Wingspan Rules

Place an action cube on the leftmost exposed slot in row on your player mat to take 1 of the following 4 actions:
Select 1 bird card from your hand to play.
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.
Discard the shown food tokens (if , then there is no food cost). Wild () means you may use any food. You may spend any 2 food tokens to use them as any 1 food token.
Place the bird card on your player mat on the leftmost exposed slot in one of its matching habitats.
If the bird has a “when played” power, activate it (for that bird only).
Gain a number of food tokens equal to the number of 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).
If the leftmost exposed forest slot shows , you may discard 1 bird card from your hand to remove one additional die and take its corresponding food.
Activate any brown forest bird powers you wish, right to left.
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).
If the leftmost exposed grassland slot shows , you may pay 1 food token to gain one additional egg.
Activate any brown grassland bird powers you wish, right to left.
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.
If the leftmost exposed wetland slot shows , you may discard 1 egg to gain one additional card.
Activate any brown wetland bird powers you wish, right to left.
At the end of each round…
Discard any unused nectar.
Place 1 action cube to mark your score on the end-of-round goal.
If players tie, add the values of the tied and next places and divide by number of players, rounded down. 4th place scores 0.
5 is the maximum, 0 is the minimum (you must still place a cube there, even if on 0).
Remove all action cubes from your player mat.
Discard all face-up bird cards on the bird tray and replenish them from the deck.
Pass the first player token clockwise.
If Round 4 is over, use “game end” powers. Otherwise, pass first player token clockwise.
Fish
Fruit
Rodent
Invertebrate
Seed
Nectar
Any food
No food
Food die
Invertebrate or Seed
Nectar or Seed
Nectar or Fruit
Count the total number of birds you currently have in your forest habitat row.
Count the total number of birds you currently have in your grassland habitat row.
Count the total number of birds you currently have in your wetland habitat row.
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.
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.
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.
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.
Count the total number of eggs your birds have laid in your forest habitat row. Multiple eggs on one bird each count.
Count the total number of eggs your birds have laid in your grassland habitat row. Multiple eggs on one bird each count.
Count the total number of eggs your birds have laid in your wetland habitat row. Multiple eggs on one bird each count.
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.
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.
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.
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.
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.
Count the total number of birds you have played.
Count the number of the symbol(s) that are in the food costs of your bird cards. Do not count or .
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.
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.
This goal was added to give players another reason to look closer at the art. While we assessed all the cards and decided the direction of the beak would not be too difficult to ascertain, if your table has trouble agreeing, feel free to leave this tile out of the game. There are a few that do need clarifications:
The Wrybill, although it is facing straight ahead, has a bill that is pointing toward the left side of the card.
The Common Loon card (from the base game) has 1 bird facing in each direction, so it qualifies for both goals.
The Great Crested Grebe card (from the European Expansion) has 2 birds facing the same direction: it counts as a single card that has a bird facing left.
The following is a list of the birds that are not pointing left or 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.
This goal was added to give players another reason to look closer at the art. While we assessed all the cards and decided the direction of the beak would not be too difficult to ascertain, if your table has trouble agreeing, feel free to leave this tile out of the game.
The Common Loon card (from the base game) has 1 bird facing in each direction, so it qualifies for both goals.
The following is a list of the birds that are not pointing left or right.
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.
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 or .
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 or .
The number of your played birds with a printed value of 3 or fewer points
The number of food tokens in your personal supply
The number of your played birds with a printed value over 4 points
The number of your played birds in the habitat that has the most birds in it
The number of your played birds that have brown "when activated' powers on them
The number of your played birds that have at least 1 card tucked behind them
The number of columns in which all three bird spaces are filled
The number of your played birds that have no eggs on them when this goal is scored
The number of bird cards in your hand
Count the food cost on your birds, remembering to count only 1 food for birds that have a choice in their food cost
The number of your played birds that have either no power, or a “when played” power
Details and clarifications for some bonus cards…
After round 4, score as follows:
Points listed on each bird card
Points listed on each completed bonus card
Points for end-of-round goals
The player with the most points wins. If tied, whoever has the most food tokens wins. If still tied, victory is shared.
Choose dice one at a time. This creates the potential for you to reroll in between dice selections.
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.
Yes, your pink power can activate once after your last turn.
No, once you play a bird, it’s permanent.
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.
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.
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.
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.
Yes. Regular reroll rules apply whenever you have the opportunity to gain food from the birdfeeder.
For each of the 4 rounds, you always go first and the Automa always takes the last turn.
No, it should be 16%, not 10%.
This is a typo. Instead of 2-3, it should say 4-5.
Yes, 5 is correct.
Action cubes are used to:
Powers on bird cards may include these icons:
This indicates that the bird is a predator.
This indicates that the bird’s power involves tucking other bird cards under it to represent the creation of a flock. Each of these tucked cards are worth 1 VP at end of game.
