sun (3)
The Glorious Sun benefits everyone. The active player removes the blocking tile from their tile stand, increasing their the max tile allowance to 5 tiles. The player fills their stand.
Each of the other players select 1 tile.
NOTE: If you draw a second Glorious Sun all players select 1 additional tile but there is no further increase of your tile allowance.
FORTUNE TILE NOTES
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Fortune is critical to your success in the game. Always Be Collecting
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The maximum tile allowances 4 tiles. If you have 3 tiles on your stand and you pass over a Crown Harbor you may only select 1 tile from the void. Play tiles before standard moves in order to clear space on your tile stand for tile acquisition.
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Escape and Pirate tiles are off-turn defensive tiles to defend against Kraken and Siren Actions BUT there must be an empty square on your Deck to accommodate an off-turn move.
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Each Fortune tile has 1 native move in addition to the action. The reach of Siren and Mischief can be extended by using standard moves or other Fortune tiles.
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