Canopéa
Canopéa Rulebook
Table of Contents
Table of Contents
Components
- 1 airship puck
- 1 Canopea town
- 1 poachers' lair
- 6 tree-towns
- 1 mission board
- 1 mission token
- 1 captain pawn
- 30 bird tokens: 6 kinds of birds, 5 tokens of each kind
- 5 poacher tokens
- 6 target tokens
- 1 ruler
- 6 obstacle tokens (5 storm petrels and 1 lightning)
The game has 6 kinds of birds. Each kind is represented by 5 tokens, differing in thickness: 2 thin, 2 medium and 1 thick.
Assembly
Airship
- Insert the air ship card into the puck.
- Insert the wings of the airship.
Towns and Lair
- Fold all the creases to make the next steps easier.
- Insert all the tabs into the holes at the creases.
- Carefully pull the tabs down so that they become locked in place.
Do not take the towns apart after the game. You can store them upside down in the box, so that the remaining components are easy to lay out.
Setup
- Place the Canopea town and the poachers' lair in the centre of the table, then arrange the 6 tree-towns around them. The distance between the towns should be about 15 cm (use the full length of the ruler included in the game).
- Shuffle the bird tokens face down, then randomly choose and place a stack of 5 tokens (also face down) on each tree-town.
- Place the airship next to Canopea.
- Place the mission board as far as possible from the towns. Shuffle the 6 target tokens, then stack 5 of them face down on the mission board. Return the remaining, 6th target token to the box without looking at it.
- Place the mission token on the first cell at the bottom of the mission board. Next to the mission board, place the 5 poacher tokens with the net side (the picture of a net) facing up.
- The player who best imitates the song of a bird receives the captain pawn and turns the first target token face up.
Note 1. Do not use obstacle tokens in your first game. See the rules for the obstacle tokens on page 6.
Note 2. We advise playing the first few games on a large surface or even on the floor. Then challenge yourself and try playing on surfaces of different sizes.
Goal of the Game
Complete 5 missions and rescue more birds than the poachers catch.
During each mission, the players must rescue birds of the kind shown on the current target token. A mission consists of several turns and ends when the airship returns to Canopea carrying the birds that were rescued.
Important! Choose a difficulty level suitable for the players (see "Choosing the Difficulty", below).
Game Turn
The captain (the player holding the captain pawn) is responsible for controlling the airship. Each captain makes up to 3 moves of the airship, trying to find and rescue the birds shown on the target token, and then passes the captain pawn to the next player on the left.
At the start of your turn, first consult with your team. Then, using the captain pawn, push the airship so that, receiving the energy of the push, it glides towards the chosen town. In one turn you may move the airship no more than 3 times.
Important! During the game the airship and the towns will be moved around the table. Always leave them where they ended up.
Note. If the airship or a town has fallen onto its side, put it back where it was at the start of your turn. If any component has fallen off the table, place it 5 cm from the edge of the table (or of the other playing surface you are using). After this, in both cases, continue the turn as normal.
Where to Fly
A. To a tree-town, to knock the bird tokens off its top and possibly find the required kind of bird (EXPLORATION).
B. To Canopea, to take the birds you have found there and then start a new rescue mission (RETURN).
C. During the flight, you may be attacked by poachers (POACHER ATTACK).
A. Exploration
If the airship touched a tree-town, and bird tokens fell from the top of the town, then you have managed to explore the town, and you should do the following.
- Turn over and look at all the bird tokens that fell from the town.
- Return the bird tokens that do not match the target token of the current mission to the top of the tree-town, face down.
- Place each bird token that matches the target token of the current mission into a free cell on the mission board.
Note. If there are not enough free cells on the mission board, return the bird tokens that do not fit to the top of the town, face down.
- Pass the captain pawn to the player on the left. The player becomes the new captain and begins their turn, continuing the current mission.
B. Return
If the airship touched Canopea, the mission ends.
- Lower all the bird tokens from the mission board into Canopea through the special slot.
- Remove all the poacher tokens from the mission board and place them next to it, with the net side facing up.
- Move the mission token one cell to the right.
- Remove the current target token to the box and turn the next one face up.
- The player who reached Canopea keeps the captain pawn and begins a new mission, making the first move.
Important! If, after the airship arrived at Canopea, bird tokens fell out from under a town, the poachers catch them. They do not return to Canopea; instead, place them inside the poachers' lair.
