Skip to the harbour

Copperfin Relay / rulebook 1.0

The little book
of bright crossings.

Everything you need for the browser puzzle or a paper-and-counter version at your own table.

Carved boat, lanterns, wooden pegs and watch tiles arranged on a tabletop
01

Set out the harbour.

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.

  1. Put the boat at Depot.
  2. Set energy to 5. It can never exceed 5 or fall below 0.
  3. Leave the three lamp counters unlit at Reed, Bell and Copper.
  4. Set the next watch to 1. There are six watches in total.

The crew carries all three lamps from the start. There is no loading action or cargo capacity decision.

02

Choose one action.

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.

Recharge

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.

03

Seven connections.
One tidal crossing.

Every connection is two-way. Unlisted dock pairs are not connected.
ConnectionEnergyWatch cost
Depot ↔ Market11
Market ↔ Reed Lantern11
Reed Lantern ↔ Bell Quay21
Market ↔ Bell Quay2 on odd watches; 1 on even watches1
Bell Quay ↔ Copper Point11
Market ↔ Copper Point31
Copper Point ↔ Depot21

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 ↗
04

All lamps lit.
Boat safely home.

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 ↗
05

Keep the boat shared.

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.