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How to Play Braided Skies

Setup, airship deployment, tapstones, tourists, outfittings, powerful recall turns, Wonder tracks, final scoring and solo play.

RULES GUIDEHow to Play Braided Skies

Setup, airship deployment, tapstones, tourists, outfittings, powerful recall turns, Wonder tracks, final scoring and solo play.

Independent editorial guideGame rules and information

How do you play Braided Skies? The quick answer

Braided Skies is a fantasy airship and worker-placement board game designed by Dan Germain and published by Stonemaier Games. Each player operates three drop ships, builds a travel-company engine and earns fame by discovering Wonders, completing objectives and visiting important locations. The goal is the most fame after the endgame, not simply collecting the most magical tapstones.

On your turn, choose between two main options: deploy one drop ship to an available port, or recall every deployed drop ship to your player mat. Deploying gains tapstones, tourists, Wonder cards, upgrades or other benefits. Recalling can activate the outfitting cards beneath your returned ships if their required slots have been filled with cargo or crew.

Most first-game confusion comes from the relationship between cargo and recall. Tapstones and tourists do more than pay for Wonders: while placed in outfitting slots, they can enable powerful actions each time that ship’s row is recalled. Spending them for an immediate Wonder reward removes those tokens and can leave your next recall weaker.

This is an instructional guide, distinct from our Braided Skies overview. It follows Stonemaier’s English multiplayer rulebook and publisher-verified Dized rules, with original explanations and examples rather than reproductions of publisher cards or diagrams.

First-game setup: shared map and personal ship mats

Set up the shared board and individual company mats separately. Braided Skies uses cloud layers that conceal future collection ports and outpost locations, so do not expose every level during setup.

  1. Lay out the main board. Put the blue cloud board onto the main board and the white cloud board above it. Place the cloud trays where players can reach them.
  2. Prepare concealed collection ports. Shuffle small cloud tiles and place one facedown on each of the three bottom collection ports; then put the specified large cloud tiles over those and the middle-level ports. Return unused tiles unseen.
  3. Create the three Wonder decks. Keep starting Wonders separate; divide the others into the Culture, Scenic and Adventure decks, shuffle and position each by its matching Wonder port and track.
  4. Set the shared markets. Place the Encounter deck, reveal the three initial outpost tiles on the top-level collection ports, and show four outfitting cards at the Free Flyer’s Guild.
  5. Fill resource supplies. Put yellow, blue and red tapstones, tourists and fame tokens on their designated board areas.
  6. Determine player order. Randomly select a starting player and give them the first-player token.
  7. Choose player components. Each person selects a captain and color and takes a random player mat and random starting Wonder card.
  8. Prepare three drop ships. Put each differently shaped ship in its matching row on the player mat; set out six personal outposts. Place the captain on their captain mat.
  9. Starting resources. Begin at 2 grit, and take one tapstone of each color into its corresponding starting outfitting slot. Draw one faceup Encounter card.
  10. Start scoring and development. Place each Wonder-track token at the bottom of its track, place the fame marker at zero, and put your three harvesters and three crewmates at their respective hiring locations.

For the exact position of each cloud level, flag shape and resource icon, follow the publisher-verified shared setup and player setup. The rulebook also includes a separate Automa setup, so do not assume the solo opponent starts with all the human player’s supplies.

Your turn: deploy one ship or recall all ships

ChoiceWhat happensCritical limit
DeployTake one ship from its corresponding row on your player mat, place it at a legal port, pay any cost and resolve that port’s effects.Only one ship is deployed per normal turn.
RecallBring all your currently deployed ships back and activate any eligible outfittings in those rows.You cannot ordinarily recall only one selected ship.
Forced recallIf you have no drop ship available to deploy, you must take a recall turn.All three deployed ships must return if all three are away.

Players take turns clockwise. There is no fixed four-, six- or ten-round structure. The game develops through the repeated rhythm of sending ships out and bringing them back, until an endgame condition triggers.

Example: you deploy ship A to gain two tapstones, ship B to obtain a crew upgrade and ship C to obtain a Wonder. Your next normal turn must be a recall if all three ships remain deployed. During that recall, you choose which ship comes home first and resolve its outfitting row before moving to the next. This order matters when one row generates cargo that can fill a slot in another row.

