Wingspan Rulepop

Wingspan

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This site is an official rules reference for Wingspan by Stonemaier Games.

It’s great for finding a specific rule quickly. It’s also an excellent supplement to the rulebook included in the box, when watching a how-to-play video, or while teaching the game.

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Turn Overview

Place an action cube on the leftmost exposed slot in row on your player mat to take 1 of the following 4 actions:

Play One Bird
  1. Select 1 bird card from your hand to play.

  2. Discard the number of eggs from bird cards equal to the number of shown in the column where you want to/will place the bird.

  3. Discard the shown food tokens (if , then there is no food cost). Wild (Any food) means you may use any food. You may spend any 2 food tokens to use them as any 1 food token.

  4. Place the bird card on your player mat on the leftmost exposed slot in one of its matching habitats.

  5. If the bird has a “when played” power, activate it (for that bird only). It may interact with the Automa.

See: Play a Bird from Your Hand

Gain Food
  1. Gain a number of food tokens equal to the number of Food die shown on your leftmost exposed forest slot by removing the food dice from the birdfeeder and gaining the matching food tokens (, , or means you may take either one).

  2. If the leftmost exposed forest slot shows Food die, you may discard 1 bird card from your hand to remove one additional die and take its corresponding food.

  3. Activate any brown forest bird powers you wish, right to left. They may interact with the Automa.

See: Gain Food and Activate Forest Bird Powers

Lay Eggs
  1. Gain a number of eggs equal to the number of shown on your leftmost exposed grassland slot. Place them on bird cards (up to the birds’ egg limits; any excess is lost).

  2. If the leftmost exposed grassland slot shows Any food , you may pay 1 food token to gain one additional egg.

  3. Activate any brown grassland bird powers you wish, right to left. They may interact with the Automa.

See: Lay Eggs and Activate Grassland Bird Powers

Draw Cards
  1. Draw bird cards equal to the number of shown on your leftmost exposed wetland slot. Draw from the face-up cards or the top of the bird deck. Do not replace the face-up cards until end of turn.

  2. If the leftmost exposed wetland slot shows , you may discard 1 egg to gain one additional card.

  3. Activate any brown wetland bird powers you wish, right to left. They may interact with the Automa.

See: Draw Bird Cards and Activate Wetland Bird Powers

At any point during your turn, you can give exchange resources other players.

On Automa’s turn, she performs the actions on the Automa card for the current round.

Draw Cards
Play a Bird
  • Take all bird cards that match bonus card. Automa keeps highest point value card, faceup, and discards any others.
  • If none match, Automa draws 1 and keeps it, face-down.
  • Place a token on the Duet Map based on the End-of-round Goal and the Duet Tracker
Lay Eggs
  • Give Automa 1 egg for each egg icon shown.
Food die Gain Food
  • If all dice show the same face, reroll all.
  • Follow key, left to right, match first face type in birdfeeder and remove all of those dice.
Activate pink powers
Place End-of-round Cube
Remove End-of-round Cube

Round Structure

Wingspan is played over 4 rounds. During each round, players take turns—proceeding clockwise—until each player has used all of their available action cubes.

Short-toed Treecreeper

When all players have placed all of their action cubes, the round is over. Follow these steps in order:

  1. Use “round end” bird powers.

  2. Discard your unused nectar, and adjust Automa’s spent nectar..

  3. Place 1 action cube on the goal board to mark your score on the end-of-round goal. Do the same for the Automa.

  4. Score End-of-round goals for the Automa.

    1. Mark her rank on the goal board.
    2. Return her unused cubes to her supply.
    3. Advance her end-of-round goal scoring card.
  5. If all players tied or beat Automarazzi for the end-of-round goal, each player gains from the supply to place on any bird on their player mat (egg limit rule applies).

  6. Remove all action cubes from your player mat.

  7. Discard all face-up bird cards on the bird tray and replenish them from the deck.

  8. If Round 4 is over, go to game end & scoring. Otherwise, pass the first player token clockwise. Otherwise, pass the first player token clockwise, but Automarazzi still always goes last. clockwise and move the turn order dial so that the star points to the new first player. to the player who came in second on the end-of-round goal. If the players tied, then pass it to the other player.

  9. Flip the current round tracker card so the next round shows in the banner at the top, and its arrow is pointing to the right.

    Do the same for the Duet map tracker card, placing it immediately to its right of the current round tracker card.

    Remove (and return to the box) the Automa card that specifies “Remove after round” for the round you just completed. Reshuffle the Automa deck and place it beside the tracker card(s).

You have fewer actions each round

Since you use 1 of your action cubes to mark your score on the end-of-round goal, you will have 1 fewer action cube to use each round:

Round 1
8 turns per player
Round 2
7 turns per player
Round 3
6 turns per player
Round 4
5 turns per player

Icons

Components

Appendix: Bird Powers

Appendix: End-of-Round Goals

in

Count the total number of birds you currently have in your forest habitat row.

in

Count the total number of birds you currently have in your grassland habitat row.

in

Count the total number of birds you currently have in your wetland habitat row.

with

Count the total number of birds with a bowl nest that have at least 1 egg. Each bird counts just once, regardless of how many eggs it has. Star nests count toward this goal.

with

Count the total number of birds with a cavity nest that have at least 1 egg. Each bird counts just once, regardless of how many eggs it has. Star nests count toward this goal.

with

Count the total number of birds with a ground nest that have at least 1 egg. Each bird counts just once, regardless of how many eggs it has. Star nests count toward this goal.

with

Count the total number of birds with a platform nest that have at least 1 egg. Each bird counts just once, regardless of how many eggs it has. Star nests count toward this goal.

in

Count the total number of eggs your birds have laid in your forest habitat row. Multiple eggs on one bird each count.

in

Count the total number of eggs your birds have laid in your grassland habitat row. Multiple eggs on one bird each count.

in

Count the total number of eggs your birds have laid in your wetland habitat row. Multiple eggs on one bird each count.

in

Count the total number of eggs on birds with a bowl nest. Multiple eggs on one bird each count. Star nests count toward this goal.

in

Count the total number of eggs on birds with a cavity nest. Multiple eggs on one bird each count. Star nests count toward this goal.

in

Count the total number of eggs on birds with a ground nest. Multiple eggs on one bird each count. Star nests count toward this goal.

in

Count the total number of eggs on birds with a platform nest. Multiple eggs on one bird each count. Star nests count toward this goal.

Sets of in

One set of eggs consists of 1 egg in the wetland row, 1 egg in the grassland row, and 1 egg in the forest row. Count the number of sets. For this goal you’re only counting the eggs in each habitat. It does not matter on which birds or columns the eggs are placed.

