Abstract:
An improved fishing board game comprising a gameboard, fish cards, color cards, bait boards, playing cards, game pieces and a pair of dice. The gameboard comprises a plurality of color card slots for holding color cards and at least one fishing hole associated with each color card slot, said fishing hole being shaped and sized to securely hold a game piece. A fish card identifies a player&#39;s target fish which, if caught, increases the points associated with the catch. The color cards assign a point value to a catch which varies depending upon whether the player has selected an appropriate bait on the player&#39;s bait board. The playing cards are used to catch a fish, impair an opponent or assist a player. The dice are used to generate random numbers required by the game rules.

Description:
BACKGROUND  
       [0001]     This invention is an improvement of my fishing board game described in U.S. Pat. No. 6,786,486 issued on Sep. 7, 2004.  
         [0002]     Many types of board games exist. They are generally entertaining and occasionally serve to teach the players. A number of fishing board games exist. These games are typically entertaining. However, they do little to teach a novice fishermen the skills necessary to become an expert veteran fisherman.  
         [0003]     The prior art discloses numerous fishing board games. These include U.S. Pat. Nos. 3,921,981, 5,176,385, 5,186,466, Des. 292,105, 5,513,848 and 6,257,576.  
         [0004]     There is a need for an improved fishing board game which is entertaining and educational for the players. The game should teach the players how to identify various types of fish; the types of food which the various types of fish feed upon; how the various types of fish are rated by desirability by veteran fishermen; and where environmentally the various types of fish may be found.  
       SUMMARY  
       [0005]     The present invention is directed to a fishing board game which satisfies these needs.  
         [0006]     The fishing board game is comprised of a gameboard, a plurality of fish cards, a plurality of colored color cards, a plurality of bait boards and a plurality of playing cards.  
         [0007]     The gameboard has a starting area. This is where the players place game pieces assigned to each of them prior to the start of the game. The starting area should be labeled “dock.” The game board also has a plurality of color card slots. The color card slots hold color cards. At least one fishing hole is associated with each color card slot. Each fishing hole should be shaped and sized to securely hold a game piece. This can be accomplished by providing each game piece with a peg which securely fits within a fishing hole. During the playing of the game, fish are located within the fishing holes.  
         [0008]     Preferably, the gameboard is also comprised of a fish card slot, a playing card draw slot, a playing card discard slot and a dice bubble. The color card slot holds color cards. The fish card slot holds fish cards. The playing card draw slot holds unplayed playing cards. The playing card discard slot holds discarded playing cards. The dice bubble encloses a pair of dice. The dice bubble is a traditional dice bubble which causes the enclosed dice to be randomly rolled when the bubble is pushed upon. The dice are used for generating random numbers required by the rules of the game.  
         [0009]     The fish cards have a uniform appearance on one side. The other side of each fish card designates a unique fish. That fish identifies a target fish for a player. When a player catches a target fish, the points assigned to that catch are enhanced.  
         [0010]     Each fish card should contain a picture of the fish designated by that fish card. This will facilitate educating a player as to the physical appearance of the fish designated on that fish card. Each fish card should also contain a habit description of the fish designated by that fish card. A typical habit description would include the type of bait preferred by the designated fish as well as the type of aquatic environment usually inhabited by that fish. The habit descriptions on the fish cards facilitate educating a player as to the habits of the fish designated on that fish card.  
         [0011]     The color cards are made up of cards of various colors. The preferred colors for the color cards are white, brown, green, yellow, red, blue and black. The primary purpose of the color cards is to set a point value when a fish is caught. Each color card, with the exception of the black color cards, has a plurality of bait designator, fish and point combinations listed thereon. Each color card also has a fish and point combination which is not associated with a bait designator. When a fish is caught, the game rules require a determination of whether the bait designator on a selected color card matches a selected bait designator on a player&#39;s bait board. When such a match occurs the player is awarded the points associated with the color card bait designator which matches the selected bait board bait designator. If there is no such match after a fish catch, the player is assigned the points associated with the fish and point combination on the color card which are not associated with a bait designator.  
         [0012]     During the playing of the game each player is assigned a bait board. Each bait board has a plurality of labeled grouped baits. One label applies to each group of baits. Each bait within a group of baits is associated with a bait designator. The bait designator on the bait board associates a selected bait on the bait board with fish and point combinations listed on the color cards. Each bait within the grouped baits on the bait board is also associated with a bait selector. The bait selector is used by a player to select a bait on the player&#39;s bait board. Preferably, the bait selector is comprised of a peg and a hole wherein the hole is associated with a specific bait on the bait board. A bait on a bait board is selected by placing the peg in a hole associated with the desired bait.  
