01crewLantern Keeper
Inspect the next weather card and tell the table what is coming. The card then returns to the top of its deck.
“A warning is useful only when everybody hears it.”
Every card should help the crew understand a shared decision. Look through the night’s catches, equipment and weather, then choose which optional aids belong in your first watch.

5 sample cards
01crewInspect the next weather card and tell the table what is coming. The card then returns to the top of its deck.
“A warning is useful only when everybody hears it.”
02tackleThe next cast costs no light. Discard this tackle immediately after that cast, even if it completes a beacon.
“Just enough glow to find the right water.”
03catchPlace this silver catch in the shared collection. Two silver catches light the northern beacon and return to the supply.
“One catch is a promise; the pair is a path home.”
04currentLose one shared light. If that reduces the track to zero before all beacons are lit, the crew’s attempt ends.
“The table goes quiet for a good reason.”
05taskGain one scatter symbol of your choice. If it completes a moon–reed–spark set, exchange the set for borrowed light.
“Somebody on the shore is still awake.”
For the first watch, use only the normal light costs and Blackwater Front weather. Once the crew knows the rhythm, start with one shared Lantern Keeper and one Afterglow Spinner, each usable once. Mix Lighthouse Signal cards into the weather deck to introduce borrowed light. Keep the same eight-turn limit.
Keep the complete rules nearby