What if another player’s ship occupies the port you wanted? Check whether that location has a single-ship frame or the infinity symbol. A single-ship port is blocked until its occupant leaves; an unlimited port can hold more ships under the printed rules.

Ship matching, blocked ports and bonus icons

Drop ships have different printed silhouettes. Some port spaces accept only a particular shape; a ship cannot visit a shape-restricted port merely because you can afford its cost. Look at both the ship shape and the availability symbol.

  • Matching silhouette: use the corresponding drop ship, not any ship from your fleet.
  • Infinity symbol: any number of ships may visit the space, including multiple of your own ships when its other restrictions permit.
  • No infinity: that space holds just one ship from any player until recalled.
  • Crewmate icon: a ship with a crewmate can gain the printed extra benefit at a qualifying port.
  • Harvester icon: a ship with a harvester can gain the associated extra harvesting benefit at qualifying collection ports.

Ships do not start with a crewmate or a harvester; those upgrades must be acquired. A player with a fully upgraded ship may produce more value from each visit, but the ship still obeys the location’s normal capacity and silhouette rules.

For a teaching game, demonstrate one ordinary port and one infinity port before anyone places a ship. It prevents early arguments over whether an opponent’s drop ship blocks the whole location.

Collection ports: gathering tapstones and tourists

Collection ports are the main sources of tapstones, tourists, grit and cloud exploration. Resolve a collection visit in order: place the legal ship, explore if eligible, gain the port’s benefits, then transfer the cargo to outfitting slots on your player mat.

  1. Place. A revealed collection port costs nothing to visit, but any ship-shape and occupancy restrictions still apply.
  2. Explore if permitted. If the deployed ship has a crewmate or harvester and a cloud tile is vertically adjacent to the port, remove that cloud tile and resolve its event.
  3. Receive the core reward. Take the printed tapstone, tourist, grit or harvest-die reward, including any leftover cargo previously returned to the location. If the benefit shows a slash, choose the offered alternative.
  4. Use the ship’s Harvester. A harvester on that ship earns its printed bonus.
  5. Use your Outpost. If you already own an Outpost at the location, receive its particular reward.
  6. Process cargo. Move all acquired tapstones and tourists onto eligible empty outfitting spaces, paying grit for transfers into a different ship row.

Important order: explore before gaining the core rewards. A cloud event may change what is revealed or available at the location. You do not repeatedly explore a removed cloud tile, and cloud events are not identical from one game to the next.

There is no generic unlimited inventory for everything gained here. The cargo-hold processing restrictions are central to your engine, explained next.

Cargo rules: matching slots, cross-row grit and leftovers

When a drop ship visits a collection port, the tapstones and tourists go into the cargo hold of that ship while you resolve the visit. By the end of the turn you must assign those items to empty outfitting slots on your personal mat, or return unassigned cargo to that collection port.

Cargo movementCostWhat to check
Into an eligible slot in the same ship rowFreeMatch the specific color of tapstone or the tourist icon.
Into an eligible slot in another ship row1 grit for each itemYou need enough grit before moving it there.
Into a wild slotNormal same-row or cross-row transfer costAny tapstone color or tourist can fill the wild slot.
Cannot fit a gained itemNo stored extra cargoReturn that item to the collection port for a later visitor.

Worked example: paying for a cross-row transfer

Your blue-flag ship collects a red tapstone and a tourist. The ship’s own row has a suitable red slot but no tourist slot. Place the red stone there for free. If your yellow-flag row has a free tourist slot, you may put the tourist there for 1 grit. If you have no grit, you cannot move it across rows and must return the tourist to the collection port instead.

Never leave a newly collected token permanently in the cargo hold and assume it carries over to a future ship visit. The cargo hold empties by the end of the deployment turn; outfittings are where cargo is stored between visits and recall turns.

Those same installed tapstones and tourists can later be discarded from anywhere on your mat to pay for Wonders or certain market actions. This creates the tension between immediate payments and saving a complete outfitting for recall.

Cloud tiles and opening the layered map

The board begins partly hidden. A ship that has at least one crewmate or harvester may reveal a vertically adjacent cloud tile during a qualifying collection-port visit, then resolve the event printed on its reverse.