         [0013]     The playing cards are comprised of number cards. Preferably, the playing cards are also comprised of name cards and snag cards. The number cards each contain at least one number. The number cards may also contain a reference to a range of contiguous numbers. Preferably, the numbers on the number cards are between 1 and 6. The rules of the game require that a series of number cards containing the entire range of contiguous numbers be played in numerical order, in order, for a player to catch a fish.  
         [0014]     The name cards are comprised of game warden cards, fishing license cards, bonus bait cards and bogus bait cards. The game warden cards are used to impair an opponent&#39;s ability to accumulate points. The fishing license cards are used for neutralizing the game warden cards. The bonus bait cards are used to permit a player to select an additional bait on the bait board assigned to that player. The bogus bait cards are used to inhibit an opponent&#39;s ability to select baits from within a bait group on the opponent&#39;s assigned bait board. The snag cards are used to impair an opponent&#39;s ability to catch fish.  
         [0015]     In the preferred embodiment of this invention the fish associated with each bait designator, fish and point combination on the color cards of each color is selected from a group of fish having similar desirability (as determined by the typical fisherman) and preferred foods.  
         [0016]     The game pieces are used to designate each player&#39;s position on the gameboard. 
     
    
     DRAWINGS  
       [0017]     These and other features, aspects, and advantages of the present invention will become better understood with regard to the following description, appended claims, and accompanying drawings where:  
         [0018]      FIG. 1  is a perspective view of the fishing gameboard showing the starting area, the color card slots and associated fishing holes, the fish card slot, the playing card draw slot, the playing card discard slot, the dice bubble and a pair of dice.  
         [0019]      FIG. 2   a  is a perspective view showing one side of a fish card.  
         [0020]      FIG. 2   b  is a perspective view showing the other side of a series of fish cards.  
         [0021]      FIG. 3  is a top view of a bait board.  
         [0022]      FIG. 4  is a top view of a series of color cards.  
         [0023]      FIG. 5   a - FIG. 5   t  are top views of playing cards.  
         [0024]      FIG. 6  is a top view of the other side of a playing card. 
     
    
     DETAILED DESCRIPTION  
       [0025]     The preferred embodiment of the fishing board game is comprised of a game board  30 , fish cards  64 , colored color cards  72 , bait boards  50 , playing cards  88 , game pieces  142  and a pair of dice  47 .  
         [0026]     The game board  30  has a starting area  32  centered along its left edge. This provides an area for the placement of game pieces  142  for each player prior to the beginning of a game. The starting area is labeled “dock”  33 . One dock  33  is positioned at the left center of the game board  30 . Another dock  33  is positioned at the right center of the game board  30 . Each dock  33  should contain six holes. Each hole is sized in shaped to securely receive a pegged projection of a game piece  142 . The game board  30  also has a plurality of color card slots  38 . There should be six rectangularly shaped color card slots  38 . The slots  38  are sized and dimensioned to receive and hold colored color cards  72 . Three color card slots  38  are aligned along the bottom of the game board  30 , as shown in  FIG. 1 . The other three color card slots  38  are aligned along the top of the game board  30 , as shown in  FIG. 1 . Three fishing holes  36  are associated with each color card slot  38 . This is accomplished by placing the fishing holes  36  within a color card slot  38 , or in close proximity thereto.  FIG. 1  shows fishing holes  36  positioned within the confines of each color card slot  38 . The fishing holes  36  are where a player fishes during the playing of the game. Each fishing hole  36  is shaped and sized to securely hold a game piece  142 . The fishing holes  36  are in the shape of a cylindrical hole adapted to securely receive and hold the pegged end of a game piece  142 . During the playing of the game the game pieces  142  are moved from a dock  33  to a fishing hole  36 , and back again. Fish are located at the fishing holes  36 .  
         [0027]     A fish card slot  40  is positioned between the center of the game board  30  and at the dock  33  on the right side of the game board  30 , as shown in  FIG. 1 . The fish card slot  40  is sized to receive and hold a set of fish cards  64 .  
