Each Runner attaches their Fish tokens on each of the three doors marked with the fish symbol.
The Catcher places their penguin in the Kitchen (box nr.2) anywhere within the red lined area.
The player to the left of the Catcher begins the round by placing their penguin on the red circle in the classroom (box nr.1).
For the first turn only, the player must leave the red circle. If they fail, they must make an additional flick until they leave the red dot.