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Field guide

How to play Wingspan

1–5 players (best at 3–4) Medium — engine builder

What is Wingspan?

Wingspan is a card-driven engine-builder by Elizabeth Hargrave in which you attract birds to three wildlife preserves on your personal player board. Each bird you play adds a power to one of your habitat rows, and those powers chain together into increasingly potent combinations over the course of the game.

The tone is relaxed and naturalistic — the cards feature real North American species with gorgeous illustrations and genuine biological trivia — but beneath the atmosphere sits a tight optimization puzzle. You're always weighing whether to grow a habitat, grab a high-value bird, or sprint toward an end-of-round goal before an opponent gets there first.

Never played an engine-builder? The loop is friendlier than it sounds: every turn you take one simple action — gain food, lay eggs, draw cards, or play a bird — and every bird you play permanently upgrades one of those actions, both making it bigger and adding a power that re-fires each time you use that row. Early turns feel modest; by round four the same single action triggers a cascade. The skill is spending your shrinking supply of turns building a machine that pays for itself.

Components

What's in the box, and what each piece does at the table:

  • 170 bird cards — the heart of the game. Each real species shows its food cost, allowed habitats, point value, egg limit, nest type, and a power: brown powers re-fire whenever their habitat row is activated, pink powers trigger once between your turns off opponents' actions, and colorless "when played" powers fire a single time.
  • 26 bonus cards — secret personal goals (you see 2 at setup, keep 1) that pay end-game points for a theme in your aviary — certain nest types, wingspans, habitats, and so on.
  • 103 food tokens (five types: invertebrate, seed, fish, fruit, rodent) — the currency for playing birds. In a pinch, any 2 food may be spent as 1 food of any type.
  • 75 egg miniatures — laid on birds up to each card's egg limit; they pay the column cost of later birds and score 1 point apiece at game end.
  • 5 custom food dice + 1 birdfeeder dice tower — the food market: the dice tumble through the feeder, and gaining food means taking dice out and collecting the matching tokens. The feeder only refills when empty — or when every remaining die shows the same face.
  • 1 bird tray — holds the deck and the 3 face-up birds anyone may draw; gaps refill at end of turn, and the whole row is swept and restocked each round.
  • 5 player mats — your three habitats (forest, grassland, wetland), each a row of 5 bird slots; the more birds in a row, the stronger that row's base action becomes.
  • 1 goal board + 8 double-sided goal tiles — the four end-of-round races. The board's green side ranks players (1st/2nd/3rd score); its blue side pays 1 point per item up to 5, for a less confrontational game.
  • 40 action cubes (8 per player) — your turns, literally: place one to act, and each round one cube stays behind marking your goal score — which is exactly why rounds shrink from 8 turns to 5.
  • 1 first-player token — passes clockwise at the end of every round.
  • 1 scorepad — tallies the six scoring categories at the end.
  • 1 rulebook + 1 appendix — the appendix explains every bird power, goal, and bonus card; keep it within reach for your first games.

Setup

  1. Set out the birds. Shuffle the bird cards into a deck, place it by the bird tray, and populate the tray with 3 face-up cards. These three cards plus the top of the deck are the only birds anyone can draw all game — watch what appears there.
  2. Build the supply. Place all food tokens and egg miniatures in a shared supply everyone can reach.
  3. Load the birdfeeder. Toss the 5 food dice into the birdfeeder dice tower. The dice sitting in its tray are the food available right now; dice taken for food stay out until the feeder is refilled.
  4. Choose your goal board side and tiles. Green side for direct competition (1st/2nd/3rd places score), blue side for 1 point per item with less conflict. Shuffle the 8 double-sided goal tiles without looking and place 1, random side up, on each of the four round spaces. Read all four now — they are the game's public agenda, and planning a round ahead is where goal points are won.
  5. Shuffle the bonus cards into a deck on the table.
  6. Deal each player 1 player mat, 8 action cubes of one color, 5 bird cards, 5 food tokens (1 of each type), and 2 bonus cards.
  7. Make the opening trade. Keep up to 5 of your bird cards, discarding 1 food token for each bird you keep, then keep 1 of your 2 bonus cards and discard the other. This is the first real decision: birds cost starting food, so keep only what fits a plan — 2 birds and 3 food is a common, comfortable opening.
  8. Pick a random first player and give them the first-player token.

How to play

Wingspan is played over four rounds of 8, 7, 6, and 5 turns each — one of your cubes stays on the goal board every round, so your supply shrinks. On your turn, place one action cube and take exactly one of four actions. For the three row actions you always use the leftmost exposed slot, gain its benefit, then move the cube right to left, optionally activating every brown power in that row — so each bird you add makes the row both bigger and longer:

  1. Play a bird — place a cube on Play a Bird, pay the egg cost of the column you're filling (none in column 1, 1 egg in columns 2–3, 2 eggs in 4–5), pay the bird's food cost (any 2 food may stand in for 1), place it on the leftmost open slot of one of its allowed habitats, and trigger its "when played" power, if any. This is the only action that does not activate a row.
  2. Gain food (forest) — take the number of dice your slot shows out of the birdfeeder and collect the matching tokens; some slots let you discard a bird card for 1 extra food. Then run your forest birds' brown powers right to left.
  3. Lay eggs (grassland) — gain that many eggs and place them on any of your birds, respecting each card's egg limit; some slots let you pay 1 food for 1 extra egg. Then run your grassland powers.
  4. Draw bird cards (wetland) — draw from the 3 face-up tray cards and/or the top of the deck; some slots let you discard 1 egg for 1 extra card. Then run your wetland powers. There is no hand limit.

At the end of each round: remove your cubes, score the goal — placing one cube on the goal board to mark it, where it stays — discard the tray's face-up birds and restock all 3, and pass the first-player token clockwise.

A turn each, in practice. Ana cubes her forest row — with two birds already there, the exposed slot pays two dice, a seed and a fish — and on the way back her Blue-Gray Gnatcatcher's brown power hands her a free invertebrate. Beto plays a Burrowing Owl into his grassland's second column — he discards 1 egg, pays the owl's food cost, and banks 5 points of printed card value. Carla lays eggs, spreading them across her birds up to each printed egg limit — every one is a quiet point at game end. Diego takes the Common Yellowthroat from the face-up tray plus a blind card off the deck; the tray's gap refills when his turn ends.

How to win

The game ends at the conclusion of round 4. Tally six categories on the scorepad: points printed on your bird cards, bonus card points, end-of-round goal points, and 1 point each for every egg on a bird, every food token cached on a bird, and every card tucked under a bird. The highest total wins; ties go to the player with the most unused food tokens, and if still level the victory is shared.

Building a cohesive engine matters more than chasing individual high-value cards. A forest-heavy build generates food to play expensive birds quickly; a grassland-heavy build piles up eggs for end-game points; a wetland-heavy build cycles through cards to find the perfect chain. Most winning boards blend all three, unified by a bonus card that rewards a consistent theme — and never let the shrinking rounds fool you: eggs laid in round 4 score exactly as much as a flashy bird you can no longer afford to exploit.