         [0028]     A dice bubble  46 , a playing card draw slot  42  and a playing card discard slot  44  are positioned between the left side dock  33  in the fish card slot  40 , as shown in  FIG. 1 . The left to right order is playing card draw slot  42 , playing card discard slot  44  and dice bubble  46 . The dice bubble  46  contains, and enables the random rolling of, the pair of dice  47 . Because the dice  47  are contained within the bubble  46 , the dice  47  will not cause unintended movement of game pieces  142 , fish cards  64 , color cards  72 , or playing cards  88 . The playing card draw slot  42  and the playing card discard slot  44  are sized to receive and hold a set of playing cards  88 . The playing card draw slot  42  holds unplayed playing cards  88 . The playing card discard slot  44  holds played playing cards  88 .  
         [0029]     The gameboard  30  may have an aquatic background. The background may include deep lakes, strong running rivers, swamps and marshes. This will permit the game to be used as a teaching tool for novice fishermen and make the game more realistic. The novice fisherman can be taught where to fish for certain types of fish.  
         [0030]     The game board  30  should be approximately 12 inches high by 18 inches wide.  
         [0031]      FIG. 2   a  and  FIG. 2   b  show a series  70  of fish cards  64 . One side  68  of the fish cards  64  shows the word FISH. The other side of each fish card  64  shows a unique fish  66 . That fish  66  identifies a target fish for a player. When a player catches a target fish, the points assigned to that catch are enhanced. Preferably, there are 18 fish cards  64 . The fish come from four groups. The groups are panfish, rough fish, standard fish and premium fish. The panfish fish cards  64  are labeled bluegill, rock bass, crappie and yellow perch. The rough fish fish cards  64  are labeled bullhead, sucker, carp and catfish. The standard fish fish cards  64  are labeled largemouth bass, smallmouth bass, pike, walleye and muskellunge. The premium fish fish cards  64  are labeled brooktrout, rainbow trout, brown trout, steelhead and salmon.  
         [0032]     Each fish card  64  should contain a picture  63  of the fish  66  designated by that fish card  64 . This will facilitate educating a player as to the physical appearance of the fish  66  designated on that fish card  64 . Each fish card should also contain a habit description of the fish designated by that fish card. A typical habit description would include the type of bait preferred  65  by the designated fish  66  as well as the type of aquatic environment  67  usually inhabited by that fish  66 . The habit descriptions on the fish cards  64  facilitate educating a player as to the habits of the fish  66  designated on that fish card  64 .  
         [0033]      FIG. 4  shows a series of colored color cards  72 . The color cards  72  are made up of cards of various colors. Each color cards  72  has one base color  74 . The preferred colors for the color cards  72  are white, brown, green, yellow, red, blue and black The primary purpose of the color cards  72  is to set a point value when a fish is caught. Each colored color card  72  contains a plurality of bait designator  76 , fish  78  and point  80  combinations  82 . Each bait designator  76  on the color cards  72  is a capital letter. It refers to a bait designator  56  located upon the bait board  50 . The bait designator  76  allows a fish bait to be identified by a letter. Each fish  78  on a color card  72  is a potential fish to be caught during the playing of the game. The point value  80  across from that fish is the point value assigned if the fish is caught. Each horizontal combination  82  of a bait designator  76 , a fish  78  and a point value  80  identifies a potential fish to be caught by a specific bait and the point value  80  to be assigned to that catch. Each color card  72  also contains one fish and point combination  84  not associated with a bait. There will be times when a fish is caught, but with the wrong bait. During the playing of the game a player selects a bait on his bait board  50 . Each fish catch is associated with a single color card  72 . If the color card  72  associated with that fish catch does not contain a bait designator  76  coinciding with a bait selected by the player on his or her bait board  50 , then the fish is caught with the wrong bait. When this contingency occurs the point value assigned to the catch is the point value  80  assigned to the fish and point combination  84  not associated with a bait designator.  
         [0034]     Preferably, there are 70 color cards 72-ten for each color. The point values  80  associated with each fish on the color cards  72  should be as follows: bluegill ( 1 - 3 ), rock bass ( 1 - 3 ), crappie ( 2 - 4 ), yellow perch ( 2 - 4 ), bullhead ( 2 - 4 ), sucker ( 2 - 4 ), carp ( 3 - 5 ), catfish ( 3 - 5 ), largemouth bass ( 6 - 8 ), smallmouth bass ( 6 - 8 ), pike ( 6 - 8 ), walleye ( 6 - 8 ), muskellunge ( 6 - 8 ), brooktrout ( 7 - 9 ), rainbow trout ( 7 - 9 ), brown trout ( 7 - 9 ), steelhead ( 9 - 10 ) and salmon ( 10 ). This association of point values  80  with various fish  78  on the color cards  72  is consistent with the relative desirability of each fish  78  generally accepted by most fishermen. Alternatively, the game may include a fish chart. The fish chart would identify the type of fish which may be contained within each color of the color cards  72 . Additionally, it would show the preferred baits for each fish. This would help educate the novice fishermen regarding the environment preferred by various types of fish, as well as the baits preferred by various types of fish.  
