QIRAVELOCHARTROOM DERBY / TABLETOP GUIDE

CHARTROOM DERBY / THE RULEBOOK

Three catches, three kinds of moment.

Anchor, Comet and Drift retain their original effects.

Anchor: settle and mark

An Anchor catch brings a calm score chip to the boat’s visible record. Its quieter mood gives the route a different texture from a movement effect.

Take the chip only after the complete instruction has been read. Put it where the other crews can see the update and connect it with the card that caused it.

Comet: a little more distance

Comet provides a short extra move. It keeps the existing board conditions in place, including the requirements around the final route and the dock.

Read the extra movement as part of the card being resolved. It does not create an unrestricted new turn or a fixed replacement points award.

Drift: choose a harbour outcome

Drift offers a safe harbour point or a possible extra token. Read both sides of the choice before moving a piece, then say which option you selected.

The families do not have an invented two-, four- or six-point table here. Their effects follow the original cards, and the final tally uses the values marked on the pieces.