Cloud exploration may reveal new collection ports, outpost slots and additional economic opportunities. When a new outpost location appears, draw the required outpost tile and place it faceup on its designated new space. Later players can interact with the revealed map, so the exploratory player is not the only one to benefit from an opened port.

Example: you first buy a harvester for your red-flag ship. On a later visit to a revealed collection port beside an undiscovered cloud tile, the harvester makes you eligible to reveal that tile before taking the location’s ordinary core benefit. The newly revealed port becomes part of the shared playable map, increasing the possible placements for everyone.

You do not automatically reveal clouds when visiting a port with an unupgraded starting ship. And you cannot reveal every hidden level immediately just because you can see where its tile sits: the adjacency and upgrade requirements apply.

Wonder ports: paying for Culture, Scenic and Adventure cards

The three Wonder ports correspond to Culture, Scenic and Adventure. They offer cards that improve your engine and advance corresponding Wonder tracks. A Wonder card has a printed cost in tapstones and/or tourists which you must be able to pay from the outfitting slots on your mat.

  1. Deploy one legal drop ship to the matching Wonder port and pay the top card’s listed requirement by discarding appropriate cargo from anywhere on your mat.
  2. If the ship has a crewmate, take the port’s additional crewmate benefit.
  3. Collect any fame tokens present at that port and add their value to your fame score.
  4. Add the Wonder card to your itinerary, leaving the symbol row of older Wonders visible.
  5. Resolve the new Wonder’s printed immediate reward, such as fame or progress on Wonder tracks.
  6. Apply its ongoing or captain-based ability while the Wonder is active.

Why preserve the symbols? The types of Wonders in your itinerary are counted again at final scoring. You do not simply cover the old cards completely and forget their printed symbol rows.

Worked example: you have a yellow, blue and red tapstone on your mat. A Wonder requiring a yellow and blue stone can be acquired using those two tokens. You keep the red stone, but if spending yellow and blue empties an outfitting that was previously complete, the emptied slot may make your next recall less productive. That trade-off is intentional.

Your itinerary: which Wonder abilities stay active?

Your itinerary is a stack of collected Wonder cards alongside your captain mat. Each Wonder has symbols that contribute to endgame scoring, but not all powers on all acquired cards stay active simultaneously.

The starting Wonder and most recently acquired Wonder stay exposed in the prescribed arrangement. Their ongoing and captain-use effects can be active, while older Wonders remain in the itinerary primarily for their retained top-row symbols. The exact printed layout shows which powers remain visible.

Some active Wonders offer a location where your captain pawn can be placed during a recall for an additional ability. That is one reason the captain’s single-use-per-recall limit matters.

The game-ending condition involving seven Wonders counts your collected Wonder cards as specified by the game, not the number of unique Wonder symbol types. Do not confuse a row of symbol icons with your number of acquired cards.

Wonder tracks, objectives and the three types of progress

Every player has tokens on three public Wonder tracks: Culture, Scenic and Adventure. You advance them through Wonder cards, the Tomtom Festival, the Underground Market, Outposts, outfitting effects and captain actions on eligible Wonders.

  • Passing a bonus: take the printed benefit immediately, such as grit, an Outpost, crewmate, harvester or Encounter card.
  • Passing a fame threshold: score the printed fame, respecting any conditional criteria.
  • At the top: that track does not keep awarding additional benefits when effects tell you to advance beyond its end.
  • At game end: your position on each track determines a multiplier for matching Wonder symbols in your itinerary.

Endgame trigger versus scoring: a particular set of track thresholds can end the game, but each player scores their own matching-symbol multiplier according to their actual track positions. One player’s leading position does not give everyone that same multiplier.

Plan to collect a mixture of Wonders and track advances. Symbols without the matching track progression lose part of their endgame potential, while racing high on a track with very few matching Wonders also leaves points behind. This is strategic interpretation, not a claim that one Wonder color always wins.

Other ports: what are the specialist locations for?