         [0035]     The black color cards  72  do not contain bait designators  76  point values  80  or lists of fish  78 . The black color cards  72  indicate that no fish are present. After a color card  72  is removed and a new color card  72  colored black rises to the top of the stack of cards  72 , all players on that specific color card slot  38  would have to move to the dock  33 . Once the game pieces  142  are at the dock  33 , the black color card  72  is removed from the game. A new color card  72  rises to the top of the stack of cards  72 .  
         [0036]     As can be seen from  FIG. 3 , the baits  52  are grouped and labeled  54 . For example, the live bait group consists of worms, grubbs, minnows, crayfish, leeches and food. The other bait groups  54  are artificial lures, flycasting and trolling. Each fish has a tendency to prefer one bait group. Certain groups of fish have similar feeding preferences. It is invaluable for a fisherman to know the feeding preferences of the fish he or she desires to catch. An expert fisherman is able to rate the likelihood of catching a certain fish type with a certain bait group as poor, fair, good or excellent. By grouping fish with similar feeding preferences and baits together on the same color of color card  72  the novice fisherman can be taught the feeding preferences of various fish. Further, such grouping will enhance the realism of the game. Additionally, there is a correlation between the average fisherman&#39;s rating of the desirability of certain fish and the bait groups preferred by those fish. Accordingly, the bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following, although such consistency is not a necessary element of this invention.  
         [0037]     The white color cards  72  should contain bluegill, rock bass, crappie, bullhead and largemouth bass. The bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following bait group evaluations: live bait—excellent, artificial lures—good, trolling—poor and flycasting—fair.  
         [0038]     The brown color cards  72  should contain rock bass, bullhead, sucker, carp and pike. The bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following bait group evaluations: live bait—excellent, artificial lure—fair, trolling—poor and flycasting—poor.  
         [0039]     The green color cards  72  should contain bluegill, sucker, crappie, largemouth bass, pike, muskellunge and carp. The bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following bait group evaluations: live bait—good, artificial lures—excellent, trolling—fair and flycasting—fair.  
         [0040]     The yellow color cards  72  should contain perch, catfish, smallmouth bass, walleye, muskellunge, rainbow trout and brooktrout. The bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following bait group evaluations: live bait—fair, artificial lures—fair, trolling—excellent and flycasting—poor.  
         [0041]     The red color cards  72  should contain bluegill, smallmouth bass, brooktrout, rainbow trout and salmon. The bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following bait group evaluations: live bait—fair, artificial lures—fair, trolling—poor and flycasting—excellent.  
         [0042]     The blue color cards  72  should contain perch, catfish, walleye, muskellunge, brooktrout, brown trout and steelhead. The bait designator  76 , fish  78  and point value  80  combinations  82  should be consistent with the following bait group evaluations: live bait—fair, artificial lures—fair, trolling—good and flycasting—good.  
         [0043]     The progression from white to blue indicated above also correlates with an increase in desirability of the fish contained within those colors. Therefore, the average point values associated with the fish listed on the color cards should progress from lower point values on the yellow color cards  72  to higher point values on the blue color cards  72 .  
         [0044]     During the playing of the game one bait board  50 , as shown in  FIG. 3 , is assigned to each player. The bait board  50  contains four sets of grouped baits  52 . For example, the second set of grouped baits  52  consists of spinners, spoons, crank baits and artificial worms. Each set of grouped baits  52  is associated with a bait group label  54 . The bait group label  54  for the set of grouped baits  52  consisting of spinners, spoons, crank baits and artificial worms is “Artificial Lures.” Each bait within the grouped baits  52  is associated with a bait designator  56 . The bait designator  56  is a single capital letter identifying the bait. The bait designator  56  on the bait board  50  is the same capital letter as the bait designator  76  on a color card  72  when the bait referred to on the bait board  50  is identical to the bait referred to on the color card  72 . A bait from within the grouped baits  52  on a bait board  50  is selected by a player by using a bait selector  58 . A bait selector  58  is associated with each bait on a bait board  50 . A hole  62  is associated with each bait designator  56  on each bait board  50  by placing the hole  62  adjacent to the bait designator  56 , as shown in  FIG. 3 . A specific bait is selected by a player by placing a peg  60  within the desired hole  62 . Thus, a bait selector  58  for a selected bait is comprised of a hole  62  and a peg  60 . The bait board  50  may be shaped as a tackle box and may contain graphical depictions of the baits to enhance the realism of the game and to teach a novice fishermen how to identify various baits.  
