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5
ENGLISH
How to Play
Play in a clockwise direction. Whoever has been inside the top of a lighthouse most recently
starts and rolls both dice.
What do the dice show?
One or two boats?
Watch out! Lighthouse ambush!
Place the boat on the next sea card in the direction of the big island.
Attention:
Even if both dice show the boat symbol, the boat is only
moved ahead one sea card.
Have you played several rounds and the boat has reached Wally’s Island?
The water voles catch the treasure!
Bad luck! You did not manage to fi nish the lighthouses in time and lose altogether. Quickly
have another go.
One or two colors?
Things are progressing!
Take the corresponding lighthouse disks and place them according to their color on your
lighthouses or those of the other players.
Building a Lighthouse:
You are free to choose which island color you start a lighthouse with. Place
the fi rst disk in the hole in the center of the island. The remaining three disks
will then be stacked upon that one in alternating colors. In order to complete
a lighthouse a yellow light must be the fi nal one placed on top.
Wally Walrus moves on:
If at a certain point you can’t place one or both lighthouse disks Wally Walrus
sets off. Return the disk/s to the center of the table and move Wally the
corresponding number of islands ahead.
Once he returns to the island from where he initially set off or if he goes
passed it you can take any suitable disk from the center and stack it
accordingly.
A boat and a color?
The water voles can’t be stopped!
First move the boat one sea card forward. Then take a lighthouse disk of the color on the die
and carry on building one of your lighthouses or pass it on to a player who needs the color
for his lighthouse.
If nobody can use the lighthouse disk you return it to the center of the table and move Wally
one island ahead. Each time he arrives back at the island from where he set off you are lucky
and can take a lighthouse disk from the center and pass it on to another player.
4


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