This indicates that the bird’s power involves drawing additional bonus cards.
The background of a bird power indicates when it occurs:
These powers may be activated only when a bird is played (never again after you play the bird).
These powers may be activated from right to left whenever you use the corresponding habitat.
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.
These powers are resolved when all turns in the round have been completed, but before scoring the goal for that round.
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 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.)
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.
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).
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.
Place an action cube in the leftmost exposed slot in the “draw bird cards” row on your player mat, and draw the number of cards shown there from either the face-up cards on the bird tray or the bird deck. There is no hand limit.
If the slot where you placed your action cube shows an egg/nectar-to-card bonus conversion, you may discard at most 1 egg from a bird on your mat, or 1 nectar, to draw an additional card. This is optional.
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.
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.
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.
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.
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.
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 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.
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.
Place an action cube in the leftmost exposed slot in the “gain food” row on your player mat and gain the amount of food shown from dice you select from the birdfeeder.
For each food that you gain (1 food per die icon):
You always gain 1 food token per die. With thea die face that shows , , or , gain 1 token of either type (not 2 tokens).
If the slot where you placed your action cube shows a card-to-food bonus conversion, 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.
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.
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.
The game ends at the conclusion of Round 4. Use the scorepad to add together the following:
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.
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.
Place an action cube in the leftmost exposed slot in the “lay eggs” row on your player mat and lay that number of eggs.
Example: five egg limit
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.
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.
If the slot where you placed your action cube shows a food-to-egg bonus conversion, you may pay at most 1 food token to lay an additional egg. This is optional.
Example: Lay 2 eggs, then you may pay 1 food to lay another egg. Next, you may activate the power on the bird card.
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.
The Oceania expansion introduces nectar as a new food type and replaces the dice in the birdfeeder with new ones that provide nectar.
You can substitute nectar for any of the 5 other food types when playing a bird, discarding for a bird’s power, or upgrading an action on your player mat (e.g., discarding a food to lay an extra egg:
).
Some birds have nectar as a food cost. The normal rule that you can spend 2 food tokens as if they are any 1 food token also applies to nectar.
The symbol always includes nectar. If you find that this rule makes the Chihuahuan Raven and Common Raven in the base game too powerful, remove those two birds from the deck while playing with the Oceania Expansion.
If a bird’s power looks for rodents in the birdfeeder, for example, do not also count the nectar there.
You cannot carry over any nectar from round to round.
Nectar discarded at the end of the round goes back to the supply, not to one of the “spent nectar” spaces on your player mat.
This rule only applies to unspent nectar in your personal food supply. Do not discard the nectar on your “spent nectar” spaces or cached on your birds.
You can put nectar onto your mat when:
you spend nectar as part of a bird’s food cost (nectar costs paid with an
= are not placed on the “spent nectar” space. The nectar never enters your supply.)
you spend nectar on a bird power that has the icon. (Remember, if the bird power lists a specific food, you must use that food. Nectar is not wild for bird powers.)
you spend nectar to pay for one of the action upgrades printed on your player mat (such as resetting the birdfeeder or card tray, or gaining more eggs or cards).
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
=
conversion. Nectar is already wild.
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.
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:
Bowl
Cavity
Ground
Platform
Star nests are wild. (These birds build unusual nests that don’t fit into the four standard types.) These can be powerful, because they can match any other nest type for goals, bonus cards, and bird powers.
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.
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.
Pay the bird’s food cost. Discard food tokens to the supply (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
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).
=
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.
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:
Forest
Grassland
Wetland
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.
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.
Your player mat has four rows where you take actions on your turn. Three of the rows are habitats where your birds will live.
=
Reminder: You may spend any 2 food tokens as if they are any 1 food token.
Additional egg cost when playing a bird in this column.
You may discard any 1 food to reset the birdfeeder.
Gain a food from the birdfeeder.
You may discard a bird card to gain an extra food from the birdfeeder.
You may discard any food token to lay an additional egg.
You may discard any 1 food to reset the bird tray.
Draw a bird card from the deck or bird tray.
You may discard an egg token to draw an additional bird card.
Use the actions on each space in the order they are printed: Reset if you are going to, then take food or cards.
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).
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.
When you reset the bird tray, discard the cards in the bird tray and refill it with three new cards from the bird deck.
When you reset the birdfeeder, re-roll all five food dice.
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.
When all players have placed all of their action cubes, the round is over. Follow these steps in order:
Use 1 of your action cubes to mark your score on the end-of-round goal. As a result, you will have 1 fewer action cube to use each round:
The end-of-round goals are based on how many birds or eggs you have in a given habitat or nest type. 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.
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.
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.
Each player receives:
You may keep your hand of cards private or public throughout the game.
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.
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).
Randomly select the first player and give them the first-player token.
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.
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:
Play a bird from your hand
Gain food and activate forest bird powers
Lay eggs and activate grassland bird powers
Draw bird cards and activate wetland bird powers
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):
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.
