BUXENARICHARTROOM DERBY / TABLETOP GUIDE

CHARTROOM DERBY / AT THE TABLE

One complete turn at a time.

Treat a turn as a complete instruction: establish its source, apply every required change and show the settled result.

Identify the instruction behind the action

Begin the explanation at its source. Point to the roll, landing space or card that authorises the action. Leaving that source visible helps a newer player check the wording and connect the rule with the piece being moved.

A deck within reach is not a reason to draw. Check whether the space or active instruction calls for a catch card. If it does not, complete the movement without attaching an extra deck action to the turn.

Distinguish the different possible changes

Keep the major effects distinct: Anchor contributes a chip, Comet extends movement and Drift presents a choice. Scatter concerns the group. The Bonus Dock requires precise arrival, after which the crew selects one of its available options.

Explain only the action the current instruction permits. There is no need to turn these distinctions into an invented six-turn schedule or a fixed numerical shortcut; doing so would change the concept rather than clarify the present turn.

Pass play from a settled position

Once every part of the instruction has been carried out, leave the changed pieces visible and hand play onward. A boat at the Trophy Lamp waits while the other crews finish; the marked-value count begins only after the last arrival.

Use this page beside the board as a reminder of how to read a turn. It contains no random draw, automated movement or digital round, and it does not replace the tabletop group’s decisions.