         [0045]     The playing cards  88  are comprised of number cards  90 , snag cards  140  and name cards  130 . The reverse side  138  of each playing card  88  has an identical appearance as shown in  FIG. 6 . There the reverse side  138  is labeled “HOOK LINE AND SINKER.” The name cards  130  are comprised of game warden cards  108 , fishing license cards  102 , master angler cards  132 , fishing guide cards  134 , wildlife cards  136 , bonus bait cards  110  and bogus bait cards  120 . The game may be played without snag cards  140  and name cards  130 . However, snag cards  140  and name cards  130  are used in the preferred embodiment of the game.  
         [0046]     The number cards  90  are used to catch fish. The number cards  90  each contain at least one number. The number cards  90  may also contain a reference to a range of contiguous numbers, as shown in  FIGS. 5   a ,  5   b  and  5   d . Preferably, the numbers on the number cards  90  are between 1 and 6. The rules of the game require that a series of number cards  90  containing the entire range of contiguous numbers be played in numerical order for a player to catch a fish. Thus, a player must play a series of number cards  90  containing each integer between 1 and 6 to catch a fish. Additionally, the number cards  90  must be played in order. For example, a number card  90  containing the numeral 4 can only be played after number card or cards  90  containing the numerals 1, 2 and 3 have been played.  
         [0047]     Preferably, there are 102 number cards  90  broken down as follows:  
                                             # of cards   numerals referenced on card                                1   0       12   1       12   2       12   3       12   4       12   5       12   6       4   1-2       4   2-3       4   3-4       4   4-5       4   5-6       4   6-1       2   1-2-3       2   4-5-6       1   1-2-3-4-5-6                  
 
         [0048]     Snag cards  140  are labeled “SNAG.” 
         [0049]     The game warden cards  108  are labeled “GAME WARDEN.” There are two types of fishing license cards  102 . The first is a standard fishing license card  104  labeled “STANDARD LICENSE.” The second is a premium fishing license card  106  labeled “PREMIUM LICENSE.” There are four types of bonus bait cards  110 —“LIVE BAIT”  112 , “ARTIFICIAL LURES  114 ”, “FLY ROD”  116  and “TROLLING MOTOR”  118 . There are four types of bogus bait cards  120 —“LOST BAIT”  122 , “MISSING LURES”  124 , “BROKEN FLY-ROD”  126  and “DEAD TROLLING MOTOR”  128 . Additionally, there are playing cards  88  labeled “MASTER ANGLER”  132 , “FISHING GUIDE”  134  and “WILDLIFE”  136 .  
         [0050]     Preferably, there are  144  playing cards  88  broken down as follows: number cards  90 - 102 , SNAG  140 - 6 , GAME WARDEN  108 - 6 , STANDARD LICENSE  104 - 6 , PREMIUM LICENSE  106 - 6 , MASTER ANGLER  132 - 2 , FISHING GUIDE  134 - 2 , WILDLIFE  136  - 2 , LIVE BAIT  112 - 2 , ARTIFICIAL LURES  114 - 2 , FLY ROD  116 - 2 , TROLLING MOTOR  118  - 2 , LOST BAIT  122 - 1 , MISSING LURES  124 - 1 , BROKEN FLY-ROD  126 - 1  and DEAD TROLLING MOTOR  128 - 1 .  
         [0051]     A plurality of game pieces  142  are shaped, sized and colored to uniquely identify each player, fit on the gameboard  30 , designate only one fishing hole  36  at a time and designate a player&#39;s position on the gameboard  30 . Each game piece  142  should be fitted with a peg which is sized and shaped to securely fit within the fishing holes  36  and the holes located at the docks  33 . Pairs of game pieces  142  and bait boards  50  should be uniquely colored to assist in identifying the game piece  142  and the bait board  50  being used by a player.  
         [0052]     The object of the game is to catch 100 points worth of fish. The game is completed when a player attains 100 points.  
