Commit a pace
Choose a legal pace: Drift moves one and restores one fuel; Cruise moves two and costs one; Dash moves three and costs two. You may not spend fuel you do not have.
A harbour race for skippers who know when to push and when to drift. Spend your fuel, read the weather and bring your little fishing boat past the final buoy.
OPEN THE RACE MANUAL
BR / 12Run a solo, clear-weather practice lap. Pick Drift, Cruise or Dash and watch distance and fuel change. Reach buoy twelve within six turns; weather and optional cards are excluded from this exercise.
Fuel is full. Choose a pace for the first practice turn.
Six rounds at most. Three pace cards every round. Everybody can see the finish, but nobody gets to ignore the fuel gauge.
Choose a legal pace: Drift moves one and restores one fuel; Cruise moves two and costs one; Dash moves three and costs two. You may not spend fuel you do not have.
Reveal one weather card for your turn. Clear water changes nothing, headwind reduces movement by one to a minimum of one, and tailwind adds one.
Pay or restore the pace’s fuel, then move the resulting number of spaces. Stop at buoy twelve if the move would carry you beyond it.
If any boat reaches twelve, finish the current round so each skipper gets the same number of turns. Otherwise begin the next round, up to a maximum of six.
Breakwater HeadwindReduce this turn’s pace movement by one, with a minimum move of one space. Fuel cost remains unchanged.

The crew left something useful by the winch.
THE WORLD ON YOUR TABLEThe course is a straight twelve-space race track dressed as a working harbour. Mark checkpoints four and eight, then the finish at twelve. Checkpoints track progress; reaching one does not award extra movement.
A short opening leg where drifting can store the fuel you will want later.
The middle of the race exposes the cost of every early dash.
Only the final crossing settles the order. Keep enough fuel for the last useful push.
01crewInspect the next weather card before choosing your pace. Return it to the top; the forecast still applies to your turn.
02tackleYour next Cruise costs no fuel but still moves its normal two spaces before weather. Discard the propeller after use.
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.
The proposed regatta kit uses a twelve-space course, four boat markers, four fuel gauges, twelve pace cards, a weather deck and optional signal tokens. The basic race works with paper gauges and any small objects that can stand in for boats.

Signal cards carry propeller, anchor or pennant scatter marks. Trade one of each for a tune-up token. Before choosing a pace, spend that token to restore two fuel, up to eight. A tune-up never moves the boat by itself.
See it in the rules
GOODPick a skipper for the story on their work jacket. The basic regatta gives every player identical pace choices and starting fuel.
No. Choose a pace you can pay for before revealing weather. Drift remains available and replenishes one fuel.
The cost stays the same. Weather changes distance, which is why choosing a fast pace always carries a planning trade-off.
Complete the round, then compare their remaining fuel. If fuel is equal, both skippers share the result.
They are original rules for an independent tabletop concept inspired by the fishing theme. This website offers neither an official licensed box nor a real-money game.

Put the boats on the course, set the gauges to eight and see who can make six decisions count.
Bring the rules to the table