Move your action cube from right to left, activating any birds with a brown “when activated” power in that row. Each power is optional.
When the action cube reaches the far left, leave it there. Your turn is over.
Example: a 30 centimeter wingspan
The wingspan of each bird is used for comparison for some bird powers.
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.
Birds with body parts in their names
Count the birds you have played that have one of the following anatomical terms in their names. Different versions of these words (such as “bellied”) all count.
Birds worth less than 4 points
Count the birds you played that have a face value of 0, 1, 2, or 3 points.
Birds with a power.
Count the birds you played that have the flocking symbol. The symbol should be on the left-hand side of the bird’s brown power.
Birds with at least 4 eggs laid on them
Count only bird cards that have 4 egg tokens sitting on them at game end.
Birds with geography terms in their names
Count the birds you have played that have one of the following geographical terms in their names:
Birds in your habitat with the fewest birds
Count the number of birds you played, in the habitat where you played the fewest birds. If you have two habitats tied for fewest birds, you may still score this bonus. For example, if all of your habitats have 3 birds in them, your habitat with the fewest birds has 3 birds in it.
Birds that have a nest symbol.
Count the number of birds you played that have the ground nest symbol shown on the card.
Star nests are wild. Birds with star nests count toward this bonus.
Birds with a power.
Count the birds you played that have the predator symbol. The symbol should be on the left-hand side of the bird’s brown power.
This bonus card grants points for a long enough sequence of consecutive birds with wingspans in ascending or descending order in your forest habitat. The sequence need not consist of all birds in the habitat, and it need not start or end with the first or last bird in the habitat. A sequence may include two or more birds with the same wingspan.
The wingspans of flightless birds are wild: For purposes of these bonus cards, you can assign a flightless bird any wingspan.
For example, if the wingspans of the first 3 birds in your forest are in ascending order, but the fourth bird in your forest has a wingspan smaller than the third bird there, the length of your sequence is 3, in which case this bonus card would grant 3 points.
Birds that can only live in the habitat.
Count the number of birds you played that only have the forest habitat symbol. If a bird has the option to live in more than one type of habitat, it cannot count toward this bonus.
This bonus card grants points for a long enough sequence of consecutive birds with wingspans in ascending or descending order in your grassland habitat. The sequence need not consist of all birds in the habitat, and it need not start or end with the first or last bird in the habitat. A sequence may include two or more birds with the same wingspan.
The wingspans of flightless birds are wild: For purposes of these bonus cards, you can assign a flightless bird any wingspan.
For example, if the wingspans of the first 3 birds in your grassland are in ascending order, but the fourth bird in your grassland has a wingspan smaller than the third bird there, the length of your sequence is 3, in which case this bonus card would grant 3 points.
Birds named after a person
Count the birds you have played that have a ‘s in their name. Names include:
Birds that eat .
The the percentage of birds that apply to this card should be 16%, not 10%.
Birds with wingspans over 65cm
Count the birds you played that have wingspans over 65cm. Wingspans of exactly 65cm do not count toward this bonus.
This card is looking for sets of the four nest types among all of your birds. The order and location of the nests do not matter; it only matters that each set includes all four nest types.
Each star nest can be substituted for one nest of any type in one set. For example:
Birds that have a nest symbol.
Count the number of birds you played that have the cavity nest symbol shown on the card.
Star nests are wild. Birds with star nests count toward this bonus.
Birds that have at least 1 egg laid on them
Count only bird cards that have at least 1 egg token sitting on them at game end.
Birds with wingspans 30cm or less
Count the birds you played that have wingspans 30cm or less. Wingspans of exactly 30cm count toward this bonus.
Birds with colors in their names
Count the birds you have played that have one of the following words in their name. Each bird counts just once, even if it has multiple colors in its name. Colors include:
Birds that have a nest symbol.
Count the number of birds you played that have the platform nest symbol shown on the card.
Star nests are wild. Birds with star nests count toward this bonus.
Birds that can only live in the habitat.
Count the number of birds you played that only have the grassland habitat symbol. If a bird has the option to live in more than one type of habitat, it cannot count toward this bonus.
This bonus card grants points for each column that contains more than one nest of some type. A column is worth 0, 1, or 3 points, according to whether it has 0, 2, or 3 matching nests in that column, respectively. Different columns may (but need not) score using different nest types.
Star nests are wild. A single star nest counts only once; it cannot be used to match 2 different kinds of nests in the same column.
Birds in your hand at end of game
Count the bird cards still in your hand at the end of the game.
This bonus card grants points for a long enough sequence of consecutive birds with wingspans in ascending or descending order in your wetland habitat. The sequence need not consist of all birds in the habitat, and it need not start or end with the first or last bird in the habitat. A sequence may include two or more birds with the same wingspan.
