Choose a starting buoy
Take a different boat and a separate starting position. Colour identifies your crew; it grants no extra ability.
Read this rule ↗CHARTROOM DERBY / THE QIRAVELO EDITION
Choose a boat, read a catch and share the next turn. Chartroom Derby brings two to four crews around one visible route, with the original Anchor, Comet and Drift cards.

THE ROUTE AT A GLANCE
Take a different boat and a separate starting position. Colour identifies your crew; it grants no extra ability.
Read this rule ↗Roll, move and draw only when instructed. Finish the complete action before another boat begins.
Read this rule ↗Resolve Anchor, Comet or Drift in full. A Scatter event is shared and its active marker stays in view.
Read this rule ↗Wait for the last boat, then count marked coins and bonus chips openly.
Read this rule ↗
THE ORIGINAL CATCH FAMILIES
The three families do different things. Read the instruction to the end before moving a piece or taking a chip. Their names do not stand for invented fixed point values.
Open the catch deck
Take a calm score chip. Keep the chip visible so everyone can follow the result of the card.

Make a short extra move while keeping the route’s final conditions in place.

Choose a safe harbour point or a possible extra token after reading the whole instruction.
THE SCATTER LANE
Reveal one event, read it aloud and place its marker in the centre. The condition remains active until a Bonus Dock or lighthouse route space clears it.
Pause every boat at the next open buoy, then choose a new reading order.
Move every token one route mark and draw one shared response card.
Trade one visible score chip for a look ahead at the Bonus Dock.

OPEN THE COMPONENT CABINET
The artwork gives the harbour its character. The marked spaces and printed instructions explain what each piece does.

Pick a boat you can recognise.
Keep each token and its current position visible. Say the boat’s name as well as its colour.Take a closer look ↗
Know what a stop opens.
A visit to the Bonus Dock needs an exact landing. Passing it does not collect an option.Take a closer look ↗
Leave the score in view.
Keep coins, bonus chips and active markers where the entire table can follow the round.Take a closer look ↗A PRECISE ARRIVAL
Select one displayed option, apply it and return the unused pieces. A dock visit is a limited choice, not a chain of exchanges.
Complete the instruction before the next crew begins. If a choice is unclear, keep the card in view and read it together.
Read the dock chapterRefresh one card in the hand and finish the update.
Keep a score chip visible for the final count.
Look ahead to the next marked harbour zone.
Skip a Scatter read and help another crew.

THE FINAL BERTH
Wait for the final boat at the Trophy Lamp. Leave all tokens on the route and count the marked coins and bonus chips openly beside the board.
Use the original clear-table rule: reread the instruction together and calmly replay the uncertain action.
The crew with the most points names the day’s fictional derby catch. Mention a useful choice before packing the pieces away.
BEFORE THE FIRST ROLL
Qiravelo is an illustrated guide to the original Chartroom Derby concept. There is no replacement digital round or invented points calculator.
Reading a roundThis concept is an illustrated tabletop guide, as in its original reference. It does not contain a playable digital simulation or an automated scoring system.
No physical set is offered for sale. The images depict a fictional harbour game and are used to explain its setting and components.
No. Anchor, Comet, Drift, the Scatter examples, exact Bonus Dock arrival and the Trophy Lamp tally keep their original roles.
No. Count the marked pieces in view after the final boat arrives. This guide does not collect player names or maintain a table leaderboard.