PortMain useUseful caution
Underground MarketDiscard the indicated combination of tapstones and/or tourists for immediate fame; a matched pair of stones or two tourists on the middle line scores 3 fame.Use only the printed available exchange, not an arbitrary exchange rate.
Tomtom FestivalPay its printed cost to gain the matching Wonder-track advancement and other printed effects.Follow the displayed symbol and track rules.
Free Flyer’s GuildPay 1 grit and 1 yellow tapstone for one faceup outfitting card.Put it into the leftmost eligible space of a ship row; you need an empty outfitting space.
Thunder’s WorkshopPay 1 grit and 1 blue tapstone to add a harvester to one ship without one.A harvester installed on an already deployed ship does not retroactively grant that visit’s bonus.
Cracked FlagonObtain a crewmate under the location’s printed cost and limitations.Crewmates are assigned to individual drop ships, not an unrestricted shared pool.

The Underground Market is useful when you need points quickly and are willing to give up cargo. The Guild and Workshop are engine-building locations: the earlier you gain and use upgrades, the more future visits or recall activations they can improve.

As with ordinary collection ports, check whether the specialist spot has an occupancy limit and whether the specific ship you deploy has an additional crewmate/harvester bonus. These bonuses are not automatically shared by the other two ships you own.

Outposts, harvesters, crewmates and outfittings explained

Four different kinds of upgrades strengthen your travel business. It is useful to keep their purposes distinct instead of treating every upgrade as simply another income token.

UpgradeWhere it goesBenefit
OutpostA revealed collection port on the shared map.Your company gains the Outpost’s printed bonus when visiting that location.
HarvesterOne of your three drop ships.Adds collection-port harvest benefits and can qualify a ship for cloud exploration.
CrewmateOne particular drop ship.Adds port bonuses and may help fill outfitting requirements during recall.
OutfittingA card in one ship row of your player mat.Turns filled cargo and crew slots into recall-turn benefits.

Each drop ship can have one harvester and one crewmate. Installing one on a ship does not immediately give you the benefits of an earlier port visit. Those extras apply when the ship makes a new eligible placement.

Outfittings are not bonuses that resolve whenever their printed slot receives a tapstone. They generally activate when you recall their matching ship, provided the entire required set of slots is filled. A single red tapstone on a card requiring red and blue is not enough.

When buying a faceup outfitting at the Free Flyer’s Guild, you may first perform the printed market-discard refresh option. Then take one offered card and refill the display. If an effect gives you an outfitting elsewhere, the rule directs you to draw from the top of the deck rather than automatically taking the faceup market card.

Recall turns: the complete rules and activation order

Recall is a full turn action, not an automatic end-of-round phase. You may choose to recall your deployed ships even before all three are away; if no ship is available to deploy because they are all away, you must recall. When recalling, return all deployed ships.

  1. Choose one deployed ship. Return it to the corresponding row on your mat.
  2. Resolve outfittings in that row. You may activate eligible outfittings in any order. Each must have every required slot filled, with the printed grit cost paid if applicable.
  3. Use the captain and crewmate when eligible. They can substitute for missing cargo or fulfill crew requirements, following their limits.
  4. Repeat for the next deployed ship. Choose the remaining ships’ recall order and resolve each row independently.
  5. Complete the recall. Once all deployed ships have returned, put the captain and used crewmates back where the rules specify for the next use.

Outfitting activation does not consume its slotted tapstones or tourists. The cargo stays on the mat unless a particular effect explicitly says to spend it. This means a well-loaded outfitting can activate again on a later recall, creating an engine that pays repeated rewards over time.

New cargo earned during recall: if an outfitting grants tapstones or tourists, put them into open eligible slots on any ship row without paying cross-row grit. The choice can set up another row that has not yet been recalled in the same turn.

For the full sequence, refer to Stonemaier’s publisher-verified recall instructions. They are especially useful for confirming which crewmate or captain slots must be filled before an outfitting’s action becomes available.

Using your captain and crewmates on recall

One captain pawn begins on your captain mat. During a recall, you may deploy it to one eligible position: a cargo slot, crew slot or a qualifying active Wonder’s captain action. The captain can assist any ship row but may be placed only once per recall.

A crewmate is attached to one specific drop ship. During recall, it may fill an eligible slot in that ship’s own row, including a printed crewmate-required space. Its flexibility is more limited than the captain’s; you cannot freely move a crewmate from the red ship to the yellow ship just because the second row has better cards.

