HARBOUR COURSE / 12

The rules of
Brasswake Regatta

Six rounds at most. Three pace cards every round. Everybody can see the finish, but nobody gets to ignore the fuel gauge.

The rules of Brasswake Regatta
2–4 skippers20–30 minutesPace & resource race
BEFORE THE FIRST DECISION

Set the table.

  1. 01

    Place every boat before buoy one on a twelve-space course. Set each fuel gauge to eight; eight is also the maximum capacity.

  2. 02

    Give each skipper the same three reusable pace cards: Drift, Cruise and Dash. Shuffle a weather deck with clear, headwind and tailwind cards.

  3. 03

    Choose a starting player and put the round marker on one. The first-player marker passes clockwise after each complete round.

01

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.

02

Read the harbour

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.

03

Run the line

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.

04

Finish the round

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.

Making the scatter set

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.

What decides the result?

At the end of the final round, the furthest boat wins. If boats share that position, the one with more fuel wins the comparison. Matching position and fuel means a shared finish; no extra sudden-death roll is needed.

After the first session

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.

Brasswake Regatta turns a Big Bass Bonanza-inspired harbour into a tabletop pace race. Each skipper has the same three movement choices and an eight-unit fuel tank. The drama comes from committing to a speed before the weather is known.

See the illustrated card guide
A SMALL INTERACTIVE EXAMPLE

TRY THE THROTTLE.

Run 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.

  1. 00
  2. 01
  3. 02
  4. 03
  5. 04
  6. 05
  7. 06
  8. 07
  9. 08
  10. 09
  11. 10
  12. 11
  13. 12
Fuel 8 / 8Turns 0 / 6Position 0 / 12

Fuel is full. Choose a pace for the first practice turn.

QUESTIONS FROM THE TABLE

CHECK THE
SMALL DETAILS.

Ask about this edition
Can I choose Dash with only one fuel left?

No. Choose a pace you can pay for before revealing weather. Drift remains available and replenishes one fuel.

Does a headwind reduce the fuel cost too?

The cost stays the same. Weather changes distance, which is why choosing a fast pace always carries a planning trade-off.

What if two boats reach the finish during one round?

Complete the round, then compare their remaining fuel. If fuel is equal, both skippers share the result.

Are these the rules of an official game release?

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.