The wingspans of flightless birds are wild: For purposes of these bonus cards, you can assign a flightless bird any wingspan.
For example, if the wingspans of the first 3 birds in your wetland are in ascending order, but the fourth bird in your wetland has a wingspan smaller than the third bird there, the length of your sequence is 3, in which case this bonus card would grant 3 points.
Birds that can only live in the habitat.
Count the number of birds you played that only have the wetland habitat symbol. If a bird has the option to live in more than one type of habitat, it cannot count toward this bonus.
Birds that have a nest symbol.
Count the number of birds you played that have the bowl nest symbol shown on the card.
Star nests are wild. Birds with star nests count toward this bonus.
Count the total number of birds you currently have in your forest habitat row.
Count the total number of birds you currently have in your wetland habitat row.
Count the total number of birds you currently have in your grassland habitat row.
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.
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.
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.
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.
Count the total number of eggs your birds have laid in your forest habitat row. Multiple eggs on one bird each count.
Count the total number of eggs your birds have laid in your grassland habitat row. Multiple eggs on one bird each count.
Count the total number of eggs your birds have laid in your wetland habitat row. Multiple eggs on one bird each count.
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.
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.
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.
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.
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.
Count the total number of birds you have played.
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.
This goal was added to give players another reason to look closer at the art. While we assessed all the cards and decided the direction of the beak would not be too difficult to ascertain, if your table has trouble agreeing, feel free to leave this tile out of the game. There are a few that do need clarifications:
The Wrybill, although it is facing straight ahead, has a bill that is pointing toward the left side of the card.
The Common Loon card (from the base game) has 1 bird facing in each direction, so it qualifies for both goals.
The Great Crested Grebe card (from the European Expansion) has 2 birds facing the same direction: it counts as a single card that has a bird facing left.
The following is a list of the birds that are not pointing left or 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.
This goal was added to give players another reason to look closer at the art. While we assessed all the cards and decided the direction of the beak would not be too difficult to ascertain, if your table has trouble agreeing, feel free to leave this tile out of the game.
The Common Loon card (from the base game) has 1 bird facing in each direction, so it qualifies for both goals.
The following is a list of the birds that are not pointing left or right.
Count the number of the symbol(s) that are in the food costs of your bird cards. Do not count or .
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 or .
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 or .
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.
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.
The number of food tokens in your personal supply
The number of your played birds with a printed value over 4 points
The number of your played birds with a printed value of 3 or fewer points
The number of your played birds in the habitat that has the most birds in it
The number of your played birds that have brown "when activated' powers on them
The number of your played birds that have at least 1 card tucked behind them
The number of columns in which all three bird spaces are filled
The number of your played birds that have no eggs on them when this goal is scored
The number of bird cards in your hand
Count the food cost on your birds, remembering to count only 1 food for birds that have a choice in their food cost
The number of your played birds that have either no power, or a “when played” power
Game end: Tuck 1 from the deck behind each bird in your , including this one.
Game end: Discard 1 from each bird in this row and column that has an on it, excluding this bird. For each discarded , cache 2 from the supply on this bird.
Game end: Cache up to 5 from your supply on this bird.
Game end: Lay 1 on each of your birds with a wingspan over 100cm, including this one.
Flightless birds count as wild for wingspan requirements, so eggs may be laid on them for each of these bird powers, even though they are contradictory.
Eggs are laid after scoring the round-end goal for Round 4.
Game end: Cache up to 8 from your supply on this bird.
Game end: Play a bird. Pay its normal food and egg cost. If it has a “when played” or “game end” power, you may use it.
The bird’s normal cost includes the egg cost of the column that you play it into.
As usual, you cannot activate other types of bird powers (such as “round end” powers) when you play a bird with this action.
Game end: Play a bird. Pay its normal food cost, but ignore 1 in its egg cost. If it has a “when played” or “game end” power, you may use it.
As usual, you cannot activate other types of bird powers (such as “round end” powers) when you play a bird with this action.
You will have already discarded nectar when the Grey-Headed Mannikin is activated, so if you want to use it to play a bird with a nectar cost, you will need to use the 2:1 food conversion to obtain the nectar.
Game end: Draw 4 bonus cards, keep 1, and discard the other 3.
Game end: Lay 1 on each of your birds with a nest, including this one.
You may count star nests as wild and include them when you lay eggs.
Eggs are laid after scoring the round-end goal for Round 4.
Game end: Discard 2 from your . If you do, play 1 bird in your at its normal food cost (ignore its egg cost). If it has a “when played” or “game end” power, you may use it.
Game end: Lay 1 on each of your birds with a nest, including this one.
You may count star nests as wild and include them when you lay eggs.
Eggs are laid after scoring the round-end goal for Round 4.
Game end: Lay 1 on each of your birds with a nest, including this one.
You may count star nests as wild and include them when you lay eggs.
Eggs are laid after scoring the round-end goal for Round 4.
