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Wingspan: European Expansion

Expansion for Wingspan

Wingspan: European Expansion Rulebook

Table of Contents

Table of Contents

  • Components
    • Reference Tile
  • Initial Setup
  • Setup Changes
  • Bird Powers
    • Round End (Teal) Powers
    • Bonus Cards With New Birds
  • Appendix
    • End-of-Round Goals
  • Bird Powers Reference
    • Food-Related
    • Egg-Laying
    • Card-Drawing
    • Flocking
    • Hunting and Fishing
    • Other Powers
  • Automa Expansion Rules

Components

  • 1 rulebook
  • 81 bird cards
  • 15 egg miniatures
  • 5 bonus cards
  • 4 Automa cards
  • 1 custom tray with lid
  • 1 scorepad (multiplayer on one side, solo on the other)
  • 5 goal tiles
  • 38 food tokens
  • 1 reference tile

Reference Tile

End of Round Reference

  1. Round end bird powers.
  2. Score end-of-round goal.
  3. Remove all action cubes.
  4. Discard and replace all cards on the bird tray.
  5. Rotate first-player token clockwise.

Initial Setup

Shuffle the expansion bird cards in with all other bird cards. Do the same for the bonus cards (they're designed so the percentages still apply). Mix in the additional eggs, food, and end-of-round goals with their respective tokens.

Setup Changes

The only change to the setup for a game of Wingspan is to place the reference tile near the goal mat. We recommend using the green side of the goal mat with this expansion, as some of the new goals do not work well with the blue side.

As a reminder, all action cubes should stay in the row used until the end-of-round scoring. They play a part in some round end powers present in this expansion.

Bird Powers

This expansion introduces a new set of powers that trigger at the end of each round.

Round End (Teal) Powers

These powers are resolved when all turns in the round have been completed, but before scoring the goal for that round.

  • Resolve them in player order, starting with the player who went first for the round.
  • If you have more than one bird with round end powers, you may resolve your birds' powers in any order.
  • Round end powers do NOT activate "once between turns" (pink) powers.

Some birds have an * in the cost; this is to indicate that they have an alternative cost noted in text on the card (see Hunting and Fishing Powers).

Bonus Cards With New Birds

Several bonus cards from the original game now include these terms from new birds:

  • Cartographer (birds with geography terms in their names): Eurasian, European, Corsican, Moor
  • Anatomist (birds with body parts in their names): back, leg, toe
  • Photographer (birds with colors in their names): coal, grey, honey

Appendix

End-of-Round Goals

GoalScoring
Food in supplyThe number of food tokens in your personal supply
Birds cards in handThe number of bird cards in your hand
Birds worth over 4 pointsThe number of your played birds with a printed value over 4 points
Birds with no eggsThe number of your played birds that have no eggs on them when this goal is scored
Birds in 1 rowThe number of your played birds in the habitat that has the most birds in it
Filled columnsThe number of columns in which all three bird spaces are filled
Brown powersThe number of your played birds that have brown "when activated" powers on them
White & No PowersThe number of your played birds that have either no power, or a "when played" power
Birds with tucked cardsThe number of your played birds that have at least 1 card tucked behind them
Food cost of played birds

Bird Powers Reference

Food-Related

  • Parrot Crossbill. When activated: Remove any 1 food die from the birdfeeder, then gain 1 seed from the supply.
    • Note: You gain a seed no matter what food die you removed from the birdfeeder.
  • European Honey Buzzard. Round end: Reset the birdfeeder. If you do, gain all invertebrates in the birdfeeder after resetting.
  • Hawfinch, Bullfinch, European Bee-eater. When activated: Reset the birdfeeder. If you do, gain 1 food of any type from the birdfeeder.
    • Note (for European Honey Buzzard, Hawfinch, Bullfinch and European Bee-eater): If the specified food type is not in the birdfeeder after the reset, you gain nothing.
  • Black-headed Gull. When activated: Steal 1 food of any type from another player's supply and add it to your own supply. They gain 1 food from the birdfeeder.
  • Common Kingfisher, Eurasian Jay, Red-backed Shrike, Little Owl. When activated: Steal 1 food of any type from another player's supply and cache it on this bird. They gain 1 food from the birdfeeder.
    • Note (for Black-headed Gull, Common Kingfisher, Eurasian Jay, Red-backed Shrike and Little Owl): The food that the other player gains does not have to be the same type stolen.
  • European Robin. When activated: From the supply, gain 1 food of a type you already gained this turn.
    • Note: This may be a food that was gained from the birdfeeder as a result of the base "gain food" action, or a food that was gained by activating another bird in this row.