For example, Natalia has 3 eggs in her forest, 2 eggs in her grassland, and 4 eggs in her wetland habitats. For this end-of-round goal, Natalia has 2 sets of eggs.

Total

Count the total number of birds you have played.

in food cost of your birds

Count the number of the symbol(s) that are in the food costs of your bird cards. Do not count Any food or .

No Goal

Don’t score a goal at the end of this round. Keep your cube. All of the following rounds will have 1 more turn than they normally would.

Beak Pointing Left

This goal counts cards that show a bird whose beak is facing left. Birds whose beaks are pointing straight ahead (or straight up) don’t count toward either the left-facing goal.

Beak Pointing right

This goal counts cards that show a bird whose beak is facing right. Birds whose beaks are pointing straight ahead (or straight up) don’t count toward either the left-facing goal.

on “Play a Bird”

Count the number of cubes you placed on play a bird this round. Note that this goal requires you to keep your action cubes in the rows where you played them.

+ in food cost of your birds

Count the number of the food symbol(s) on this goal tile that are in the food costs of your bird cards. Look at the food cost in the upper left of the birds you have played onto your mat, and count all plus all . If a bird has a “/” cost (you paid a OR a to play the bird), it only counts as one food for this end round goal. Do not count Any food or .

+ in food cost of your birds

Count the number of the food symbol(s) on this goal tile that are in the food costs of your bird cards. Look at the food cost in the upper left of the birds you have played onto your mat, and count all plus all . If a bird has a “/” cost (you paid a OR a to play the bird), it only counts as one food for this end round goal. Do not count Any food or .

worth

The number of your played birds with a printed value of 3 or fewer points

Any food in personal supply

The number of food tokens in your personal supply

worth

The number of your played birds with a printed value over 4 points

in one row

The number of your played birds in the habitat that has the most birds in it

Brown powers

The number of your played birds that have brown "when activated' powers on them

birds with tucked cards

The number of your played birds that have at least 1 card tucked behind them

filled columns

The number of columns in which all three bird spaces are filled

with no

The number of your played birds that have no eggs on them when this goal is scored

in hand

The number of bird cards in your hand

Food cost of played

Count the food cost on your birds, remembering to count only 1 food for birds that have a choice in their food cost

White & no powers

The number of your played birds that have either no power, or a “when played” power

Duet tokens in

Count the number of Duet tokens on the map in the forest. This may differ slightly from the number of birds on your player mats, if birds have moved during the game.

Duet tokens in

Count the number of Duet tokens on the map in the grassland. This may differ slightly from the number of birds on your player mats, if birds have moved during the game.

Duet tokens in

Count the number of Duet tokens on the map in the wetland. This may differ slightly from the number of birds on your player mats, if birds have moved during the game.

Duet tokens in any one horizontal row

Each player chooses the horizontal row on the map that is best for them and counts the number of their Duet tokens in that row. Tokens do not need to be in a contiguous group.

Horizontal rows with at least one of your Duet tokens

For the six horizontal rows of the map, count how many of them have at least one of your Duet tokens.

Duet tokens not on edge of map

Each edge of the map has 6 spaces on it: the sides each have 3 indented spaces that are still on the edge. This makes a total of 20 edge spaces and 16 interior spaces. For this goal, count how many tokens are in the interior.

Duet tokens not on edge of map

Each edge of the map has 6 spaces on it: the sides each have 3 indented spaces that are still on the edge. This makes a total of 20 edge spaces and 16 interior spaces. For this goal, count how many tokens are on the edge.

Duet tokens on

Count all Duet tokens on spaces that have any nest symbol ( ). Symbols may repeat (i.e., tokens on two different spaces both count).

Duet tokens on

Count all Duet tokens on spaces that have any food symbol ( ). Symbols may repeat (i.e., tokens on two different spaces both count).

Duet tokens on pairs of matching symbols

Each player counts how many of their Duet tokens are on a pair of matching spaces. Symbols must match exactly, such as two rodents or two 50+ cm wingspan spaces, but bonuses do not need to match. Each token only counts once.

Total Duet tokens on map

Count the total number of Duet tokens on the map. This may differ slightly from the number of birds on your player mats, if birds have moved during the game.

Fewest Duet tokens on bonus spaces

Bonus spaces are the spaces that award Food die// when you put a token on them. Count how many tokens you have on these 9 spaces, and award this goal to the player with the fewest tokens.

Appendix: Bonus Cards

Some bonus cards benefit from additional clarification found in the printed appendices…

Game End and Scoring

video

The game ends at the conclusion of Round 4. First activate your game-end bird powers (but not for the Automa’s birds), then uUse the scorepad to add together the following for your score:

Example: 3 points

The player who has the most points wins. In the case of a tie, the player with the most unused food tokens wins. If players are still tied, they share the victory.

Automa Scoring

Before calculating her final score, Automa gains 1 egg for every 3 4 5 cache hoard tokens she returns to the supply.

To calculate her final score, Automa gets:

  • Points printed on each of her face-up bird cards.
  • 5 4 3 points for each of her face-down bird cards.
  • 1 point for each egg she collected.
  • Points from the Duet map end-of-round goals as shown on the Duet map board, including points for her largest contiguous group of Duet tokens.
  • Points from the end-of-round goals as shown on the goal board.

Note: Automa doesn’t gain points from her bonus card.

The player who has the most points wins. In the event of a tie, Automa wins if she has more remaining tokens than you have remaining food tokens.

Compare the average score of you and your teammates against Automarazzi’s score. If it is higher than Automarazzi’s score, you win!

Setup

Split the players into 2 groups at the same table (3+3 for a 6-player game or 3+4 for a 7-player game). These groups remain fixed for the entire game.