Game end: For every 2 in your , lay 1 on this bird.
The egg limit of this bird still applies. For example, if you have 6 eggs in your wetland but only space for 1 more egg on this bird, you lay 1 egg.
Round down (i.e., if you have 5 eggs in your wetland, lay 2 eggs).
Eggs are laid after scoring the round-end goal for Round 4.
Game end: Lay 1 on each of your birds with a nest, including this one.
This bird lays eggs only on birds with the star nest icon.
Eggs are laid after scoring the round-end goal for Round 4.
Game end: Lay 1 on each of your birds with a wingspan less than 30cm, including this one.
Flightless birds count as wild for wingspan requirements, so eggs may be laid on them for each of these bird powers, even though they are contradictory.
Eggs are laid after scoring the round-end goal for Round 4.
Game end: Lay 1 on each bird in your , including this one.
Eggs are laid after scoring the round-end goal for Round 4.
Once between turns: When another player takes the “lay eggs” action, this bird lays 1 on another bird with a nest.
This bird is a nest parasite in the wild: it lays eggs in other birds’ nests.
When another player uses the grassland action to lay eggs, you may lay 1 egg. You may do this only once between your turns, no matter how many other players lay eggs. This bird can lay eggs on star nests.
Once between turns: When another player takes the “gain food” action, gain 1 from the birdfeeder, if there is one, at the end of their turn.
Once between turns: When another player takes the “lay eggs” action, this bird lays 1 on another bird with a nest.
This bird is a nest parasite in the wild: it lays eggs in other birds’ nests.
When another player uses the grassland action to lay eggs, you may lay 1 egg. You may do this only once between your turns, no matter how many other players lay eggs. This bird can lay eggs on star nests.
Once between turns: When another player plays a bird, gain 1 from the supply.
Activate this power when a player uses the “Play a bird” action to play a bird into the wetland habitat. A bird that uses its power to move into the habitat does not trigger this power.
Once between turns: When another player’s succeeds, gain 1 from the birdfeeder.
If multiple players trigger this power at the same time, they gain food in turn order, starting to the left of the active player (the one whose predator succeeded).
Once between turns: When another player’s succeeds, gain 1 from the birdfeeder.
If multiple players trigger this power at the same time, they gain food in turn order, starting to the left of the active player (the one whose predator succeeded).
Once between turns: When another player takes the “lay eggs” action, this bird lays 1 on another bird with a nest.
This bird is a nest parasite in the wild: it lays eggs in other birds’ nests.
When another player uses the grassland action to lay eggs, you may lay 1 egg. You may do this only once between your turns, no matter how many other players lay eggs. This bird can lay eggs on star nests.
Once between turns: When another player takes the “lay eggs” action, this bird lays 1 on another bird with a nest.
This bird is a nest parasite in the wild: it lays eggs in other birds’ nests.
When another player uses the grassland action to lay eggs, you may lay 1 egg. You may do this only once between your turns, no matter how many other players lay eggs. This bird can lay eggs on star nests.
Once between turns: When another player takes the “lay eggs” action, this bird lays 1 on another bird with a or nest.
Star nests count as bowl nests or ground nests for this bird.
Once between turns: When another player plays a bird, gain 1 from the supply.
Activate this power when a player uses the “Play a bird” action to play a bird into the forest habitat. A bird that uses its power to move into the habitat does not trigger this power.
Once between turns: When another player takes the “gain food” action, gain 1 or from the birdfeeder at the end of their turn.
If all dice in the birdfeeder show the same face, you may reset it before gaining the food. If the birdfeeder contains no invertebrate or fruit, you gain nothing.
Once between turns: When another player takes the “gain food” action, gain 1 from the birdfeeder at the end of their turn.
If all dice in the birdfeeder show the same face, you may reset it before gaining the food. If the birdfeeder contains no seed, you gain nothing.
Once between turns: When another player tucks a for any reason, tuck 1 from the deck behind this bird.
Once between turns: When another player plays a bird, tuck a from your hand behind this bird.
This is specifically referring to birds played into the grassland habitat.
Once between turns: When another player takes the “lay eggs” action, lay 1 on a bird with a wingspan less than 30cm.
Once between turns: When another player takes the “gain food” action, if they gain any number of , also gain 1 from the supply and cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If you run out of food tokens, you can cache cards instead.
Once between turns: When another player takes the “lay eggs” action, lay 1 on this bird.
Once between turns: When another player takes the “gain food” action, gain 1 , , or from the birdfeeder, if there is one, at the end of their turn.
Before gaining this food, you may reroll the dice in the birdfeeder if they are all showing one face.
Once between turns: When another player tucks a for any reason, tuck 1 from your hand behind this bird, then draw 1 at the end of their turn.
Once between turns: When another player gains , gain 1 from the supply.
Once between turns: When another player’s succeeds, gain 1 from the birdfeeder.
