
Make your crew’s marker easy to find.
Keep each token and its current position visible. Say the boat’s name as well as its colour.Take a closer look ↗BUXENARI / CHARTROOM DERBY
Gather two to four crews around a colourful harbour route. Buxenari follows the boats from their starting buoys, through the catch deck and dock choices, to a count beneath the Trophy Lamp.
Plan the first round
MEET THE PIECES ON THE TABLE
Enjoy the miniature harbour, then turn to its instructions for the action. A decorative detail gives the scene personality; the wording on the board or card determines the rule.

Make your crew’s marker easy to find.
Keep each token and its current position visible. Say the boat’s name as well as its colour.Take a closer look ↗
Read the action attached to arrival.
A visit to the Bonus Dock needs an exact landing. Passing it does not collect an option.Take a closer look ↗
Keep collected values easy to inspect.
Keep coins, bonus chips and active markers where the entire table can follow the round.Take a closer look ↗FROM THE BUOY TO THE LAMP
Check the destination’s instruction, carry it through and leave the changed pieces where the table can inspect them.

Pick an identifiable boat and give it its own buoy. Token colours distinguish the crews without assigning different powers.
Read this rule ↗Count the roll before inspecting the landing space. Take a card only if instructed, and settle its effect before passing play.
Read this rule ↗Read the chosen catch family’s full effect. If Scatter introduces a common condition, place its marker centrally until the route clears it.
Read this rule ↗Bring every boat to the lamp before adding the values on the collected coins and bonus chips.
Read this rule ↗THREE DIFFERENT CATCH EFFECTS
A catch family tells you what kind of instruction to expect. It does not replace the wording on the card or assign a fixed numerical reward. Read first; move or collect the requested piece afterwards.
Open the catch deck
Add the calm score chip to the crew’s open collection, keeping the award traceable to its card.

Advance the short extra distance while respecting the dock and finish conditions already on the route.

Consider the safe harbour point alongside the potential extra token, then declare which outcome you are taking.
WHEN THE WHOLE HARBOUR CHANGES
When Scatter reveals an event, give one reader time to announce it fully. Display the active marker between the crews. Its condition lasts until the specified Bonus Dock or lighthouse route space clears it.
Hold each boat at the next vacant buoy and agree a fresh order for reading.
Advance all boat tokens by one route mark, then reveal a single response card for everyone.
Exchange a score chip already on display for a preview of the Bonus Dock.

REACH THE DOCK EXACTLY
An exact dock arrival lets the crew take one displayed choice. Finish its effect and put the other options back together; the visit does not open a sequence of additional exchanges.
Keep an unresolved option on the table while discussing it. A complete shared reading settles the choice before another crew starts its action.
Read the dock chapterReplace one of the cards held by the arriving crew.
Retain an openly displayed score chip for the closing tally.
Preview the following harbour zone identified on the board.
Avoid reading Scatter and lend assistance to another crew.

ALL BOATS TO THE TROPHY LAMP
As boats finish, leave them beside the Trophy Lamp. Once the final crew arrives, gather the visible scoring pieces next to the board and add the values each one carries.
An unclear action calls for the clear-table rule: consult the same instruction and replay that small part of the turn together.
The greatest total names the fictional catch of the day. Before clearing the harbour, share a decision that made this round memorable or easier to understand.
QUESTIONS BEFORE SETTING OUT
This edition documents Chartroom Derby through illustrated rules and component notes. The tabletop actions remain with your group; Buxenari does not run a substitute game or calculate a manufactured result.
Reading a roundThe pages explain a fictional board-game concept through its route, pieces and printed effects. There is no interactive digital match here, and the website does not decide moves or add up a tabletop score.
There is no shop or physical product behind these illustrations. Boats, cards and the board are depictions of the fictional concept used to make the explanation easier to follow.
The artwork changes the presentation only. Anchor, Comet and Drift retain their effects; Scatter, the exact dock landing and the closing Trophy Lamp count follow the supplied concept.
The tally stays at your table. Buxenari has no result-submission form, stored crew profiles or shared standings; count the marked pieces together after all boats reach the finish.