AN INVITATION TO THE HARBOUR TABLE

A good catch.
A better story.

Chartroom Derby follows the original harbour route, catch deck, Scatter lane and Trophy Lamp. Gather two to four crews around a clear table.

READ THE ROUND ↗
A harbour master beside a richly detailed fishing board game
THE HARBOUR TABLE / FIELD EDITION 01A fictional tabletop world, open to explore.
THE CREWS2–4 players
THE BOARDSix visible zones
THE DECKAnchor · Comet · Drift
THE FORMATTabletop concept

01 / FOLLOW THE WATER

Every bend has
something to tell you.

The route is a sequence of small decisions. Learn where the boat is going before worrying about the final tally. Select a station to see its role.

Illustrated estuary board with boats and a lighthouse
STATION 01

Start with a clear table.

Follow Chartroom Derby through the original launch, catch deck, Scatter lane, Bonus Dock and Trophy Lamp rules. This is a fictional tabletop guide with no digital round simulation, checkout or saved score.

Read the full route notes ↗

02 / MEET THE CATCH DECK

Three ways to
bring a tale home.

A catch is more than a number on the table. Each family has its own visual character and a clear place in the score.

03 / WHEN THE WATER CHANGES

A little weather.
A shared moment.

One event is enough to change the conversation. Read it aloud, apply its small effect, and return to the route. Nothing needs to be hidden behind a complicated rule.

Cross the weather passage ↗
A miniature fishing boat surrounded by sculpted turquoise waves
01

Fog Bank

Every boat pauses at the next open buoy; the table chooses a new reading order.

02

Big Wave

Move every token one route mark, then draw one shared response card.

03

Bright Gull

Exchange a displayed score chip to preview what lies at the Bonus Dock.

04 / FROM THE WORKBENCH

Little pieces.
Quite a lot of character.

Follow Chartroom Derby through the original launch, catch deck, Scatter lane, Bonus Dock and Trophy Lamp rules. This is a fictional tabletop guide with no digital round simulation, checkout or saved score.

Pick a boat.
A

Pick a boat.

A familiar silhouette, a distinct colour and a place at the start.

Make a useful stop.
B

Make a useful stop.

Follow Chartroom Derby through the original launch, catch deck, Scatter lane, Bonus Dock and Trophy Lamp rules. This is a fictional tabletop guide with no digital round simulation, checkout or saved score.

Keep the light in sight.
C

Keep the light in sight.

The final station is where catches and leftover supplies come together.

THE ORIGINAL BONUS DOCK

One stop.
One clear choice.

Land exactly on the dock to open its action. Choose one printed option, return the unused pieces and let the next crew continue.

DOCK OPTION / 01

Fresh Lure

Refresh one card in your hand. Resolve the replacement before the next turn begins.

DOCK OPTION / 02

Gold Cup

Keep a score chip visible for the final tally. The table can see what was added.

DOCK OPTION / 03

Route View

Look ahead to the next marked harbour zone before returning to the normal route.

DOCK OPTION / 04

Quiet Pass

Skip a Scatter read and help another crew, following the option shown at the dock.

The Trophy Lamp beside the final harbour berth

THE ORIGINAL FINAL BERTH

Count in view.
Close the story.

When the last boat reaches the Trophy Lamp, leave every token on the route. Count the marked coins and bonus chips together beside the board.

The original concept does not assign a fixed point value to each catch family. Follow the values on the pieces instead of an invented formula.

If a move is uncertain, read it together and calmly replay the action. The player with the most points names the fictional derby catch; everyone helps pack the table.

NOTES LEFT ON THE TABLE

Keep the route clear.
Leave room for company.

Meloravin imagines a tabletop where the next move is visible and a question is always welcome. Read the cards out loud. Keep the tokens in view. Pause at a finished action so returning is easy.

Follow Chartroom Derby through the original launch, catch deck, Scatter lane, Bonus Dock and Trophy Lamp rules. This is a fictional tabletop guide with no digital round simulation, checkout or saved score.

A few table habits

AT THE HARBOUR DESK

Before the first departure.

Can I buy the game shown in the images?

No. Chartroom Derby is the fictional tabletop concept described by the supplied reference. Its board, cards and pieces are not offered for sale.

Is there a browser game for this concept?

The reference is a static tabletop guide, not a playable digital game. This site keeps the original rules and does not substitute a different browser simulation.

Can the group use different house rules?

A group can agree its own experiments before play. The guide itself keeps the supplied Anchor, Comet, Drift, Scatter, Bonus Dock and Trophy Lamp rules.

Does the website keep my result?

This guide does not calculate or store a tabletop result. Count the physical marked coins and bonus chips in view, then write a note if your group wants one.

Where can I report a confusing instruction?

Use the contact desk and name the card, dock option or rule page. Describe the unclear instruction so it can be reviewed without changing the original mechanic.