If multiple players trigger this power at the same time, they gain food in turn order, starting to the left of the active player (the one whose predator succeeded).
Once between turns: When another player takes the “lay eggs” action, this bird lays 1 on another bird with a nest.
This bird is a nest parasite in the wild: it lays eggs in other birds’ nests.
When another player uses the grassland action to lay eggs, you may lay 1 egg. You may do this only once between your turns, no matter how many other players lay eggs. This bird can lay eggs on star nests.
Round end: Choose a habitat with no . Lay 1 on each bird in that habitat.
Round end: Choose any 1 player (including yourself). Cache 1 from the supply on this bird for each that player has.
Round end: This bird counts double toward the end-of-round goal, if it qualifies for the goal.
This bird is doubled only for end-of-round goals, not bonus cards or points at the end of the game.
Eggs on this card are not doubled, if the goal is counting the number of eggs.
Round end: Lay 1 on this bird for each other bird with a nest that you have.
Star nests count as cavity nests for this bird.
Round end: Discard up to 5 from your supply. For each, tuck 1 from the deck behind this bird.
Round end: Discard up to 5 from your supply. For each, tuck 1 from the deck behind this bird.
Round end: Choose 1 other player. For each action cube on their , lay 1 on this bird.
Round end: Discard up to 5 from your supply. For each, tuck 1 from the deck behind this bird.
Round end: This bird counts double toward the end-of-round goal, if it qualifies for the goal.
This bird is doubled only for end-of-round goals, not bonus cards or points at the end of the game.
Eggs on this card are not doubled, if the goal is counting the number of eggs.
Round end: Choose 1 other player. For each action cube in their , cache 1 from the supply on any of your birds.
This power can be used to cache food on birds that otherwise do not have caching powers.
Round end: Reset the birdfeeder. If you do, gain all in the birdfeeder after resetting.
If the specified food type is not in the birdfeeder after the reset, you gain nothing.
Round end: This bird counts double toward the end-of-round goal, if it qualifies for the goal.
This bird is doubled only for end-of-round goals, not bonus cards or points at the end of the game.
Eggs on this card are not doubled, if the goal is counting the number of eggs.
Round end: Choose any 1 player (including yourself). Cache 1 from the supply on this bird for each that player has.
Round end: Choose 1 other player. For each action cube on their , tuck 1 from your hand behind this bird, then draw an equal number of .
You may tuck cards up to the number of action cubes.
Round end: Discard up to 5 from your supply. For each, tuck 1 from the deck behind this bird.
Round end: Choose a habitat with no . Lay 1 on each bird in that habitat.
Round end: If you used all 4 types of actions this round, play another bird. Pay its normal food and egg cost.
If the additional bird has a “when played” power, it is triggered when the bird is played.
If the extra bird has a “round end” power, it is triggered when the bird is played.
Round end: Tuck up to 3 from your hand behind this bird. Draw 1 for each card you tucked.
Round end: If you used all 4 types of actions this round, play another bird. Pay its normal food and egg cost.
If the additional bird has a “when played” power, it is triggered when the bird is played.
If the extra bird has a “round end” power, it is triggered when the bird is played.
Round end: If you used all 4 types of actions this round, play another bird. Pay its normal food and egg cost.
If the additional bird has a “when played” power, it is triggered when the bird is played.
If the extra bird has a “round end” power, it is triggered when the bird is played.
When activated: Gain 1 from the birdfeeder (if available). You may cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If the same dice are showing in the birdfeeder, you may reroll to see if you meet the condition of the bird. If you run out of food tokens, you can cache cards instead.
When activated: Player(s) with the fewest birds: draw 1 .
If players are tied for the fewest birds currently in the wetland habitat, all draw a card, starting with you and proceeding clockwise. All may draw from the deck or the face-up cards.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Discard 1 from any of your other birds to gain 1 from the supply.
This bird is known for eating eggs from other birds’ nests. You must have laid an egg on another bird before you can use this power. Discard the egg to the supply.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat rodents roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a rodent, take at most 1 rodent token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Gain 1 from the birdfeeder.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Discard a to tuck 2 from the deck behind this bird.
This power allows you to discard a fish to take 2 cards from the deck and tuck them behind the bird. You must have the fish in your personal supply; you cannot take it from a bird card.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat fish roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a fish, take at most 1 fish token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Each player gains 1 from the birdfeeder, starting with the player of your choice.
The hummingbird’s owner decides which person gains the first food, and then players gain food in turn order. Players may reset the birdfeeder if it is empty or if all dice are showing the same face.
When activated: Draw 2 from the deck. Tuck 1 behind this bird and keep the other.
When activated: Choose 1 other player. You both draw 1 from the deck.
When activated: Shuffle the discard pile, then draw 2 from it. Choose 1 and tuck it behind this bird or add it to your hand. Discard the other.
The discard pile remains separate from the bird deck, even after you shuffle and draw from it.
