An invitation, not a product listing
The harbour begins with a familiar scene: a shared table, a few colourful pieces and a route everyone can see. The idea is to make each turn feel like a small part of a story, with enough structure to follow and enough room to talk about the choice.
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 route with six clear moments
Launch introduces the boat and its supplies. Shallows brings a first catch. Reef offers a small trade-off, Weather Passage changes one part of the inventory, and Supply Dock asks what to keep. The Lighthouse brings the pieces into a final count.
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.
Why the materials matter
Carved boats, painted counters and a glowing brass light give the harbour its tactile character. The artwork stays close to the imagined objects rather than replacing the table with an unrelated fantasy landscape.
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 conversation open
A good table makes room for a question. If a station description feels ambiguous, the contact desk can help capture the exact point that needs attention. Include the page and the choice you were trying to resolve.
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.
