BEFORE YOU INVITE THE SECOND PLAYER

Set the table
by the lantern.

Let both players see the same game: coordinates, ownership and the meaning of an edge.

Painted fish cards, wooden pieces and a score sheet on a cabin table
Choose materials that suit the people at your table.
  1. 01

    Draw the coordinates

    Make a three-by-three grid with rows A, B and C and columns 1, 2 and 3. Put the camp at B2. Coordinates make a rules question easier to describe and reduce ambiguity about a placement.

  2. 02

    Mark ownership clearly

    Give each player a distinct shape or initial on their tiles. Colour can be an additional cue, but it should not be the only way to tell whose piece is whose.

  3. 03

    Demonstrate shared edges

    Place one pool beside a reed and count the edge. Move it diagonally and show that the bonus disappears. A channel beside the camp scores; the same channel in a corner does not.

  4. 04

    Separate practice from play

    Try a few placements openly, then clear the board and restore the exact starting supplies. Agree the starting player and let both people inspect all scoring rules before the competitive game begins.

  5. 05

    Make room for a pause

    There is no required timer. Give each person enough time to consider a placement and ask a rules question before committing. A shorter session or open cooperative practice is a reasonable house variation when agreed in advance.

The first placement can wait for a question.

Use an open demonstration before scoring a real game, then restore the empty board and both supplies.

Practise a connected placement