When activated: Draw 1 face-up from the tray with a or nest. You may reset or refill the tray before doing so.
Before drawing a face-up card with the nest type shown, you may:
When activated: If the player to your right has a in their personal supply, tuck a from the deck behind this bird.
When activated: Lay 1 on any bird.
When activated: All players gain 1 from the supply.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat rodents roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a rodent, take at most 1 rodent token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Look at a from the deck. If <75cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Reset the birdfeeder and gain all , if there are any. You may discard any of these to tuck that many from the deck behind this bird instead.
Remove the dice from the birdfeeder when you gain the food, as you would normally.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat fish roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a fish, take at most 1 fish token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Draw 1 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: Gain all that are in the birdfeeder.
If there is only one die face showing at the beginning of this action, you may reset the birdfeeder and then take all the invertebrates.
This action is completed once you have gained all of this type of food that are showing. If the birdfeeder becomes empty and resets as a result of this action, you do not gain additional food after the reset. If there is only one die face showing after taking all the invertebrates, you may not reset the birdfeeder to look for more.
When activated: Discard 1 to tuck 2 from the deck behind this bird.
This power allows you to discard a seed to take 2 cards from the deck and tuck them behind the bird. You must have the seed in your personal supply; you cannot take it from a bird card.
When activated: All players gain a from the supply.
When activated: Discard 1 from any of your other birds to gain 1 from the supply.
This bird is known for eating eggs from other birds’ nests. You must have laid an egg on another bird before you can use this power. Discard the egg to the supply.
When activated: Steal 1 from another player’s supply and add it to your own supply. They gain 1
from the birdfeeder.
The food that the other player gains does not have to be the same type stolen.
When activated: Reset the birdfeeder and gain 1 , if there is one. You may give it to another player; if you do, lay up to 3 on this bird.
Remove the die from the birdfeeder when you gain the food, as you would normally.
When activated: Discard all remaining face-up and refill the tray. If you do, draw 1 of the new face-up .
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Gain 1 from the birdfeeder (if available). You may cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If the same dice are showing in the birdfeeder, you may reroll to see if you meet the condition of the bird. If you run out of food tokens, you can cache cards instead.
When activated: Gain 1 from the supply.
When activated: Choose a food type. All players gain 1 of that food from the supply.
When activated: Tuck a from your hand behind this bird. If you do, also lay 1 on this bird.
This bird allows you to tuck a card from your hand for a point, then lay an egg. You can only lay an egg if you first tuck a card from your hand.
When activated: Roll all dice not in birdfeeder. If any are a , gain 1 and cache it on this card.
When activated: Choose 1 other player. They lay 1 ; you draw 2 .
You may draw cards even if the other player is unable to lay an egg.
When activated: Look at a from the deck. If its food cost includes an or a , tuck it behind this bird. If not, discard it.
When activated: Tuck the smallest bird in the tray behind this bird.
The size of the bird refers to its wingspan. If there is a tie for the smallest bird, you choose.
When activated: Reset the birdfeeder. If you do, gain 1 or from the birdfeeder after resetting.
If the specified food type is not in the birdfeeder after the reset, you gain nothing.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat rodents roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a rodent, take at most 1 rodent token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Tuck a from your hand behind this bird. If you do, also lay 1 on this bird.
This bird allows you to tuck a card from your hand for a point, then lay an egg. You can only lay an egg if you first tuck a card from your hand.
When activated: Lay 1 on this bird.
When activated: Discard 1 to tuck 2 from the deck behind this bird.
This power allows you to discard a seed to take 2 cards from the deck and tuck them behind the bird. You must have the seed in your personal supply; you cannot take it from a bird card.
When activated: All players draw 1 from the deck.
When activated: Gain 1 from the supply and cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If you run out of food tokens, you can cache cards instead.
When activated: Lay 1 on any bird.
When activated: Tuck a from your hand behind this bird. If you do, gain 1 from the supply.
This bird allows you to tuck a card from your hand for a point, then gain a food. You can only gain a food if you first tuck a card from your hand.
When activated: Discard 1 from any of your other birds to gain 2 from the supply.
This bird is known for eating eggs from other birds’ nests. You must have laid an egg on another bird before you can use this power. Discard the egg to the supply.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Lay 1 on any bird.
When activated: Draw 1 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: Gain 1 from the birdfeeder (if available). You may cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If the same dice are showing in the birdfeeder, you may reroll to see if you meet the condition of the bird. If you run out of food tokens, you can cache cards instead.
When activated: Gain 1 from the supply and cache it on this card. At any time, you may spend cached on this card.
Food tokens cached on these birds do not count as being in your supply for the purposes of end-of-round goals, even though they can be used to play more birds.
When activated: Discard 1 to choose a from the tray and tuck it behind this bird.
Choosing and tucking using this bird’s power comprise a single action. You may not use this power to draw a card into your hand.
