It’s been a year since Leland Williams passed on. A year later, his family remembers his humor, warmth and – especially – his love of fishing. You play a member of his family going out on a solo fishing trip. With a specific sporting goal in mind, you’ll recall lessons and memories from Leland. If you piece together the lessons in just the right order, you’ll have a great day on the lake!
In Fishing Lessons you’ll play through a series of rounds representing the course of your day. At the start of the game you’ll pick a family member, each with their own unique goal. During each round you’ll recall a new Lesson, adding it to your list of steps that you’ll then run through in order. Lessons are used to move your character’s boat along the row of Lake cards or to flip Lake cards to hide or reveal the fish you need to complete your character’s goal. Meet the goal at the right time, based on your chosen difficulty level, to win the game!
Before the game, choose which family member you would like to play as. Each has a different goal (as well as a unique special memory of their time with Leland).
Step 1: Insert or Replace Lesson
Select one of the three cards from your hand to play to the lesson row (a row of face-up lesson cards).
Step 2: Remember Lessons
Going from left to right, resolve the lesson cards that you have played. These cards will typically do two things: Move your Boat, or flip over lake cards. You will resolve all lessons on a card (in order) before moving to the next.
Moving your Boat - Your boat moves along the top of the lake cards to the left or right. If the lesson would cause the boat to go beyond the row of surface cards, it stops at the end.
Flip over Cards - This action will flip a card over from face-up to face-down, or vice versa. Cards will be flipped to reveal or hide features, which will allow you to fulfill your goal.
Step 3: Draw new Lesson Card
Draw another lesson card from your deck and place it into your hand. If you are unable to draw a card, then the game ends!
- EASY - At End of Lesson: If, after a lesson is fully resolved, the goal’s requirements are met then you have won the game!
- MEDIUM - At End of Round: The goal’s requirements must be met after all lesson cards in that turn are resolved.
- HARD - At End of Day: The goal’s requirements must be met at the end of the last round, after you are tasked with drawing a new lesson card but there are none left.
Cards that do not add to your goal's requirements must be face-down. There may be symbols on the valid face-up cards that don’t contribute to the goal, and these are ignored. For example, if you need 3 green fish, and a card has a green fish and a red fish then the red fish is ignored. However, the requirements on the goal card must be met exactly. If you need 2 brown fish then you cannot have 3 on face-up cards.
EXTRA DIFFICULTY LEVELS
Once you are comfortable with the game, you may add in one or more of these twists to the game at any difficulty:
- Night Fishing – You may only replace up to two lesson cards throughout the game. Set replaced cards aside to keep track.
- Boat Ramp – You start your family member above the leftmost lake card, and you must be in that spot when you complete your goal.