Skip to the harbour

The dockmaster’s working chart

Five places.
Seven ways between.

Inspect one direct crossing at a time. This chart explains route costs; it does not move the boat in your game.

Direct crossing

Depot ↔ Market

1energy / one watch

A fixed-cost route. You need at least 1 energy to sail.

Read the shore
before you leave.

Pick a dock to inspect its purpose and neighbours.

Start / finish

Depot

The courier begins here and must return after all three deliveries. It connects to Market and Copper Point. Coming home does not refill energy.

A handcrafted copper harbour with a turquoise courier boat and copper-finned fish

A chart is an agreement

Take the route
that exists.

Two nearby docks are not necessarily connected. For example, Depot and Reed Lantern have no direct crossing. Reach an intermediate dock first; each crossing uses its own watch.

Neither illustrations nor line lengths add routes. The seven connections in the rulebook are the complete network.

Return to the playable harbour ↗
An arched copper bridge crosses swirling blue water between the market and bell tower