Egg-Laying

  • Dunnock. Round end: Choose 1 other player. For each action cube on their grassland, lay 1 egg on this bird.
  • Thekla's Lark. When activated: Discard 1 seed from your supply. If you do, lay 2 eggs on this bird.
  • Common Goldeneye. Round end: Lay 1 egg on this bird for each other cavity bird that you have.
    • Note: Star nests count as cavity nests for this bird.
  • Common Cuckoo. Once between turns: When another player takes the "lay eggs" action, this bird lays 1 egg on another bird with a bowl or ground nest.
    • Note: Star nests count as bowl and ground nests for this bird.
  • Lesser Whitethroat, Black Redstart. Round end: Choose a habitat with no eggs. Lay 1 egg on each bird in that habitat.
  • Red-legged Partridge. When activated: Lay 1 egg on each bird in this column, including this one.
  • Eleonora's Falcon. When activated: Roll all dice not in the birdfeeder. If any are a rodent, lay 1 egg on this card.

Card-Drawing

  • Black-throated Diver, White-throated Dipper, White Stork. When activated: Discard all remaining face-up bird cards and refill the tray. If you do, draw 1 of the new face-up bird cards.
  • Squacco Heron, Common Little Bittern. When activated: Draw 1 face-up bird card that can live in [specific habitat].
    • Note: If no bird card with that habitat is available, do not gain anything.
  • Savi's Warbler. When activated: Draw 2 bird cards. All other players draw 1 bird card from the deck.
    • Note: You may choose to draw face-up cards or from the deck as normal, but each other player may only draw their card from the deck.
  • Great Crested Grebe, Wilson's Storm-Petrel. When activated: Draw 1 bird card for each empty card slot in this row. At the end of your turn, keep 1 and discard the rest.
    • Note: These cards should be kept separate from the other cards you draw and your bird cards in hand. They cannot be spent during this turn. But to keep the game moving, you can sort through them at the end of your turn and let the next player start their turn.

Flocking

  • Common Chaffinch, Common Chiffchaff. When activated: Choose 1-5 birds in this habitat. Tuck 1 bird card from your hand behind each.
    • Note: This power can be used to tuck cards behind birds that do not usually tuck cards.
  • Mute Swan. When activated: Choose 1-3 birds in your wetland. Tuck 1 bird card from your hand behind each. If you do, draw 1 bird card.
    • Note: This power can be used to tuck cards behind birds that do not usually tuck cards. You only draw 1 bird card regardless of how many cards you tuck.
  • Ruff. Round end: Tuck up to 3 bird cards from your hand behind this bird. Draw 1 bird card for each card you tucked.
  • Hooded Crow, Greater Flamingo. Round end: Choose 1 other player. For each action cube on their [specific habitat], tuck 1 bird card from your hand behind this bird, then draw an equal number of bird cards.
    • Note: You may tuck cards up to the number of action cubes.
  • Audouin's Gull. When activated: Draw 2 bird cards from the deck. Tuck 1 behind this bird and keep the other.
  • Common Swift, House Sparrow, Common Starling, Eurasian Collared-Dove. Round end: Discard up to 5 [any food type] from your supply. For each, tuck 1 bird card from the deck behind this bird.
  • European Goldfinch. Once between turns: When another player tucks a bird card for any reason, tuck 1 bird card from the deck behind this bird.
  • Once between turns: When another player tucks a bird card for any reason, tuck 1 bird card from your hand behind this bird, then draw 1 bird card at the end of their turn.

Hunting and Fishing

  • Eurasian Sparrowhawk, Northern Goshawk, Eastern Imperial Eagle, Bonelli's Eagle. When played: For each rodent in this bird's cost, you may pay 1 bird card from your hand instead. If you do, tuck the paid bird card behind this card.
    • Note: If these birds use their power to tuck cards instead of paying some or all of the bird's food cost, this counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
  • Common Buzzard, Red Kite, Eurasian Hobby, Montagu's Harrier. When played: Instead of paying this bird's cost, you may play it on top of another bird on your player mat. Discard any eggs from that bird. It becomes a tucked card.
    • Note: If you use this power, you pay neither the food cost nor the egg cost for these birds. This counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly. Any cards that were tucked behind the original bird remain tucked, but you must discard any eggs.
  • Northern Gannet. When activated: Roll all dice not in the birdfeeder. If any are a fish, gain that many fish from the supply and cache them on this bird.

