Board Game
Corker
By Cindy Wren, Greg Birgfeld
Corker is a competitive strategy game set on the working coast of Maine. Players take on the role of lobstermen, fishing in one the most iconic lobstering locales, Penobscot bay, filled with harbors, islands, ledges and deep water. They choose when to drop and when to haul traps across a map divided into over 60 locations. Competing for the best fishing spots while weighing the increased risk to do so. Each round, players: Roll for 1-6 action points Turn over a +/- incidence card that can modify the productivity of their turn in a variety of ways or give them cards to play on other players Place traps in different zones as they travel freely around the bay Roll for catch based on zone strength and multipliers. Return to one of 7 iconic harbors to sell their lobster catch which drives the market up and down. Zones vary in productivity and risk. Weather events and interference can impact trap placement, retrieval timing, and overall catch, both globally for all players and for individual players. Market prices shift throughout the game, forcing players to decide when to sell and when to fish. Players must balance: More rewarding zones vs. overexposure to weather events Timing vs. competition High Risk/Rewards vs. Safer zones with decreased potential The game lasts a finite number of turns that represent a single season and the lobsterman with the most cash at the end of the season is the winner. —description from the designer
- Economic
- Nautical
- Industry / Manufacturing
- Variable Set-up
- Hand Management
- Area Majority / Influence
- Action / Event
- Events
- Market
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