         [0000]     Game Set Up  
         [0053]     The first step to play the game is to set the game up. The gameboard  30  is placed upon a table. The fish cards  64  are shuffled and placed faced down upon the fish card slot  40 . The color cards  72  are mixed and shuffled. They are equally distributed and placed faced down upon the color card slots  38 . Preferably, the number of color card slots  38  used is equal to the number of players. Therefore, if there are less than six players, less than six color card slots  38  will be used. A random mixture of colors  74  will be placed upon each color card slot  38  which is used. The playing cards  88  are mixed and shuffled. They are then placed faced down upon the playing card draw slot  42 . Each player places a game piece  142  assigned to that player within the starting area  32  of the gameboard  30 . As can be seen from  FIG. 1 , the starting area  32  has multiple starting points. Each player can use any starting point as his or her starting point. Finally, a bait board  50  is assigned to each player.  
         [0000]     Pre Start Procedure  
         [0054]     Six playing cards  88  are dealt face down to each player. One fish card  64  is dealt face up to each player. Each player&#39;s fish card  64  identifies a target fish. If a target fish is caught the points associated with that catch, as indicated on a color card  72 , are doubled. The fish cards  64  drawn by the players at the outset of the game determine which player starts. The player with the highest valued fish card  64  starts. The fish cards  64  are valued from lowest to highest as follows: bluegill, rock bass, crappie, yellow perch, bullhead, sucker, carp, catfish, largemouth bass, smallmouth bass, pike, walleye, muskellunge, brooktrout, rainbow trout, brown trout, steelhead and salmon. The playing order for the remaining players proceeds counterclockwise from the starting player.  
         [0000]     Rules of the Game  
         [0055]     A player may pick a bait on his bait board  50  before his turn starts or after his turn stops. Except as otherwise described herein, a bait may not be selected during a player&#39;s turn. A bait is selected by placing a peg  60  into one of the holes  62  on the player&#39;s bait board  50 . A peg  60  in a hole  62  designates the bait designator  56  and bait positioned horizontally across from the peg on the bait board  50 .  
         [0056]     With a bait selected a player executes his turn by playing a card  88  and rolling the dice  47 . At this point the object is to get from the dock  33  to a fishing hole  36 . A card  88  is played by turning it face up in front of the player. In order to move to a fishing hole  36  a player must play a number card  90  and match at least one of the numbers on the card  90  by one of the numbers displayed by one of the dice  47 . For example, if a player plays a 3-4 number card  90 , one of the dice  47  must display a 3 or a 4 in order for the player to be allowed to proceed to a fishing hole  36  of his or her choice. In the event that the number displayed by each of the dice  47  matches (for example two threes are rolled) and that die number matches at least one of the numbers on the number card  90  played, the player is allowed to move to a fishing hole  36  and begin fishing during the same turn. The dice  47  are rolled by pushing upon the dice bubble  46 . No two game pieces  142  can occupy the same fishing hole  36  at the same time. However, more than one game piece  142  can occupy separate fishing holes  36  located within the same color card slot  38 . A maximum of three game pieces  142  can be located in any color card slot  38  at one time.  
         [0057]     Fish are deemed to be located within the fishing holes  36 . On any given turn a player may move his or her game piece  142 , as described above, or fish. A player may not do both during the same turn, except as otherwise provided by the rules. Once a player&#39;s game piece  142  is on a fishing hole  36 , the player may start fishing. Usually this is done on the player&#39;s turn following the turn within which the player moves from the dock  33  to a fishing hole  36 .  
         [0058]     When a player elects to fish the player&#39;s turn is concluded by catching a fish or playing a playing card  88  other than a number card  90 . A player fishes by drawing a playing card  88  from the playing card draw slot  42 . After drawing a playing card  88  the player must discard a playing card  88 . There are several ways to discard. The playing card  88  may be discarded face down into the playing card discard slot  44 . Certain playing cards  88  may be played upon an opponent by placing the playing card  88  in front of the opponent. Other playing cards  88  may be played by the player upon himself. The playing cards  88  which may be played upon an opponent or upon the player himself are described below.  
         [0059]     The number cards  90  are played for two reasons. The first reason is to be able to move the game piece  142  to a fishing hole  36 , as previously described. The second reason is to actually fish and catch fish. If a player is at the dock  33  the player&#39;s turn will result in the player remaining at the dock  33  or moving to a fishing hole  36 . The one exception is when doubles are rolled on the dice  47 . If doubles are rolled the player moves to a fishing hole  36  and takes an extra turn. Once on a fishing hole  36  a player may use his or her turn to start fishing. Once a player makes it to a fishing spot, all number cards  90  that have been played in front of that player are discarded into the discard pile  88  within the discard slot  44  of the game board  30 .  