  • Empty tapstone or tourist slot: an eligible crewmate or captain may stand in for the required token.
  • Crewmate-symbol slot: you need the matching ship’s crewmate or the captain; a tapstone cannot fill that special crew icon.
  • Active Wonder: the captain can be used on an eligible printed captain ability instead of an outfitting slot.
  • No double use: a single captain or crewmate cannot simultaneously fill two different required slots during one recall.

Worked example: a row contains an outfitting asking for red and blue stones. You have a red stone but no blue. A crewmate from the same ship can fill the blue requirement, completing the outfitting, or you could use your captain there. If the captain is already used on a Wonder action, it is not also available to fill that missing blue stone.

Three original examples of the deploy-and-recall puzzle

Example 1 — fill one ship row for free

On your first deployment, you send the top ship to a port granting a yellow tapstone. Its own row has a free slot requiring yellow. You install the tapstone in that row without paying grit. Your second ship later collects a tourist that fits its own outfitting. You now have two partially loaded rows, but no recall payoff until the cards’ complete slot requirements are satisfied.

Example 2 — make the recall order matter

Your first deployed ship’s row contains an eligible outfitting that generates a tourist. A second ship’s row has a card that needs a tourist in its final open slot. On recall, return the first ship first and use its outfitting to put the gained tourist into the second row for free. Then return the second ship and activate the now-complete card. If you return the second ship first, you may miss that same-turn opportunity.

Example 3 — spend on a Wonder or keep a powerful outfitting

A Wonder card you want requires two of the tapstones currently installed in a completed outfitting. You can discard them to purchase the Wonder, immediately gain its benefits and add a symbol toward final track scoring. But doing so empties part of the outfitting and weakens your next recall unless you refill it. Compare the Wonder’s points and engine benefit with the number of future recalls remaining.

These examples use invented cargo arrangements to explain rule interactions. They are not official scenario reconstructions and make no claim about the best competitive opening.

When does Braided Skies end? Three separate triggers

The game does not end after a fixed number of rounds. The publisher-verified rules list three alternative triggers. Meeting any one starts the end sequence:

TriggerExactly what to check
Wonder tracksAcross the three public Wonder tracks, at least one player’s token has reached the final scoring threshold on each track. Different players can satisfy different tracks.
Wonder itineraryAny player reaches seven acquired Wonder cards in their itinerary, per the card-counting rule.
Fame trackAny player reaches or passes 60 fame. Use the 60-side fame marker to continue tracking higher scores.

After the trigger, finish the current cycle so every player has taken an equal number of turns, then give each player one additional turn. Only after that extra opportunity do you add the endgame bonuses.

Example: in a four-player game, player two reaches 60 fame. Players three and four still take their turns to equalize the cycle, then all four players take one more turn. You do not skip the equalization or award player two an immediate win just because their marker touched 60.

This rule means a player who triggers the ending can still lose when another player’s itinerary multipliers or heritage bonuses are counted.

Final scoring: heritage sites, Wonder symbols and tiebreakers

Players have been gaining fame throughout play. At the end, add the printed final bonuses, including the heritage-site competition and each Wonder track’s symbol multiplier. These are additional to fame already earned when completing Wonders, collecting fame tokens or crossing track thresholds.

1. Heritage-site majority

Count each player’s heritage symbols visible in their itinerary. Rank the eligible players and award 16 fame for most, 10 for second, 6 for third. A player with zero heritage symbols earns no heritage bonus. If players tie for positions, add the affected award tiers and share the total equally, rounding down.

Tie example: two players tie for the most heritage symbols. Their first and second awards are combined: (16 + 10) / 2 = 13 fame each. The next eligible player is then in the following position. This example is based on the printed heritage scoring rule.

2. Wonder-track multipliers

On each of Culture, Scenic and Adventure, look at the highest scoring multiplier you reached: it may be 1×, 2×, 3× or 4×. Multiply it by the number of that track’s matching symbols in your itinerary. Score each track separately, then sum those bonuses.