Duet mode setup Bird cards Supply Birdfeeder Bonus cards Duet map and Goal tiles Player components Bird cards Bonus cards Duet tokens First player token Duet mode setup Bird cards Supply Birdfeeder Bonus cards Duet map and Goal tiles Player components Bird cards Bonus cards Duet tokens Flock mode setup Turn-order dial Bird cards Bird cards Supply Supply Birdfeeders Birdfeeders Bonus cards Bonus cards Goal tiles Player components Bird cards Bonus cards Duet tokens First player token
Global Setup Bird cards Supply Birdfeeder Goal board Goal tiles Bonus cards
  1. Bird cards. Shuffle the bird cards into a deck. Place it next to the bird tray, then populate the tray with 3 face-up bird cards.
  2. Supply. Place all food and egg tokens in the supply. These are tokens accessible to all players.
  3. Birdfeeder. Toss the food dice into the birdfeeder dice tower.
  4. Bonus cards. Shuffle the bonus cards into a deck and place it on the table.
  5. Goal board. Choose which type of goals you will play with, and place the goal board on the table with that side facing up:
    1. Green: For a game with more direct competition for goals, choose the side that has 1st, 2nd, and 3rd place for each goal. This is the default.
    2. Blue: For a game with less direct competition between players, choose the side that awards 1 point for each targeted item. This is good for new players.
  6. Goal tiles. Shuffle the goal tiles without looking at them (they’re double-sided). Place 1 goal tile (random side up) on each of the four blank spaces on the goal board. Return extra goal tiles to the box.
  7. Duet map and Goal tiles. Use the Duet map and Duet end-of-round goal tiles. The goals are double-sided and marked with red corners. Choose 4 at random and put them in the 4 slots below the Duet map. Do not use the “Duet on edge of map” or “Duet not on edge of map” goals. Return extra goal tiles to the box.
  1. Turn-order dial. Place the turn-order dial in the middle of the table. The dial has two pieces; make sure that both pieces have the correct side facing up (6 or 7 players). Distribute the player action cubes to players around the table in exactly the same order as the colors on the dial (players may want to sit accordingly if they have a favorite color).
  2. Bird cards. Shuffle the bird cards into a deck; you will need to combine bird cards from the base game and/or another expansion to have enough for a 6-7 player game). Split the deck in half, place it next to a bird tray for each group, then populate each tray with 3 face-up bird cards.
  3. Supply. Place all food tokens and egg miniatures in the supply. These are accessible to all players.
  4. Birdfeeders. Each group has their own birdfeeder populated with 5 dice. If playing with the Oceania Expansion, each group uses 2 nectar dice and 3 regular food dice.
  5. Bonus cards. Shuffle all available bonus cards (except the Historian) into a single deck and place it on the table for both groups to share.
  6. Goal tiles. Use one set of goal tiles for the entire table (use standard goal tiles, not the Duet goal tiles with red corners). Shuffle the goal tiles without looking at them (they’re double-sided). Place 1 goal tile (random side up) on each of the 4 blank spaces on the new Flock mode goal board (on the back side of the Duet map). Return extra goal tiles to the box.
Player Setup Player components Bird cards Bonus cards First player token
  1. Each player receives:

    You may keep your hand of cards private or public throughout the game.

  2. Keep up to 5 bird cards and discard the others. For each bird card you keep, you must discard 1 food token. You will probably want to keep food tokens shown in the upper left of the bird cards you selected. For example, you might keep 2 bird cards and 3 food, or you might keep 4 bird cards and 1 food.

  3. Choose 1 bonus card to keep, and discard the other. You may look at your bonus cards while selecting which birds to keep (and vice versa).

  4. Place 1 Duet token in your player color on each of the 15 bird slots on your player mat. You will place a Duet token on the Duet map each time you play a bird.
  5. Flock turn order dial

    Randomly select the first player and give them the first-player token. Then rotate the turn-order dial so the star points to the player with the first-player token (purple in this 7-player example).

  6. Randomly select the first player and give them the first-player token, but Automarazzi still goes last.

Automa round tracker Automa duet map tracker Automa cards Automa bonus card Step 1 Step 2 Step 3 Step 4 Step 5

Automa needs a small area on your table for her things.

  • Place the current round tracker card in the center of that area flipped and oriented to show “Round 1” in the banner at the top.
  • Place the Duet map tracker card immediately to its right, also with “Round 1” at the top.
  • Shuffle the Automa cards, along with at most 1 special Automa cardthe Automasian Alliance card, and place them face-down to the right of the tracker card(s). This is the Automa deck.
  • Give Automa action cubes of an unused color.
  • Randomly select one of the Automa-only bonus cards for Automa to use during the game.
    Alternatively…

    Automa can use any of the bonus cards that show (X% of cards) at the bottom of the card. Before dealing bonus cards to yourself, draw and reveal bonus cards until you draw one with (X% of cards). Give that bonus card to Automa to use during the game and reshuffle the bonus deck before continuing with setup. Note: For Pellet Dissector she takes birds that can cache food.

  • Automa spent nectar counter Place the Spent Nectar Collection card in the area you set up for Automa and place 5 4 3 in each habitat box.
Automa goals

For the end-of-round goal tile for Round 1, place the corresponding end-of-round goal scoring card beside the goal mat, with “Round 1” facing up.

You always take the first turn of each round and Automa always takes the last.

Some bird powers refer to a player to your left or right. Before the game begins, if it isn’t clear from where you locate Automarazzi’s area, assign her a seat at the table so you will be able to resolve these powers.

Frequently Asked Questions

When I gain food from the birdfeeder, do I choose all of the dice at once, or one by one?

Choose dice one at a time. This creates the potential for you to reroll in between dice selections.

What about when drawing multiple cards? Can I draw a card from the deck, look at it, and then decide where to continue drawing birds?

Yes, when drawing multiple cards, you can draw a card from the deck, look at it, and then decide to continue drawing from the deck or draw from the face-up cards.

Can I activate pink (“Once Between Turns”) powers after my final turn?

Yes, your pink power can activate once after your last turn.

Can you discard birds from your player mat?

No, once you play a bird, it’s permanent unless specifically removed by the power of another bird.

Can I choose to lay fewer eggs, gain fewer food, or draw fewer eggs?

Yes, you can always decline a benefit (though you can never decline a cost). This applies to the basic actions as well as bird powers. But remember, activating a particular bird power is optional, so you can avoid a cost associated with a bird power by skipping that power entirely.

What are the birds with the grey triangles in the corners?

These birds are part of the Swift-Start Pack which is included in all current printings of Wingspan. This Swift-Start Pack helps new players learn how to play the game with the 10 bird cards marked with grey corners and 4 player guides. The birds can be shuffled into the deck to be used as regular cards and can quickly be recognized and pulled out of the deck to use with the player guides when teaching new players.

When a bird says that I can “repeat” another bird’s ability in the same habitat, how does that work?

You can choose any other “when activated” bird in that habitat and perform its power. The bird can be to the left or to the right of the “repeat” bird. The “repeat” bird does not copy the power for itself, but allows another bird to activate twice this turn.

When activating “migrating” birds that can move from one habitat to another, does the action cube move with them? Can they move even if they’re the only bird in the original habitat?

The action cube stays in the original row, as that is the action you chose for this turn. And yes, they can move if they’re the only bird in the row. These birds can migrate as long as there is no other card to their right.

