BUXENARICHARTROOM DERBY / TABLETOP GUIDE

CHARTROOM DERBY / AT THE TABLE

Get to know Anchor, Comet and Drift.

A catch card must be resolved as a whole: identify its family, read its instruction, then change the table.

Anchor adds to the visible collection

For an Anchor result, the visible record grows by a calm score chip. Keep this award distinct from a journey along the harbour: the card concerns a chip, rather than granting the boat a new movement action.

First finish reading what the card asks. Then transfer the chip into the crew’s open scoring area, beside the other pieces it has collected. The next reader should be able to connect that award with the catch just resolved.

Comet extends the current journey

Comet extends the boat’s journey with a short additional move. Before advancing, check the route ahead: the special conditions around the finish and the Bonus Dock still apply during this extra movement.

Resolve the distance granted by this particular card and leave the boat at its resulting position. Comet does not supply a fresh unrestricted turn, and its name does not represent a separate flat points payment.

Drift presents two possible outcomes

With Drift, the crew considers two possibilities: a safe harbour point or a potential extra token. Keep both alternatives visible while reading. Announce the selected outcome before moving or collecting anything so the choice is clear to the table.

Anchor, Comet and Drift describe different instructions, not a numerical ranking of catch families. Use the values actually printed on the scoring pieces when the round ends; this guide does not attach an extra points scale to the deck.