Other Powers

  • Long-tailed Tit, European Roller, Common Blackbird, Grey Heron. When placed: Place this bird sideways, so that it covers 2 [habitat] spaces. Pay the lower egg cost.
    • Note: These birds still count as just 1 bird for round-end goals that count birds. But both spaces are filled, so they can count twice toward the "completed columns" round-end goal. These birds can still be played like any other bird in the 5th column, forgoing their power. The next bird you play in this habitat is placed to the right of this bird.
  • Eurasian Green Woodpecker, Greylag Goose, Cetti's Warbler. Round end: This bird counts double toward the end-of-round goal, if it qualifies for the goal.
    • Note: These birds are doubled only for end-of-round goals, not bonus cards or points at the end of the game. Eggs on these cards are not doubled, if the goal is counting the number of eggs.
  • Common Moorhen, Goldcrest, Short-toed Treecreeper. When activated: Discard 1 [egg / bird card / any food type]. If you do, play another bird in your [habitat], paying its normal cost in food and eggs.
    • Note: If the additional bird has a "when played" power, it is triggered when the bird is played.
  • Yellowhammer, Moltoni's Warbler, White Wagtail. Round end: If you used all 4 actions this round, play another bird. Pay its normal food and egg cost.
    • Note: If the additional bird has a "when played" power, it is triggered when the bird is played. If the extra bird has a "round end" power, it is triggered when the bird is played.
  • Red Knot, Black-tailed Godwit. When played: Draw 1 new bonus card. Then draw 3 bird cards and keep 1.

Automa Expansion Rules

All rules from the Wingspan Automa rulebook still apply, except where explicitly changed here.

Automa-only bonus cards: This expansion contains two Automa-only bonus cards. During setup, instead of randomly drawing a bonus card for the Automa from the bonus card deck, you can select one of these for the Automa to use.

Note: The Automubon Society card has a more pronounced effect on scoring when using these Automa-only bonus cards. We recommend you avoid using the Automubon Society with these until you are ready for a greater challenge.

New end-of-round goal scoring cards: The two new end-of-round goal scoring cards provide base values for the Automa when scoring the new goal tiles included in this expansion.

Steal powers: Some of the bird powers allow you to "steal" from another player. When you activate this type of power, you can only "steal" from the Automa if it has any cubes on this round's goal tile (do not remove any of the cubes). Otherwise, you gain nothing from activating it. Anything you gain comes from the supply and as usual, the Automa gains nothing.

Teal powers: For any round end power that asks you to choose "1 other player" or "any 1 player (including yourself)", the Automa has the number of items being checked equal to the number of Automa cubes on the current round goal tile.

Example: The Griffon Vulture asks the player to "Choose any 1 player (including yourself). Cache 1 rodent from the supply on this bird for each predator that player has." If the Automa had 2 cubes on the goal tile, you would place 2 rodent food on the bird card. If you had 3 predators on your player mat, you would place 3 rodent food instead.

Count the food cost on your birds, remembering to count only 1 food for birds that have a choice in their food cost
  • Eurasian Tree Sparrow, Eurasian Golden Oriole. Once between turns: When another player takes the "gain food" action, gain 1 food of any type from the birdfeeder at the end of their turn.
    • Note: If all dice in the birdfeeder show the same face, you may reset it before gaining the [specific food type]. If the birdfeeder contains none of the [specific food type], you gain nothing.
  • White-backed Woodpecker. When activated: Gain 1 food from the birdfeeder.
    • Note: If there is only one face showing in the birdfeeder, you may reset it before gaining the food.
  • Black Woodpecker. When activated: Gain all invertebrates that are in the birdfeeder.
    • Note: If there is only one die face showing at the beginning of this action, you may reset the birdfeeder and then take all the invertebrates. This action is completed once you have gained all of this type of food that are showing. If the birdfeeder becomes empty and resets as a result of this action, you do not gain additional food after the reset. If there is only one die face showing after taking all the invertebrates, you may not reset the birdfeeder to look for more.
  • Great Tit. When activated: Reset the birdfeeder. If you do, gain 1 food from the birdfeeder after resetting.
  • Griffon Vulture, Carrion Crow. Round end: Choose any 1 player (including yourself). Cache 1 rodent from the supply on this bird for each predator that player has.
  • Coal Tit, Eurasian Nuthatch. When activated: Gain 1 seed from the supply and cache it on this card. At any time, you may spend seed cached on this card.
    • Note: Seed cached on these birds do not count as being in your supply for the purposes of end-of-round goals, even though they can be used to play more birds.
  • Eurasian Magpie. Round end: Choose 1 other player. For each action cube on their grassland, cache 1 food of any type from the supply on any of your birds.
  • Eurasian Nutcracker. When activated: Choose 1-5 birds in your forest. Cache 1 seed from your supply on each.
    • Note (for Eurasian Magpie and Eurasian Nutcracker): These powers can be used to cache food on birds that otherwise do not have caching powers.
  • Bluethroat, Common Nightingale. When activated: Choose a food type. All players gain 1 of that food from the supply.
  • Snow Bunting.
  • Corsican Nuthatch. When played: Draw 1 new bonus card. Then gain 1 food from the birdfeeder.
    • Note: You may look at the bonus card you drew before doing the second part of these actions.
  • Snowy Owl, Little Bustard. When played: Draw 1 new bonus card. Then gain 1 bird card or lay 1 egg on this bird or any bird.
  • European Turtle Dove. When played: Draw 1 new bonus card. Then gain 1 food from the birdfeeder, lay 1 egg on any bird, or draw 1 bird card.