Can I reroll the dice in the birdfeeder if gaining food from a bird’s power? What about when there are qualifying terms such as “if available” or “if there is one?”

Yes. Regular reroll rules apply whenever you have the opportunity to gain food from the birdfeeder.

Automa: Who goes first each round, you or the Automa?

For each of the 4 rounds, you always go first and the Automa always takes the last turn.

Is the percentage on the Omnivore Expert bonus card correct?

No, it should be 16%, not 10%.

What does the Photographer score for 4-5 birds with colors in their names?

This is a typo. Instead of 2-3, it should say 4-5.

Should the Spotted Sandpiper be worth 5 points, not 4?

Yes, 5 is correct.

The Automa

When playing against the Automa, you will always follow the multiplayer rules. The Automa, however, does not play by the rules.

Automa Cards

Automa card back Automa card

Automa cards

Each Automa card is divided into 4 sections, one for each of the rounds. Only the section for the current round will be used. The other round sections are ignored.

Each section contains one or more icons representing the actions Automa will take during her turn.

Automa round tracker

Current Round Tracker

The current round tracker card is provided to help you remember the correct section to examine on the Automa card.

Automa Duet map tracker

Duet map tracker card

When you place a Duet token for the Automa, the Duet map tracker card tells you how to navigate the Duet map. It also tells you where to place the token when the Automa takes the “draw cards” action.

Automa bonus card back Automa bonus card

Bonus cards

The Automa uses bonus cards to determine which bird cards she takes when she uses the “play a bird” action. You can use one of the special Automa-only bonus cards shown here, or any standard bonus card that show (X% of cards) at the bottom of the card.

The Automa does not score points for her bonus card at the end of the game.

Automa end-of-round goal scoring cards

End-of-round goal scoring cards

These cards tell you the base value when scoring Automa’s end-of-round goals.

Automa spent nectar card Automa adjust nectar card

Nectar cards

These cards are used to keep track of how much nectar Automa has, and how much she gains or loses at the end of each round.

The Automa’s Turn

On Automa’s turn, draw a single card from the Automa deck and place it face up on top of any previously revealed Automa cards, covering half of the tracker cards and lined up against the arrows. The arrow points to the section you will use for the current round. Resolve each action icon in that section. The other three sections are ignored.

Automa round tracker Automa duet map tracker Automa duet map tracker Automa cards

In this example, the Automa will perform the “Lay Eggs” action and then remove an action cube from the round 3 goal tile, if there is one.

In this Duet mode example it is round 1. Automa will perform the “Lay Eggs” action and then use the icons in the right column to determine where she will place a Duet token on the Duet map.

Automa Actions

Draw Cards

Discard all 3 face-up cards from the bird tray. Draw 1 card from the face-down bird deck and place it face-down in Automa’s supply. Face-down birds are worth 5 4 3 points at the end of the game (see Difficulty).

Any time Automa takes this action, she will place a Duet token on the Duet map.

Play a Bird

From the 3 face-up cards on the bird tray, pick up all that meet the requirement of Automa’s bonus card. Of these cards, Automa will keep 1 card with the highest point value. If there are multiple cards with the same highest point value, it makes no difference which one the Automa keeps. Place it faceup in Automa’s supply and discard the rest. Face-up birds are worth their stated point value at the end of the game.

For example, if Automa’s bonus card is Cartographer, which awards points for birds with geography terms in their names, she would pick up all bird cards that featured these names, place the one with the highest point value face-up in her supply, and discard the rest.

If no birds meet the requirement, draw 1 face-down bird card and place it face-down in Automa’s supply. Face-down birds are worth 5 4 3 points at the end of the game (see Difficulty).

Duet mode: Any time Automa takes this action, she will place a Duet token on the Duet map.

Lay Eggs

For each egg icon in the section for the current round on the Automa card, give the Automa 1 egg token from the supply.

Food die Gain Food

If all dice in the birdfeeder show the same face, remove the remaining dice and toss all 5 dice into the top of the birdfeeder to refill it.

Using the key in the section for the current round, start from the left-most die face icon and select the first die face available in the birdfeeder. Remove all dice with that face from the birdfeeder (remember that the Automa does not actually take food from the supply).

Activate pink powers

Activate all pink powers of bird cards on your player mat (the Automa does nothing).

Remember: pink powers may only be triggered once between your turns. When the Automa card shows ‘Activate all pink powers’ it doesn’t activate any that have triggered since your last turn.

Place End-of-round Cube

Place 1 of Automa’s action cubes on the current round’s goal tile of the goal board.

Remove End-of-round Cube

Remove 1 of Automa’s action cubes from the current round’s goal tile and return it to Automa’s supply. If there are no cubes on the tile, ignore this action.

Automa’s Cache

Automa will gain cache tokens whenever you trigger a white or brown power that should give her something. Food tokens are used to represent these for her; the type of food token has no significance.

When you trigger a white or brown power, if Automa is supposed to gain something, the following happens: If she must pay something to participate, give her one token for each thing she will gain. Otherwise, give her two tokens for each thing. For example:

When played: Lay 2 on each other bird in this column.
Automa gains 4 cache tokens.
When activated: Each player may discard 1 to draw 1 from the deck.
Automa gains 1 cache token.

Anything you give to Automa as a part of these powers is returned to the supply; she only gains the cache tokens, as described above. For example:

When activated: Give 1 from your hand to another player. If you do, draw 2 .
Discard the . Automa gains 2 cache tokens

Automa always fulfills any condition required to gain from your triggered power. For example:

When activated: Draw 1 from the deck and add it to your hand. All other players draw 1 from the deck and keep it if the bird has a or in its food cost.
Automa gains 2 cache tokens.

Automa Interaction on Your Turn

Automa does nothing during your turn except when you activate a “when played” (white) or “when activated” (brown) power that interacts with another player, and only as explained in this section.

Check if another player has something

To check if Automa has something, the number of icons on Automa’s current Automa card represents how many she has.

Note: This means that she never has anything on your first turn of each round, as she hasn’t drawn an Automa card yet.

Another player gains or may gain

When another player gains or may gain something, Automa gains cache hoard tokens instead. She always gains as many tokens as possible.

Note: This is true for other action words (cache, draw, tuck) that give another player something.

Use a power of another player’s bird

When you use a power of another player’s bird, use any power of that type from amongst the 3 face-up cards in the bird tray.

Use another player’s bonus cards

When you play a bird with a power that allows you to use another player’s bonus card, draw two bonus cards and place them face-up in the supply.