Original arithmetic example: you have four Culture symbols and reached 3× on Culture, two Scenic symbols with 2× on Scenic, and one Adventure symbol with 1×. Those endgame awards total 12 + 4 + 1 = 17 fame, plus any heritage award and the fame already recorded.

3. Breaking a tie

If two or more players tie on total fame, compare in order: (1) number of remaining tapstones on player mats, (2) number of Wonder cards in their itineraries, and (3) remaining grit. If still tied after all three tests, they share victory.

Do not award extra fame simply for every leftover tourist or every leftover grit. Those components affect available actions and the tiebreak where specified; the final scoring categories above do not treat all remaining resources as automatic points.

Solo mode: Braided Skies Automa

Yes, Braided Skies supports solo play. Stonemaier includes a separate solo rulebook and an Automa deck. The Automa is not a second human player requiring a person to track every cargo transfer and discretionary action; its cards direct automated decisions.

The solo card has four parts: a Recall section indicating when the Automa may return ships; a Selector for the ship or Wonder track; an Action describing the target deployment; and a Bonus awarding its additional effect. The human follows the normal rules except where the solo rulebook adds specific changes.

The Automa can trigger the normal endgame conditions: the three Wonder-track thresholds, seven Wonder cards or 60 fame. After the end, score the Automa’s specified itinerary and remaining resource bonuses under the solo rulebook, rather than assuming every AI resource is scored identically to a human.

Difficulty can be varied using the Automa Workshop Visit side and setup bonuses such as grit and additional crewmates. For accurate difficulty setup and edge cases, follow the publisher-verified Automa reference or download the separate solo rulebook from BoardGameGeek’s Braided Skies Files.

Five beginner decisions that matter

  • Do not recall automatically at three deployed ships unless necessary. You can recall earlier when an immediate outfitting chain is better than another port placement, provided you have a deployed ship to bring back.
  • Upgrade ships early enough to earn repeated bonuses. A harvester and a crewmate improve future collection visits. Late upgrades may have fewer opportunities to repay their cost.
  • Put cargo where the outfitting needs it. One matching tapstone completing an outfitting is often more useful than extra cargo that returns to a collection port.
  • Plan recall row order before choosing Recall. A generating outfitting can fill a card in a later row; reverse order can leave potential benefits unused.
  • Balance Wonder cards and their tracks. Wonders give immediate benefits and endgame symbols, while track progress sets their multipliers. Consider both, not only the next card’s instant fame.

These are original planning observations derived from the published rules, not claims from first-hand playtesting or computed win rates. For players choosing among games, our Braided Skies overview discusses theme, complexity, setup footprint and release context rather than repeating this guide’s rules sequence.

Common Braided Skies rules mistakes

  • Recalling a single ship: a normal recall returns every currently deployed ship.
  • Deploying a nonmatching ship: some port slots require the silhouette printed in the space.
  • Blocking an infinity port: the infinity symbol permits unlimited deployment under the port’s restrictions.
  • Exploring with a starting unupgraded ship: cloud exploration requires a crewmate or harvester on the deployed ship.
  • Leaving acquired cargo in the hold: at the end of a collection visit it must be placed in legal outfitting slots or returned to that collection port.
  • Moving cargo between ship rows free: during collection processing, transfers into another row normally cost one grit per item.
  • Activating incomplete outfittings: all their required cargo and crew slots must be filled when activated.
  • Discarding outfitting cargo on recall: activating an outfitting does not automatically consume its installed tapstones or tourists.
  • Using the captain twice: captain placement is limited to once during a normal recall.
  • Spending a crewmate on any ship row: the crewmate belongs to its assigned drop ship, whereas the captain can be more flexible.
  • Forgetting Wonder symbols after cards are covered: their exposed itinerary symbol rows contribute to final scoring.
  • Ending immediately at 60 fame: balance player turns and give everybody one extra turn before final scoring.
  • Ignoring endgame heritage rankings: the 16/10/6 fame awards and tie-splitting can change the winner.
  • Using leftover tourists as a fame tiebreaker: the printed first tiebreaker is remaining tapstones, followed by Wonder cards and grit.

For icon-specific or timing disagreements, use the Stonemaier-verified Dized rules and official multiplayer rulebook. Do not invent a universal ruling for a particular Encounter card or Wonder effect when its actual card text has an exception.

