BUXENARICHARTROOM DERBY / TABLETOP GUIDE

CHARTROOM DERBY / AT THE TABLE

Make room for the next crew.

Clear positions and unhurried explanations help a new crew participate without having to memorise the whole harbour.

Separate active, collected and unused pieces

Arrange the table so different states look different: active events in the centre, earned chips in view, unselected dock options together. Put resolved cards away from the next draw pile so their completed role is immediately apparent.

This organisation supports the rules already supplied. It does not introduce a resource bank, change movement distances or make decorative pieces count as additional scoring items. The marked instructions remain the authority for each action.

Make the coming action clear

A useful turn announcement identifies three things: the boat involved, where it is going and the instruction causing the change. That gives another crew a chance to query an error before the new position becomes accepted as the starting point.

Refer to a token or catch by its name as well as its colour. Naming Anchor, Comet or Drift gives the table a shared reference even when someone cannot easily distinguish the colours in the artwork.

Let anyone ask for another reading

Make rereading a normal part of play. Any crew may ask for the instruction again; the clear-table rule asks the group to consult it together and calmly replay a step whose outcome remains uncertain.

Optional house rules belong in a separate discussion before a round starts. Agreeing them explicitly avoids presenting an experiment as part of Chartroom Derby. The instructions on Buxenari continue to describe the supplied original concept.