01crewHarbour Pilot
Inspect the next weather card before choosing your pace. Return it to the top; the forecast still applies to your turn.
“Know the water before you ask the engine.”
A working register of forecasts, efficient components and harbour signals. The examples below distinguish the basic race from the optional additions that change a skipper’s choices.

5 sample cards
01crewInspect the next weather card before choosing your pace. Return it to the top; the forecast still applies to your turn.
“Know the water before you ask the engine.”
02tackleYour next Cruise costs no fuel but still moves its normal two spaces before weather. Discard the propeller after use.
“A small workshop improvement earns its keep.”
03catchIn the objective variant, take this card when you first reach buoy eight exactly. It breaks a remaining position-and-fuel tie; omit it in the basic race.
“A clean cast is a fine way to mark a precise arrival.”
04currentReduce this turn’s pace movement by one, with a minimum move of one space. Fuel cost remains unchanged.
“The throttle cannot negotiate with the sea.”
05taskGain one signal symbol of your choice. Three different signals can become a tune-up token for a later turn.
“The crew left something useful by the winch.”
Learn with pace and weather alone. In the expanded regatta, draw one optional pilot, propeller or signal card the first time you cross checkpoint four or eight. Hold at most two, use at most one before choosing a pace, and discard it after its effect. The Copperwake Catch objective is a separate precision variant; agree to its tie-break rule before racing.
Keep the complete rules nearby