If Wishes Were Fishes by Rio Grande Games
Published in 2007 by Rio Grande Games, and designed by
Michael Adams and Pater Sarrett, If Wishes Were Fishes is a hand management
game where the 2-5 players are competing to be the greatest fisherman/woman and
bring the biggest catch to the market.
The game itself is squarely in my Fiancées portion of the
collection as I don’t really like the artwork throughout the game and that
detracts from the experience for me when I don’t like what I’m looking at for
over an hour!
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One of the best, most useful box inserts I have seen! |
The board and box are well made, the box itself has one of
the best inserts I have seen, taking the shape of a fishing boat with two foot
wells giving ample room to store all of the components. The board features a bird’s
eye view of the fish market which shows a stall for each of the different
species of fish you can catch, a rubbish dump beside the market (hygienic) and
the Euro standard of a score tracker around the perimeter.
For the player pieces we first have the markers used to track
the score and show what you’ve sold. These are small wooden fish-meeple. These
are pretty good quality as most wooden components tend to be, can’t really go
wrong with some wood (insert innuendo at your leisure!) There are also five
traditionally shaped Meeple in white (x1) grey (x2 and black (x2) these are the
‘Buyers’ and confer a bonus to the market stalls when selling fish.
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All the flavours are here! Strawberry, raspberry, lime, lemon and orange!!! |
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Guest starring Liz' favorite fish, the wounded blue with his deformed tail! |
The cards used to show what fish you have in your boat are
pretty good quality and feature the eponymous fish and the odd varieties they
come in. The names are all normal fish but they are more literal than their
real world counterparts, for example, the Monkfish is wearing a monks Habit and
sporting the Tonsure haircut, the Angel fish comes replete with flowing robes,
wings and a halo. Most of the fish also have an icon showing what ‘wish’ they
can grant but more on that later. There are five different coloured boat cards
for the players to begin with and four ‘market limit’ cards also which
essentially time the game (later).
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(Top left to bottom right) Swordfish, Angelfish, Starfish, Catfish, Kingfish and Monkfish (wishes) Extra boat, Money for Worms, Move buyer + sell multiple fish, Move fish from rubbish and sell one. Double Monkfish, counts as two. |
With the cards I can easily see that this game is geared
more to appeal to a younger audience but with an age rating on the box at 10+ I
can’t help but feel they’ve put a rather small margin for said appeal on the
game as much older and the style will become less appealing to the average
child.
Finally comes the oddest part of the contents. The currency
in which you deal to get the fish you want is worms. Big, rubbery, odd feeling
worms. These will invariably garner a chuckle from a player the first time they
see them, even a squeal or two from those inclined to do so and ALL players
will find themselves playing with them for the entirety of the game. Twanging
them, wiggling them, squishing them, stretching them, It’s almost worth playing
the game just to fiddle around with them!
They are a very weird thing to put in though. It feels as
though someone at the office said “This game isn’t silly enough...... Make
something out of purple rubber, that’ll do it!” It certainly adds to the
whimsical appeal of the game though I will admit.
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These are bloody weird! |
Gameplay
This is where the game puts in some legwork and redeems
itself in my eyes.
In the set up each player is furnished with a card showing
two boats in their colour, each boat capable of holding one fish, and six worms
for fishing. The fish cards are shuffled and four cards are dealt out in a line
leading away from the deck. This forms the ocean, the card furthest from the
deck being the shallows and closest the deep sea.
On a players turn they may take ONE of the following
actions:
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The ocean in play |
1) Take
a fish from the ocean and put it in one of their boat.
To do this they can take one of the four fish visible in the
ocean, the first being free and having to pay one worm to each fish they pass
over if they wish to take one from deeper afield. The ocean is then moved up
and a new fish is dealt into the deep ocean. If you take a fish with worms on
the card, paid by previous players skipping said fish, you keep the worms. One
way to gain new worms if you find yourself running low.
2) Take
a fish from the ocean and throw it back.
This may sound like a waste but as I mentioned before, most
of the fish have a wish they can grant. Freeing a fish, to the haven of the
discard pile, allows you to use the wish and there are quite a few different
ones to use from selling multiple fish at the same time (very useful as you can
normally only sell one) gaining an extra boat, awarding you cash equal to your
worm stock and moving the ‘buyers’ around the markets.
3) Sell
a single fish to the market.
If you do not want to take a fish from the ocean, nor have
any use for a wish, you can take one fish from your haul and sell it to the
relevant market stall to score some cash.
Each market has a base value of two ‘money’ (there isn’t a
defined currency, just notes with numbers!) so the managing of the Buyers
locations comes in here. The small black buyers confer a +1to the price of each
fish sold to a market they are stood on, grey a +2 and white a +3. It is
possible, through clever use of wishes, to stack multiple buyers on one market
stall to greatly inflate the value of the fish, this combined with a ‘sell
multiple fish’ wish can really give you a massive cash injection!
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Starting set up for five players |
For each fish sold to a market the selling player places one
of their wooden fish markers on the stall to show the total that market has
bought. Once a stall has reached the topmost amount shown on the ‘Market Limit’
cards, which start at 4 fish then 5,6 and finally 7, that market is closed and
the players with the two highest amounts of fish there get a monetary bonus.
Any other fish sold there above the limit are thrown n the rubbish pile.
Starting with a lower amount means that one stall WILL close quite soon into
the game, I really like this as it means you have to be careful what fish you
catch and sell. Too any in the rubbish pile and it’s game over! And not all of
the fish have wishes to grant meaning sometimes selling to a closed market is
necessary if you don’t want to permanently clog up one of your boats!
The game ends when either all four Market Limit thresholds
have been met, in which case the player with the most money wins, simple! Or
the Rubbish pile has ten or more fish present. If this happens the top Market
limit card is applied to the pile instead of a market stall, but the players
LOSE the bonuses instead of gain them, meaning the players with the two highest
amounts of fish thrown away will take a pretty hefty hit to their score. The
player with the highest score after this deficit is applied is the winner.
As I said earlier, the game redeems itself somewhat with its
gameplay. The tactical choices used in deciding when to use a wish, selling a
boat full, chipping away a single fish at a time and the use of the worms for
better fish cards make this a pretty good hand management game and surprisingly
deep at times. Forward thinking is key for planning your sales.
I still can’t get past the look though! I really dislike the
art direction.
I give If Wishes Were Fishes 5/10. Recommended mainly for
groups with a few casual gamers in the mix as it’s one that anyone can get into
and enjoy, just not really one for the hardcore heavy gamer.
As a side note, for those put off, as I, by the art, it may
be worth looking at a game called Morels by Two Lantern Games. It features a
similar play style and gameplay mechanic but is themed around gathering
mushrooms! Again, not one for the hardcore but I prefer the look of that one!