Wind Catchers
Plan an airship journey between three stations. Choose altitude and wind, manage ballast and return to base. Polish game materials.
Open an inherited atlas and choose a voyage between islands that emerge at different tides. Complete their names and find the expedition. For 2–5 players aged 9+, without a facilitator. Polish materials.
PDF: Digital download — no physical delivery.
Buy online. Files are available once payment is confirmed.
Aunt Helena’s atlas describes islands that emerge above the water and disappear beneath it. Their anchorages remain fixed. Mara and two companions have not yet returned in their small boat, so your group chooses a route, collects journal fragments and searches for the expedition’s safe shelter. One shared ship and eight watches. Each watch allows one connection or a wait, with its tide phase known beforehand. Emerged land reveals atlas fragments, while the order of first investigations changes some accounts. A printed legend explains directions, written descriptions support island names, and hints are free. Then plan the return to port. A family adventure for 2–5 players aged 9+, without a facilitator. External labels allow preparation without reading hidden answers, so the person preparing can play too. Discovered documents are shared, and names may be dictated instead of written. The ship never sinks, and a supported ending also completes an unfinished voyage. All game materials are in Polish; this English text describes the product. The fictional tide cycle follows an explicit paper rule, with no sailing or real-world tide knowledge required. Repeated play may reveal other card versions, while locations and the solution remain fixed. The intended 70–100 minutes of play and around 15 minutes of preparation after reading, excluding printing, remain estimates. Review and modelling of 824 reachable states have been completed. Playtests with children, a physical print check and independent preparation are pending.
8 PDFs in each complete colour and black-and-white edition. Rules, opening letter, five-anchorage map with seven connections, eight-watch track, four atlas name fields, direction legend and setup plan. Four location cards, four island tiles with two illustrated states each, a paper ship, eight atlas fragments, four order-dependent cards, three shelter flaps, six hints and a foldable finale with sample voyages. Print guide and full font licences. Each edition contains 33 game pages and 8 optional covers.
One set, single-sided A4 at 100%. Choose colour or black and white. There are 33 pages without decorative covers, or 41 with them. Cut tiles and the paper ship along rectangles. Fold the lower halves of conditional cards, shelter sheets and hint pairs backwards, then fold the finale with text inside. Keep fragment sheets face down and label their blank backs with island letters using the table, without reading them. DRUK.txt lists exact ranges.