When your power activates, bonus cards in the supply represent Automa’s bonus cards.

Scoring Automa End-of-round Goals

Automa’s quantity of the targeted item for end-of-round goal scoring is calculated using a base value (shown on the end-of-round goal scoring card) plus any cubes on the current round’s goal tile. The base value represents the lowest quantity of the targeted item that Automa will have.

Using the end-of-round goal scoring card for the current round, match the current round’s goal tile to the symbols on the card to find the base value. To this value, add the number of action cubes Automa has on this goal tile (if any). As with you, Automa’s quantity must be greater than 0 to score points for the goal. Note: Automa cannot exceed 5 birds for the ‘birds in a specific habitat row’ goal.

Scoring Automa goals

Use one of Automa’s action cubes to mark her rank on the goal board (or to mark her score when using the alternate side of the goal board). Return any action cubes on the goal tile to Automa’s supply.

Place the end-of-round goal scoring card for the next round beside the goal tile for the next round.

No goal: At the end of a round containing the “No goal” End-of-round goal, Automa gains in each habitat box on her Spent Nectar Collection card.

Automa Difficulty Levels

You can adjust Automa’s difficulty to suit your play style.

Setup: Starting spent nectar per habitat

Eaglet
3 nectar tokens
Eagle
4 nectar tokens
Eagle-eyed Eagle
5 nectar tokens

Game-end: Automa’s Cache (or Hoard)

Eaglet
1 egg/5 tokens
Eagle
1 egg/4 tokens
Eagle-eyed Eagle
1 egg/3 tokens

Game-end: Face-down bird cards

Eaglet
3 points
Eagle
4 points
Eagle-eyed Eagle
5 points

Placing Automa Duet Tokens

When Automa takes the “Draw Cards” or “Play a Bird” action, she will place a Duet token on the Duet map. She ignores all restrictions regarding the bird card that was played and instead uses the icons along the right column of her Automa card along with the rules below.

Automa does not gain the bonus if she places a Duet token on a space with a bonus. She never places more than 1 Duet token per turn and will not place more than 15 Duet tokens per game.

Navigate the Duet map Navigate the Duet Map

Automa duet map tracker Map section Round indicator Type section Habitat section
  1. Map
  2. Round
  3. Type
  4. Habitat

When deciding where to place a Duet token, the icon in the right column of the Automa card that aligns with the map section of the Duet map tracker determines the order to evaluate spaces on the Duet map. This is called navigating the Duet map.

Each of the four corners of the Duet map image shown on the Duet map tracker card contains one of the four possible icons (well, one possibility is no icon, but we’ll treat that as an icon too).

Starting from the corner of the map indicated, Automa will check each space in that row until reaching the other side of the map. Then, she will return to the side she started from, move to the next row (upwards or downwards, depending on whether she started from the top or bottom row of the map), and check each space in that row, continuing like this until she finds a spot to place her Duet token.

Place an Automa duet token

For example, there is no icon at the top of the Automa card. The Duet map tracker shows “No Icon” in the top right corner, therefore she will look for a valid space starting with the space in the upper right of the Duet map. From there she will look, right to left, along the top row. Then, returning to the rightmost space of the next row down, she will continue looking, right to left, along that row. This continues until she finds a valid space.

After play a bird

After completing the “Play a Bird” action, Automa will place a Duet token on the Duet map based on the current round goal tile.

Based on the map section of the Duet map tracker, she will navigate the Duet map until she finds an available space that improves her progress with the Duet map goal for the current round. Place one of her Duet tokens on that space.

Note: If no space improves her progress, she simply navigates to the first available space, ignoring the goal.

After draw cards

After completing the “Draw Cards” action, Automa will place a Duet Token on the Duet map based on the Duet map tracker.

Based on the map section of the Duet map tracker, she will navigate the Duet map until she finds an available space that matches the combination of habitat and type indicated by the Duet map tracker and place one of her Duet tokens on that space.

To determine the habitat and type, compare the icons along the right column of the Automa card to the Duet map tracker, as follows:

Only map spaces with the correct combination of type and habitat are available for her to place a Duet token.

Using the example, the icon that aligns with the type section is so, as shown on the Duet map tracker, she must choose a food space. Similarly, the icon that aligns with the habitat section is so she must choose a space in the forest. Therefore, only food spaces in the forest are valid.

If Automa fails to find a valid available space to place a Duet token, she doesn’t place one.

Variant–Automa’s Hoard

Automa’s Hoard can be played with any combination of expansions. However, its impact is smaller when playing with fewer birds that involve opponents gaining things on your turn.

Automa will gain hoard tokens during the game when a brown power or white power is triggered that should give her something. Food tokens are used to represent these for her; the type of food token has no significance.

Do not use Automa’s Cache when using the Automa’s Hoard variant.

Your Turn — Brown Powers and White Powers

Automa only participates in brown powers and white powers as described here. For each resource Automa would gain and any resources she would lose in exchange, do the following:

When you give something to Automa, it is returned to the supply and she gets hoard tokens instead.

When Automa gets to cache food or tuck a bird, give her 3 hoard tokens from the supply, instead. For example:

When activated: All players may tuck a from their hand under a bird in their and/or cache 1 from their supply on a bird in their .
Automa gains 6 tokens (3 for tuck and 3 for cache) and returns 2 tokens (1 for and 1 for ).

If Automa gets to choose the type of resource, she always chooses . For example:

When played: Draw 2 and keep 1. Other players may discard any 2 resources (Any food, , or ) to do the same.
Automa gains 6 hoard tokens for the and returns 2 hoard tokens for the two .

Note: Automa will not participate in any power where she would lose more tokens than she would gain. For example:

When activated: All players may discard 1 . Each player that discards an gains 1 Any food from the supply.
Automa does nothing because she would gain 1 token for the Any food, but return 2 tokens for the .

Nectar and the Oceania dice

Automa does not gain or use nectar. Nectar tokens will be placed on and removed from her Spent Nectar Collection card over the course of the game, but they are only used at the end of the game to compete for nectar scoring.

Automa spent nectar counter

Spent Nectar Collection card

The Spent Nectar Collection card has 3 “spent” boxes to collect nectar tokens for each of the habitats.

Selecting Dice

Selecting dice from the birdfeeder works the same as in the base game with the following substitution on the key.

End of the Round—Adjust Automa’s Spent Nectar

Automa adjust nectar Automa card

Adjust her collection of spent nectar at the end of each round. Do the following twice:

  1. Draw an Automa card and place it on top of the Adjust Spent Nectar card so the cube icons on the Automa card (if any) align with the habitat icons.

