CHARTROOM DERBY / RULE 03

Read the Catch Deck.

Anchor, Comet and Drift keep their original effects.

Read the Catch Deck.
ORIGINAL RULES03

Chartroom Derby
Tabletop concept

Anchor: a calmer route

An Anchor card settles the boat into a slower space and adds a calm score chip. Its role is a small, visible reward for a measured route choice.

Read the whole instruction before taking a chip. Keep that chip beside the boat or on the open score area so another player can follow the update.

Comet: a short extra move

A Comet card gives the boat a brief extra movement. It does not bypass the board’s final conditions, and it does not replace the route with a fixed points award.

Say where the boat is moving and apply the same clear-table habits as an ordinary move. Resolve the card before handing the turn to the next player.

Drift: a visible choice

A Drift card offers a safe harbour point or a possible extra token. The player chooses after the whole card has been read. The choice stays visible to the group.

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.

Anchor illustrationComet illustrationDrift illustration

One shared route.
The same original rules.

Return to the visual guide or choose another chapter before the next turn.

Back to the dock guide ↗