CHARTROOM DERBY / RULE 01

Launch the Derby Round.

Four boats, one visible route and one deliberate action at a time.

Launch the Derby Round.
ORIGINAL RULES01

Chartroom Derby
Tabletop concept

Set the harbour

Lay out the route board, the shared catch deck and the bonus dock beside the final route space. Each player chooses a different fish-shaped boat token. The reference concept is intended for two to four crews.

Place the pieces where every player can see them. Score chips and event markers are shared information, so the centre of the table should remain open rather than becoming a place for hidden piles.

Begin from separate starting positions

Each boat begins at a separate starting buoy. Colours distinguish the boats; they do not change the value of a position or grant an extra ability. No starting buoy carries a hidden advantage.

Before the first roll, point out the catch spaces, Scatter lane, Bonus Dock and Trophy Lamp. A quick tour helps a new player understand where an instruction may come from without changing the original route.

Complete one turn before the next

Roll, move, and draw only when the board tells you to. Finish the complete action before the next player starts. Reading a card never creates an extra turn unless that card actually instructs a move.

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.

One shared route.
The same original rules.

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

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