  2. Adjust Automa’s spent nectar collection by resolving each cube icon:

    — Take from the supply and place it on the Spent Nectar Collection card in the box for the habitat indicated above.

    — Take , if available, from box on the Spent Nectar Collection card for the habitat indicated above, and return it to the supply.

Automarazzi (2-4 Players Against Automa)

Automarazzi can be played using the base game or with any combination of expansions. You may also play using the Automa’s Hoard variant. Automarazzi is played open-handed.

In addtion to exchanging resources during your turn (see below), playing with Automarazzi affects setup, round structure, and end game scoring.

Give Bird Cards to Other Players

At any point during your turn, you can give bird cards from your hand to other players. There is no limit to how many bird cards you can give away and you may give them to any combination of other players. However, for each card you give you must first discard one Any food, , or . If you have nothing to discard, you cannot give a bird card. If you discard , it is returned to the supply.

Take Eggs from Other Players

At any point during your turn, assuming the other player agrees, you may take 2 eggs from their player mat. Give 1 to Automarazzi and place 1 on any bird on your player mat (egg limit rule applies). There is no limit to how many times you can do this.

Give Food to Other Players

At any point during your turn, you can give Any food to other players. There is no limit to how many you can give away and you may give them to any combination of other players. Give Automarazzi 3 hoard tokens for each given and 2 hoard tokens for each other Any food given.

Action Cubes

Action cubes are used to:

  1. Perform and record your actions during your turn.*

  2. Mark your score on the goal board at the end of each round.

Beak Pointing Left/Right

Beak pointing left

Beak pointing right

These icons refer to the direction a bird’s beak is pointing. Birds whose beaks are pointing straight ahead (or straight up) don’t count toward either the left or right-facing goal.

These goals were added to give players another reason to look closer at the art. There are a few that do need clarifications:

The following is a list of the birds that are not pointing left or right.

Bird Cards

Bird Powers

Sandhill Crane

Powers on bird cards may include these icons:

The background of a bird power indicates when it occurs:

When Played (no color)

These powers may be activated only when a bird is played (never again after you play the bird).

When Activated (brown)

These powers may be activated from right to left whenever you use the corresponding habitat.

Once Between Turns (pink)

These powers may be triggered on opponents’ turns. You can only use a pink power once between each of your own turns (if an opponent triggers it). We recommend telling other players what the power is, and what activates it. Players should help each other notice when a bird with a pink power should be activated.

Round End (teal)

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 first player 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.

Game End (yellow)

Some birds have yellow powers that activate only once, at the end of the game. Activate these powers after completing all end-of-round steps. If you have more than one bird with a “game end” power, you may activate them in any order. These birds do not trigger birds with pink “once between turns” powers.

The Birdfeeder

Birdfeeder

The birdfeeder has a tray to hold the 5 food dice. The dice removed from the birdfeeder when a player gained food will remain outside the tray until the birdfeeder is refilled.

If the birdfeeder tray is ever empty, throw all 5 dice back in.

If the dice in the tray all show the same face (including if there is only 1 die) and you are about to gain food for any reason, you may first throw all 5 dice back into the birdfeeder. (, , and each count as a unique facecounts as its own unique face.)

Bonus Cards

As described in Setup, each player starts the game with 1 bonus card (selected from 2 random cards).

There are also several birds with powers that allow you to gain additional bonus cards.

Bonus cards are all scored at end of game.

Cache

This refers to putting a food token on a bird (the bird is saving the food for later). You cannot spend that food token; instead, it’s worth 1 VP at end of game. If you run out of food tokens, you can cache cards instead (use discarded cards).

Common Merganser

Draw Bird Cards and Activate Wetland Bird Powers

Bird Tray & Deck

The cards available for you to draw are the 3 face-up cards on the bird tray and the top card of the bird deck.

When you choose to draw cards, do the following:

video
  1. Place an action cube in the leftmost exposed slot in the “draw bird cards” row on your player mat, and use the actions on the space in the order they are printed:

    • Any food You may discard any 1 food to reset the bird tray. This is optional.

    • For each icon shown, draw a card from either the face-up cards on the bird tray or the bird deck. There is no hand limit.

    • / You may discard at most 1 egg from a bird on your mat or 1 nectar, to draw an additional card. This is optional.

  2. Activate any brown powers on your wetland birds, from right to left. All powers are optional. End your turn by placing your action cube on the left side of the “draw bird cards” row.

Bird Card

Example: Draw 1 bird card, then you may discard 1 egg to draw another card. Next, you may activate the power on the bird card.

Example: You may discard any 1 food to reset the bird tray, then draw 2 bird cards. Next, you may activate the power on the bird card.

Managing the bird deck

As you draw face-up cards, they are not immediately refilled. Instead, wait until the end of your turn before refilling empty spaces on the bird tray. If the face-down deck is ever emptied during the game, reshuffle all discarded bird cards to form a new deck.

At the end of each round, discard any remaining face-up cards and replenish them with 3 new bird cards.

Duet Mode

Wingspan Asia includes a Duet mode for exactly 2 players.

Duet gameplay

Gameplay example

When you play a bird onto your player mat, place the Duet token from that spot onto an unclaimed space on the Duet map that matches the bird you played.

Duet map bonus space

Bonus: Some spaces on the Duet map have bonuses. If the space that you use has an egg, card, or food die on it, you gain the item shown.

“Matching the bird” means:

Do I place a token?

Only one player can use each space.

If you cannot place a Duet token in a matching space or do not wish to, you may place your Duet token in the reset space on the lower left of the board instead. On a later turn, at any time on your turn, you may remove that Duet token to reset the bird tray or the birdfeeder.

Duet gameplay example

Duet gameplay

The Brown Shrike was played above in the grassland habitat of the player mat, so the player may place their Duet token on an unoccupied space in the grassland region with any of the following symbols: invertebrate, rodent, bowl nest, <50 cm, or left facing beak. In this example the white player placed their Duet token on a bowl nest symbol in the grassland region.

Eggs

Egg tokens

Eggs are part of the cost of playing bird cards in columns 2–5. Also, each egg on the bird cards on your player mat is worth 1 point at the end of the game.

There is no limit to the egg supply. In the unlikely event that no eggs remain in the supply, use a temporary substitute.

First Player

First player token

During setup, choose a first player and give them the first-player token.

At the end of each round, pass the first player token to the left. That person takes the first turn in the following round.

Flock Mode

Flock mode requires 2 simultaneous active players to speed up gameplay. You are still competing as individuals, just as you do in the base game. You will be assigned to a group that has its own bird tray and birdfeeder, and you will only use that group’s resources throughout the game. You will interact across groups in other ways, though: the whole table shares end-of-round goals, pink “Once Between Turns” powers, and any bird powers that affect other players.