C. Poacher Attack
Poachers attack the players in these cases:
- the airship touched the poachers' lair;
- after 3 moves, the airship has touched neither Canopea nor any of the tree-towns;
- the airship touched a tree-town, but no bird token matching the target token of the current mission fell from its top;
- the airship touched several towns at the same time (Canopea, the poachers' lair and/or tree-towns). If birds fell from different tree-towns, shuffle the fallen bird tokens together and distribute them equally among the towns the airship touched.
Poacher Attack Procedure
- Take into your hand the number of poacher tokens that corresponds to the number of the current mission, and toss them into the air above the table (1 token in the first mission, 2 in the second, and so on).
Note. If there are not enough poacher tokens, toss only those that are available at the moment.
- Place the tokens that landed net side up (the picture of a net facing up) into the cells of the mission board with the matching number. If a bird token is already in that cell, the poachers catch it. Move that bird to the poachers' lair, and then place a poacher token in the cell in its place.
Important! A poacher token does not allow the players to place a bird token in that cell of the mission board until the end of the current mission.
- Pass the captain pawn to the player on the left. The player becomes the new captain and begins their turn, continuing the current mission.
End of the Game
The game ends after the end of the 5th mission.
At the end of the game, the poachers catch all the birds left on the tops of the tree-towns. Combine them with the birds that are in the poachers' lair.
Then sort the bird tokens into two separate piles: the birds the players managed to rescue (those in Canopea) and the birds the poachers managed to catch.
If the players' pile is taller than the poachers' pile, the players celebrate a shared victory!
If it is the other way round, the team of players has lost. Play again and win!
Choosing the Difficulty
Choose the difficulty to suit the age and abilities of each player!
Within a single game, participants may use different game modes.
1. Move, Don't Push. The player uses the captain pawn to keep moving the airship until it reaches the target. Recommended for players aged 4 and up.
2. Many Attempts. During their turn, the player may move the airship an unlimited number of times until it reaches the target.
3. Risk and Courage. The player may make at most 2 moves in their turn.
4. Everything in Your Hands. The player moves the airship by flicking their fingers, without using the captain pawn. This mode may be combined with the "Many Attempts" or "Risk and Courage" modes.
Example of Play
- Amelia is now the captain. She is far from the orange tree-town, so she decides to use her first move to get closer to it.
- Amelia uses her second move. She manages to touch the target, and 3 of the 5 bird tokens fall from the orange town.
- In the current mission, the yellow birds must be rescued. She finds two of them and places them in empty cells on the mission board. She returns the remaining white bird to the top of the orange town, face down.
- Amelia's turn is over. She passes the captain pawn to Oliver, the player on her left, and he becomes the new captain! He decides to consult his team: "Do you think we should move towards the next town to look for yellow birds, or can we return to Canopea?"
Obstacles Game
After each victory you achieve, mark one of the obstacles below with a pencil. During setup for the next game, add all the marked obstacles.
Setup
Place each obstacle between Canopea and any tree-town, about 3 cm from the tree-town (use the width of the ruler).
Each time the airship touches an obstacle, apply the corresponding negative effect.
If the storm petrel is touched. Place the storm petrel figure on a free cell of the mission board. This cell cannot be used until the end of the current journey. After this, continue your turn as normal.
Note 1. If no free cells remain, the storm petrel takes the cell with the last rescued bird, and that bird's token is sent to the poachers' lair. Do not carry out the storm petrel effect if all the cells of the board are occupied by poacher tokens.
Note 2. If you must place a poacher token in a cell where the storm petrel figure is located, choose any tree-town and place the storm petrel figure 3 cm from it, and then place the poacher token in the cell.
After each return of the airship to Canopea, all storm petrel figures taking part in the game are placed again between the tree-towns and Canopea (3 cm from the tree-town).
If the lightning is touched. All bird tokens placed on the mission board are considered lost, and the mission ends immediately, because the airship requires repair.
- Place all the bird tokens from the mission board into the poachers' lair.
- Place the airship next to Canopea.
- Remove all the poacher tokens from the mission board.
- Move the mission token one cell to the right.
- Remove the current target token to the box and turn the next one face up.
- Pass the captain pawn to the player on the left. The player becomes the new captain and begins a new mission, making the first move.