         [0060]     When a player makes it to a fishing hole  36  the number cards  90  are used differently. During a player&#39;s turn the player picks up a card  88  from the playing card slot  42 , just like when moving a game piece  142  from the dock  33  to a fishing hole  36 . The player exposes and plays a card  88  in front of the player. When the player plays a name card  130  or discards the player&#39;s turn is over. When a player plays a number card  90  the player gets rewarded with another turn. In order to catch a fish a player must first play a number card  90  containing a 1. If that is done the player continues. This time the player must play a number card  90  containing a 2. This process is continued in numerical order until a number card  90  containing a 6 is played. At that point the player has caught a fish. Number cards  90  containing multiple numbers (for example 3-4) can be used as either or both numbers. One of the number cards  90  contains all of the numbers (1-2-3-4-5-6). This card constitutes an automatic fish catch. If a player cannot finish the run of cards  88 , the player must play a card  88  somewhere else or discard into the discard slot  44  and the player&#39;s turn ends.  
         [0061]     If a player played number cards  90  on a fishing hole  36  and then decides to move to the dock  33 , the player loses only the number cards  90 . This is just like when a player is at the dock  33  and moves to a fishing hole  36 . The player loses all number cards  90 . A player can play the name cards  130  on the dock  33 . If a player has at least one number card  90  played at the dock  33  the player should be able to take a card  88 , play a license card  102 , for example, and then roll the dice  47 . After a fish is caught a player can remain at the fishing hole  36 , play name cards  130  and then leave the fishing hole  36 .  
         [0062]     If a player cannot finish the run of number cards  90 , the player becomes a snag target. If the player wants to snag an opponent, the opponent must have started a run of number cards  90 . During the player&#39;s turn the player picks up a card  88  and then plays the snag card  140  on an opponent&#39;s number card  90  pile. If a player gets snagged, the player lays down his or her cards  88  and awaits the next turn. The snag rules are defined below.  
         [0063]     A player always has the right to start over while fishing. For example, if a player is waiting for a number card  90  containing a 5 and four turns later is still waiting for that same card, the player may want to start over. On the player&#39;s next turn the player may discard all played number cards  90 . The player&#39;s turn is then over. By starting over the player may have a better chance of catching the fish. It will only cost the player one turn.  
         [0064]     Once a fish is caught the player discards all playing cards  88  in front of the player and discards the player&#39;s fish card  64 . A new fish card  64  is drawn from the fish card slot  40 . At the conclusion of a player&#39;s turn, the player will have six playing cards  88  irrespective of whether or not the player is involved in making a run by playing number cards  90  or plays a single playing card  88  elsewhere.  
         [0065]     Fishing license cards  102  protect a player from game wardens. Game warden cards  108  are given to opposing players by playing the game warden card  108  in front of the opponent. A player plays a fishing license card  102  on himself or herself. The penalty for catching a fish with the game warden card  108  present is termed a “weigh in.” Standard fishing license cards  104  protect standard fish species only. Premium fishing license cards  106  protect standard and premium fish species. Panfish and rough fish do not need to be protected from game wardens. If there is no game warden present on the catch, then there is no “weigh in.” The only time that a “weigh in” occurs is when a game warden is present and the player does not have the proper license.  
         [0066]     To conduct a “weigh in” a player rolls the dice  47 . The number rolled must match or be higher than the point value of the fish. If it is lower than the point value, then the angler must take the dice roll value as the player&#39;s points. The following table shows the value of points awarded for various dice rolls and fish point values  80 :  
                                                     Dice Roll   Fish Point Value   Player&#39;s awarded points after “weigh in”                                2   7   2       4   8   4       6   6   6       9   8   8       11   7   7                  
 
         [0067]     If a player&#39;s catch is worth 8 points, then the player must roll an 8 or higher. If the player rolls lower than an 8, the player collects the dice roll value as a penalty.  
         [0068]     Game leaders should be given game warden cards  108 . This will help the other players to catch up on the score sheet. Fishing license cards  102  should be put out early. It is unwise for a player to wait for a game warden to show up before a fishing license card  102  is put out. That game warden card  108  could have been played on another player.  