Group Notes

Gameplay

Flock turn-order-dial

The 2 players that the turnorder dial points to are the active players. They take their turns simultaneously.

When both active players have completed their turns, rotate the turn-order dial clockwise. There are now 2 new active players who take their turns.

Continue until all players have completed their turns.

Special circumstances for 7-player games

In rounds 2 and 4, everyone has an odd number of turns. This will cause the person to the right of the first-player token to have 1 cube left at the end of the round when everyone else has finished their turns. They take 1 last turn alone at this point.

The 2 players on the edges of the 4-player group will be active players on the same turn for half of their turns, which might cause issues if they are both interacting with the dice or the bird tray. On these turns, the active players should resolve their turns one after the other, instead of simultaneously.

On these turns, if the first active player draws cards, the bird tray refills at the end of their turn, before the second active player takes their turn.

Interactions with the Oceania Expansion

Nectar: All players need access to nectar as a resource. Split the dice from the Oceania Expansion between the two birdfeeders (2 nectar dice and 3 regular dice per birdfeeder). Score nectar with friendly ties, like the end-of-round goals: more than one player can be in first place, and second place is still awarded to the player(s) who have the next-highest amount of nectar.

Emu: Gain all the seed from your group’s birdfeeder. When you distribute seed, you may distribute it to anyone at the table.

Flocking

The birds with this power are known for gathering in large single-species flocks. As described on these cards, you can build a flock of a certain species by tucking cards face-down under that bird card. Each tucked card is worth 1 point at end of game.

Food

Food is primarily used to play bird cards, but some birds cache food that is worth VP at end of game.

There is no limit on how many food tokens you can have by your mat or on your birds, nor is there a limit on food tokens in the supply. In the unlikely event that any type of food token is unavailable in the supply, use a temporary substitute.

Gain Food and Activate Forest Bird Powers

video

Food is primarily used to play bird cards. Your options for which food to gain are shown on the dice in the birdfeeder, which will repeatedly get depleted and refilled throughout the game.

When you choose to gain food, do the following:

  1. Place an action cube in the leftmost exposed slot in the “gain food” row on your player mat, and use the actions on the space in the order they are printed:

    • Any food You may discard any 1 food to reset the birdfeeder. This is optional.

    • Food die Food die For each icon shown, gain food from dice you select from the birdfeeder. For each food that you gain:

      • Remove a die from the birdfeeder and put it on the table.
      • Gain a food token matching the icon on the die and place it next to your player mat. Your food tokens are public information.

      You always gain 1 food token per die. With thea die face that shows , , or , gain 1 token of either type (not 2 tokens).

    • Food die You may discard at most 1 bird card from your hand to gain an additional food. This is optional. When you gain this extra food, you must choose among the dice that are remaining in the birdfeeder.

  2. Activate any brown powers on your forest birds, from right to left. All powers are optional. End your turn by placing your action cube on the left side of the “gain food” row.

Bird Card

Example: Gain 1 food token from a die, then you may discard 1 bird card to gain another food token from a die. Next, you may activate the power on the bird card.

Example: You may discard any 1 food token to reset the birdfeeder, then gain 2 food from the birdfeeder. Next, you may activate the power on the bird card.

Lay Eggs and Activate Grassland Bird Powers

Eggs are part of the cost of playing bird cards in columns 2–5. Also, each egg on the bird cards on your player mat is worth 1 point at the end of the game.

When you choose to lay eggs, do the following:

  1. Place an action cube in the leftmost exposed slot in the “lay eggs” row on your player mat, and use the actions on the space in the order they are printed:

    • Lay an egg for each icon shown.

      To lay an egg, gain an egg token from the supply (color doesn’t matter) and place it on a bird card that has space for it, according to its egg limit. The egg will stay there for the rest of the game, unless discarded.

      Example: five egg limit

      You can lay eggs on any combination of birds (including all on 1 bird), but each bird has an egg limit. A bird’s egg limit is shown by the egg icons. A bird card can never hold more than this number of eggs.

      It is possible that you will have more capacity to lay eggs (based on your player mat) than you have spaces on your birds. Any excess beyond your egg limit is lost.

    • /Any food You may discard at most 1 bird card, or pay at most 1 food token to lay an additional egg. This is optional.

  2. Activate any brown powers on your grassland birds, from right to left. All powers are optional. End your turn by placing your action cube on the left side of the “lay eggs” row.

Bird Card

Example: Lay 2 eggs, then you may pay 1 food to lay another egg. Next, you may activate the power on the bird card.

Nectar

Nectar token

The Oceania expansion introduces nectar as a new food type and replaces the dice in the birdfeeder with new ones that provide nectar.

When paying food to play a bird, use an “any food” bird power, or upgrade an action, nectar is a wild food.

You can substitute nectar for any of the 5 other food types when playing a bird, discarding Any food for a bird’s power, or upgrading an action on your player mat (e.g., discarding a food to lay an extra egg: Any food ).

When bird powers refer to a specific food type, nectar is not a wild food.

If a bird’s power looks for rodents in the birdfeeder, for example, do not also count the nectar there.

Any nectar remaining in your personal food supply at the end of the round is discarded.

You cannot carry over any nectar from round to round.

When spending nectar to play birds, use an “any food” bird power, or upgrade an action, put it onto the “spent nectar” space for that habitat.

Spent Nectar

You can put nectar onto your mat when:

You must put it on the same row where you spent it: when playing a bird, put it in the row where you played the bird. Otherwise, put it in the row that you activated that turn.

You may not trade away nectar in the Any food Any food = Any food conversion. Nectar is already wild.

At game end, count who has the most nectar tokens in the “spent nectar” space of each habitat. Award points as shown on the player mat. In each habitat:

As with the end-of-round goals, you must have at least 1 nectar token in a habitat to qualify for the nectar points for that habitat. If two or more players are tied, add the points and divide them evenly, rounded down. For example, two players tied for most nectar would each receive 3 points. Two players tied for second most nectar would each receive 1 point.

Nests

Each bird has a nest icon beneath its score. These nest icons can be important for end-of-round goals and bonus cards. The 4 types of nests are:

Play a Bird from Your Hand

video

Before choosing to play a bird from your hand, consider its habitat, food requirements, and egg cost. Each bird has habitat and food requirements, shown in the upper left-hand corner of the card. Additionally, there may be an egg cost shown at the top of the column in which you’re playing the bird (there is no egg cost for the first column). If you cannot afford to pay the full cost, you cannot play the bird.