Braided Skies FAQ: 20+ rules answers

How many people can play Braided Skies?

One to five, including the separate Automa solo mode. The published typical playtime is 60–90 minutes.

Is Braided Skies a worker-placement game?

Yes. Its workers are three differently shaped drop ships that visit restricted, shared port spaces.

How many drop ships does each player get?

Three, each with its own associated row on the player mat.

How many actions can you take on a normal turn?

One main choice: deploy one ship, or recall all deployed ships. Card and port abilities may create other effects.

Can you recall only one ship?

Not under the standard Recall action. You recall every deployed ship and resolve their rows in an order you choose.

When are you forced to recall?

When you have no remaining ship available to deploy because all three are deployed.

Do you have to deploy three ships before recalling?

No. You may recall earlier if you have ships deployed and it helps your plan.

What does the infinity symbol at a port mean?

It permits unlimited drop ships at that port, subject to its other printed restrictions.

Can any drop ship go to every port?

No. Some ports require a specific ship silhouette.

What are tapstones?

Three colored resources—red, blue and yellow—used in Wonder payments, some special ports and outfitting slots.

What are tourists used for?

They fulfill various Wonder and market costs and can fill tourist or wild outfitting spaces.

Do resources in the cargo hold remain there after the turn?

No. Place them in legal outfitting slots or return excess cargo to the collection port.

Does a cross-row cargo transfer cost grit?

Yes, normally one grit per item during collection processing. Cargo generated during recall has its own free-placement rule.

When do you explore the clouds?

When a qualifying upgraded ship visits a collection port vertically adjacent to a cloud tile, before taking that port’s core benefits.

What does a harvester do?

It improves collection-port harvest actions and qualifies a ship for adjacent-cloud exploration.

What does a crewmate do?

It adds certain port bonuses and helps fulfill outfitting requirements on recall.

Do outfittings spend their tapstones when activated?

No. Slotted cargo remains unless another printed effect specifically discards it.

Can I use the captain on two outfittings in one recall?

No. The captain may be placed exactly once per recall.

How many Wonder types are there?

Three: Culture, Scenic and Adventure, each with its own public scoring track.

Do you still score older Wonder cards?

Yes. Their exposed symbol rows count toward itinerary and endgame scoring, even when their older powers are covered.

When does Braided Skies end?

When all three Wonder tracks each have a token at the final threshold, or a player has seven Wonder cards, or a player reaches at least 60 fame. Equalize turns, then each player takes one more turn.

How are heritage sites scored?

First, second and third in heritage symbols earn 16, 10 and 6 fame respectively, with special split awards for ties.

How do Wonder tracks score at game end?

Multiply each track’s highest achieved 1×–4× scoring level by the number of matching symbols in your itinerary.

What breaks a tied game?

Remaining tapstones, then Wonder cards in the itinerary, then remaining grit. If still tied, share the win.

Does Braided Skies have official solo rules?

Yes. The box includes an Automa system with its own separate rulebook and cards.

Is the official rulebook available online?

Yes. Stonemaier links to game rules, and the English multiplayer rulebook is listed on BoardGameGeek. Publisher-verified rules are also available via Dized.

Official rules, sources and editorial methodology

Primary publisher: Stonemaier Games — Braided Skies. This confirms the 1–5-player game, 60–90-minute length, designers’ theme and components, Wonder and tourism systems and separate solo rules.

Official rulebooks: English Braided Skies Rulebook (listed September 23, 2026) and the Automa rulebook at BoardGameGeek’s Braided Skies Files.

Publisher-maintained online rules: Dized’s Stonemaier-verified rules, including shared setup, player setup, collection ports and cargo, recalls, end triggers and heritage/Wonder scoring and tiebreakers. Exact numeric rules in this article were checked against those sections.

Editorial scope: This independent guide uses original explanations, tables and worked examples rather than reproducing the copyrighted rulebook or its illustrations. No first-hand playtesting, fabricated win-rate data or unverified card effects are claimed. Publication or retailer availability may vary by country and date; this guide concerns gameplay rather than current stock. Reviewed 1 November 2026. See editorial policy and corrections and our Braided Skies game overview.

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