         [0069]     Bogus bait cards  120  are given to an opponent, while bonus bait cards  110  are played in front of the player playing the card. When a bonus bait card  110  has been played, the player can play two baits on the player&#39;s bait board  50 . However, one of the baits must be from the group of baits associated with that bonus bait card  110 . The groupings are shown on the bait board  50  by the bait group label  54 . For example, the bait group label  54  “trolling” on the bait board  50  indicates the following baits: crankbaits, spinners, spoons and plugs. Therefore, if a player plays the trolling motor bonus bait card  118  in front of the player, the player may select one of the following as the player&#39;s second bait on the player&#39;s bait board  50 : crankbaits, spinners, spoons and plugs.  
         [0070]     When a bogus bait card  120  has been played on a player by an opponent, the player cannot use bait from that group. For example, if the “dead trolling motor” bogus bait card  128  has been played in front of a player, the player may not select crankbaits, spinners, spoons or plugs as the player&#39;s bait on the player&#39;s bait board  50 . If a player happens to have both related bait cards (i.e. live bait  112  and lost  122 ), those cards simply offset each other. The offsetting cards are not discarded.  
         [0071]     A master angler card  132  may be played in front of a player. This gives a player two advantages. The player can discard any playing cards  88  which have been played in front of the player, with the exception of the snag card  140 . If a player having a master angler card  132  in front of the player is snagged by an opponent playing a snag card  140  in front of the player, the player is given two dice rolls, instead of one, when determining the player&#39;s snag fate as described below. The player may pick the better of the two rolls.  
         [0072]     A player may play a fishing guide card  134  in front of the player to determine what fish are biting. When this card is played, the player can look at the top color card  72  of the color card slot  38  where that player is positioned. Therefore, the player will know in advance the possible fish  78 , bait designator  76  and point value  80  combinations  82  which may result from a catch. The player can look at the color card  72  after the card is played and before every future turn, as long as the fishing guide card  134  remains showing.  
         [0073]     After a player plays a wildlife card  136  in front of himself or herself, the player may pick any available target fish. This is accomplished by the player looking at all fish cards  64  within the fish card slot  40  and selecting a desired fish card  64 . The player&#39;s prior fish card  64  is discarded.  
         [0074]     Snag cards  140  are given to a player&#39;s opponent. They may only be played on a player&#39;s number card  90  pile. If an opposing player does not have a number card  90  showing, then the snag card  140  may not be played on that player. One sure way of avoiding a snag is for a player to make a perfect run. A perfect run occurs when a player plays number cards  90  1 through 6 during one turn. If a player does get snagged, when it comes around to the player&#39;s turn the player rolls the dice  47  to determine the player&#39;s fate. The player&#39;s fate is determined as follows:  
                                             Dice Roll   Fishing fate                                2   Accident. Lose all cards 88. Move boat to dock 33 (starting           area 32).       3   Snagged weeds. Lose all cards 88. Move the boat to the           lowest ranked color. Lose all cards 88.       4   Caught garbage. Lose all cards 88.       5   Unlawful fishing. Lose number cards 90. Lose fishing           license 102.       6   Snap! He got away. Lose number cards 90.       7   Roll the dice 47 again.       8   Broke free. Remove snag card 140.       9   It&#39;s still on. Remove snag card 140 and take your turn.       10   Caught the fish.       11   Caught trophy (target) fish.       12   Caught master angler trophy fish (equivalent to playing a           master angler card and catching a trophy (target) fish).                  
 
         [0075]     If a 3 is rolled and the player is on a white color card  72 , the player moves his or her game piece  142  to the next highest color. The colors are ranked from worst to best as follows: white, brown, green, yellow, red and blue. Generally, the higher ranked colors provide for higher point values  80 .  
         [0076]     A player may not change bait after the dice  47  are rolled. An exception occurs if a 12 is rolled.  
         [0000]     Game Variations  
         [0077]     One variation of the game involves the determination of the number of points awarded for catching a target panfish. This would occur when a player catches a panfish which matches the player&#39;s fish card  64 . Instead of doubling the point value for catching the target fish, the player gets a stringer of fish. If a player were to catch a target bluegill, the player would be awarded the point value for that fish plus all other bluegill on that particular color card  72 . For example, a player may catch a fish with a white color card  72  having the following bait designator  76 , fish  78  and point value  80  combinations  82 :  
                                                               Bluegill   1           L   Bluegill   2           F   Bluegill   3           C   Crappie   3           B   Crappie   3                      
 
         [0078]     If the player&#39;s target fish were a crappie, the player would be awarded six points. If the player&#39;s target fish were a bluegill, the player would be awarded six points. The stringer rule would be good for panfish only.