Sail
Choose a connected dock. Pay the full energy cost for the current watch, then move the boat. You cannot take an unlisted connection or spend more energy than you have.
Copperfin Relay / rulebook 1.0
Everything you need for the browser puzzle or a paper-and-counter version at your own table.

Draw five docks: Depot (D), Market (M), Reed Lantern (R), Bell Quay (B) and Copper Point (C). Connect them exactly as listed in chapter 3. All routes work in both directions.
The crew carries all three lamps from the start. There is no loading action or cargo capacity decision.
Choose a connected dock. Pay the full energy cost for the current watch, then move the boat. You cannot take an unlisted connection or spend more energy than you have.
Stay at your dock and add 2 energy, stopping at the maximum of 5. Recharging at 4 adds only 1. You cannot recharge at 5.
Either action uses exactly one watch. On the first arrival at each lantern dock, light its lamp immediately; this does not cost energy or another watch. Revisited lamps stay lit.
After the action, check whether the relay is complete. Otherwise advance the watch number. There are no dice, draws or random events.
| Connection | Energy | Watch cost |
|---|---|---|
| Depot ↔ Market | 1 | 1 |
| Market ↔ Reed Lantern | 1 | 1 |
| Reed Lantern ↔ Bell Quay | 2 | 1 |
| Market ↔ Bell Quay | 2 on odd watches; 1 on even watches | 1 |
| Bell Quay ↔ Copper Point | 1 | 1 |
| Market ↔ Copper Point | 3 | 1 |
| Copper Point ↔ Depot | 2 | 1 |
For Market ↔ Bell Quay, use the watch about to be played: watches 1, 3 and 5 cost 2 energy; watches 2, 4 and 6 cost 1. This discount is the same in both directions.
The art shows a wider imaginary harbour. Only this route list determines legal movement.
Use the crossing inspector ↗Win together as soon as all three lamps are lit and the boat is at Depot, after no more than six actions. Energy may be zero at the finish.
If watch 6 ends without both conditions, the relay is unfinished. Read the movement ledger, then reset and try a different plan. A delivery on watch 6 is not enough if the boat is still away from Depot.
There is no automatic recharge at Depot, no extra delivery action, no undo and no seventh watch. A fresh relay restores the starting state.
Follow a complete six-watch solution ↗For solo play, consider every role yourself. For two to four people, share the route, energy and watch checks. Everyone may suggest a move; rotate the final decision clockwise after each action.
At a physical table, use any five energy counters, three lamp markers, one boat marker and six watch boxes. Draw the route network or keep chapter 3 beside you. All browser rules apply unchanged.
The illustrations are a fictional crafted edition. Everyday counters are enough; there is no product order or paid membership on this site.