QIRAVELOCHARTROOM DERBY / TABLETOP GUIDE

CHARTROOM DERBY / THE RULEBOOK

Read a round without rushing it.

A short reference for explaining one action to a new crew.

Start with the cause

Point to the roll, space or card that triggered the action. A new player can follow a rule more easily when the source remains visible rather than being paraphrased from memory.

Draw only where instructed. If the move ends on an ordinary marked space, do not add a catch card simply because a deck is nearby.

Name the actual effect

Anchor adds a calm score chip; Comet gives a short extra move; Drift offers its stated choice. An event in the Scatter lane is shared. A Bonus Dock visit requires exact arrival and permits one selected option.

These distinctions are enough for a clear explanation. Avoid adding a numerical shortcut or a fixed six-turn script that the original concept does not define.

Show when it is finished

Complete the instruction, leave the result in view and pass play to the next crew. At the Trophy Lamp, wait for the final boat before counting visible marked values.

This page is a reading aid for the original tabletop concept. It is not a simulated round, a random event generator or a separate game.