When you choose to play a bird, do the following:

  1. Select a bird card in hand to play and place an action cube at the top of the column in which you will play the bird. Pay the corresponding egg cost (if any) by discarding eggs from any birds on your player mat. To play a bird in column 2 or 3, you must discard 1 egg to the egg supply. In columns 4 or 5, you must discard 2 eggs.

  2. Pay the bird’s food cost. Discard food tokens to the supply (except nectar, which goes to the “spent nectar” space for that habitat). These tokens must be from next to your player mat, not food tokens cached on bird cards. The types of food are:

    • Fish

    • Fruit

    • Rodent

    • Invertebrate

    • Seed

    • Nectar

    • Any food

      Wild: If a bird’s food requirement includes a wild icon, you can use any of the 5 types of food for it.

    • No Food: A crossed-out circle means a bird does not have a food cost.

    • Or: This icon in bird costs and other places in Wingspan means “or” (e.g., pay 1 fish or 1 fruit).

    Any food Any food = Any food When playing birds, you may spend any 2 food tokens as if they are any 1 food token. This exchange cannot be used during other parts of the game. For example, if you need 1 fish, you could use any other 2 food tokens instead.

    Some birds have an * in the cost; this is to indicate that they have an alternative cost noted in text on the card.

  3. Place the bird card on the leftmost exposed slot in its corresponding habitat and move your action cube to the left side of the “play a bird” row. The three habitats are:

    If multiple habitat symbols are shown on the bird card, you can choose which habitat (row) to place it in. Your player mat limits you to a maximum of 5 birds in each habitat.

  4. If the bird has a power that reads, “when played”, you may use that power. Other powers (with a color background) are not used when the bird is played. Playing a bird is the only action that does not activate a row of birds.

Player Mat

Your player mat has four rows where you take actions on your turn. Three of the rows are habitats where your birds will live.

Player Mat Player Mat

Use the actions on each space in the order they are printed: Reset if you are going to, then take food or cards.

Adjacency

If a card refers to adjacent birds, it’s referring to orthogonal adjacency (birds immediately to the left or right, and those immediately above or below the given bird).

Predator

With these powers, birds go hunting for a smaller bird, a rodent, or a fish. If they find one, they keep it, and it counts as a point at the end of the game.

Reset

Scoring End-of-Round Goals

video

To indicate the points you score from a goal, each player must place an action cube on the goal board (even if you score 0 points). The board has 2 sides, each using a different scoring method. Green is the default, but blue is good for new players. Points are only awarded to the player who contributes the most to each end-of-round goal:

Green: Majority of the targeted item

Goal Board — Majority

This method uses the side of the goal board that has spaces for 1st, 2nd, and 3rd place.

At the end of the round, count your quantity of the targeted item. Players compare their results and place their action cubes based on their rank order.

If players tie, place both cubes on the tied place, and do not award the next place. At game end, you will add the points for that place and the next place(s), then divide by the number of players who tied and round down (4th place scores 0 points).

For example, when using the goal that scores 5, 2, or 1 points, if two players tie for 1st place, each gets 3 points (5 + 2 divided by 2 players, rounded down). Do not award 2nd place to another player.

You must have at least 1 of the targeted items to score points for a goal. For example, you must have at least 1 grassland bird to score points for the “most birds in the grassland habitat” goal.

If you finish in 4th or 5th place, you must still place an action cube on the goal board in the space marked 0.

Blue: One point per targeted item

Goal Board — Points per item

This method uses the side of the goal board that has spaces labeled 5–4–3–2–1–0 next to the space for each goal.

At the end of the round, count your quantity of the targeted item. Score 1 point per item, with a maximum of 5 points. Use an action cube to mark your score on the goal. If you do not have any of that item, you must still place an action cube on the goal board in the space marked 0.

  • The player who comes first on the goal places a cube in the space marked above the goal tile and gets the points marked there.
  • The player who comes second on the goal places their cube below the tile and gets zero points.
  • The player who comes second on the goal also gets the first-player token for the next round.
  • Ties are friendly: Both players get the points. In the case of a tie, the first-player token goes to the player who did not have it this round.
Duet goals

Example: Scoring Duet goals

Flock Mode Goal Board

Goal Board — Flock

At the end of the round, count your quantity of the targeted item. Players compare their results and place their action cubes based on their rank order.

In Flock mode, ties are friendly: For example, if 2 players are tied for first place, they both get full points, and second place is still available.

You must have at least 1 of the targeted items to score points for a goal. For example, you must have at least 1 grassland bird to score points for the “most birds in the grassland habitat” goal.

Tucked Cards

Flocking bird powers and some predator powers allow you to tuck a card.

To tuck a card, place it face-down under a played bird card.

Each of these tucked cards are worth 1 VP at end of game.

Turn Structure

During each round, players take turns—proceeding clockwise—until each player has used all of their available action cubes.

On your turn, you will take 1 of 4 actions, as shown on the left side of your player mat:

Using Action Cubes

To place a bird from your hand onto a habitat, place an action cube on the Play a Bird spot above where you will play the bird. Pay the bird’s food and egg cost, then place the bird on your mat, only triggering that bird’s “when played” power (if any).

The Gain Food, Lay Eggs, and Draw Bird Cards actions follow the same 3-step process (numbers noted on player mat image, below):

  1. Choose a habitat on your player mat and place an action cube on the leftmost exposed slot in that row. Gain the benefit of that slot.

  2. Move your action cube from right to left, activating any birds with a brown “when activated” power in that row. Each power is optional.

  3. When the action cube reaches the far left, leave it there. Your turn is over.

Player mat Player mat Bird card Action Bird power End of turn

Wingspan

Example: a 30 centimeter wingspan

The wingspan of each bird is used for comparison for some bird powers.

Flightless Birds

A few birds in the deck have a * symbol for their wingspan. These are flightless birds, and some have only vestigial wings. For any bird power or bonus card that contains a condition on wingspan, flightless birds function as wild cards. For example:

  • Flightless birds always satisfy conditions on wingspan in a predator’s power.

  • Flightless birds can be treated as having any value for bonus cards that give points for birds with wingspans in ascending or descending order.

Settings

Standalone Sets

Choose one or more of these.

Addon Sets

Choose zero or more of these.

Play Mode

Wingspan Asia is required for Duet and Flock modes.

Type of Opponent
Automa Difficulty
Automa Variant

Choose zero or more of these.

On-page Back & Forward Buttons

Note: You can use these in addition to your built-in browser navigation.

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