When activated: Choose 1-5 birds in this habitat. Tuck 1 from your hand behind each.
This power can be used to tuck cards behind birds that do not usually tuck cards.
When activated: Choose 1-5 birds in this habitat. Tuck 1 from your hand behind each.
This power can be used to tuck cards behind birds that do not usually tuck cards.
When activated: Tuck a from your hand behind this bird. If you do, also lay 1 on this bird.
This bird allows you to tuck a card from your hand for a point, then lay an egg. You can only lay an egg if you first tuck a card from your hand.
When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 from the birdfeeder.
The food that the other player gains does not have to be the same type stolen.
When activated: Gain 1 face-up that can live in .
If no card with that habitat is available, do not gain anything.
When activated: Player(s) with the fewest birds: draw 1 .
If players are tied for the fewest birds currently in the wetland habitat, all draw a card, starting with you and proceeding clockwise. All may draw from the deck or the face-up cards.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat fish roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a fish, take at most 1 fish token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Discard 1 from your supply. If you do, play another bird in your . Pay its normal food and egg cost.
If the additional bird has a “when played” power, it is triggered when the bird is played.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Choose a food type. All players gain 1 of that food from the supply.
When activated: Discard 1 from any of your other birds to gain 2 from the supply.
This bird is known for eating eggs from other birds’ nests. You must have laid an egg on another bird before you can use this power. Discard the egg to the supply.
When activated: Draw 2 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: Look at a from the deck. If <75cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Choose 1 other player. You both gain 1 from the supply.
When activated: Discard 1 to tuck 1 from the deck behind this bird.
When activated: Tuck a from your hand behind this bird. If you do, gain 1 from the supply.
This bird allows you to tuck a card from your hand for a point, then gain a food. You can only gain a food if you first tuck a card from your hand.
When activated: Tuck a from your hand behind this bird. If you do, also lay 1 on this bird.
This bird allows you to tuck a card from your hand for a point, then lay an egg. You can only lay an egg if you first tuck a card from your hand.
When activated: Discard a to tuck 2 from the deck behind this bird.
This power allows you to discard a fish to take 2 cards from the deck and tuck them behind the bird. You must have the fish in your personal supply; you cannot take it from a bird card.
When activated: All players gain 1 from the supply.
When activated: All players gain 1 from the supply. You also gain 1 from the supply.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat rodents roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a rodent, take at most 1 rodent token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Choose 1 other player. You both gain 1 from the supply.
When activated: Roll all dice not in the birdfeeder. If any are , place 1 on this card.
When activated: Gain all that are in the birdfeeder. Keep half (rounded up), then choose how to distribute the remainder among the other player(s).
You must gain all seeds available from the birdfeeder. Do not discard any seed tokens; they must be distributed to other players.
When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 from the birdfeeder.
The food that the other player gains does not have to be the same type stolen.
When activated: Choose 1-5 birds in your . Cache 1 from your supply on each.
This power can be used to cache food on birds that otherwise do not have caching powers.
When activated: Gain 1 from the supply and cache it on this card. At any time, you may spend cached on this card.
Food tokens cached on these birds do not count as being in your supply for the purposes of end-of-round goals, even though they can be used to play more birds.
When activated: Reset the birdfeeder. If you do, gain 1 from the birdfeeder after resetting.
If the specified food type is not in the birdfeeder after the reset, you gain nothing.
When activated: From the supply, gain 1 food of a type you already gained this turn.
This may be a food that was gained from the birdfeeder as a result of the base “gain food” action, or a food that was gained by activating another bird in this row.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat rodents roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a rodent, take at most 1 rodent token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Discard 1 from any of your other birds to gain 1 from the supply.
This bird is known for eating eggs from other birds’ nests. You must have laid an egg on another bird before you can use this power. Discard the egg to the supply.
When activated: Draw 1 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: Discard 1 to draw 2 .
This power adds cards to the wetland’s draw card(s) action, but it has a cost. Discard an egg to the supply. You cannot use this power if you have not laid any eggs yet.
When activated: Choose 1 other player. They reset the birdfeeder and gain a , if there is one. You tuck 2 from the deck behind this bird.
When activated: Discard 1 from your hand. If you do, play another bird in your . Pay its normal food and egg cost.
If the additional bird has a “when played” power, it is triggered when the bird is played.
When activated: Look at a from the deck. If <100cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Lay 1 on any bird.
When activated: Repeat a brown power on one other bird in this habitat.
This bird has the power to repeat another bird’s brown power. The repeated bird must be in the same habitat.
When activated: Gain 1 from the birdfeeder, if there is one.
When activated: Draw 1 for each empty card slot in this row. At the end of your turn, keep 1 and discard the rest.
These cards should be kept separate from the other cards you draw and your bird cards in hand. They cannot be spent during this turn. But to keep the game moving, you can sort through them at the end of your turn and let the next player start their turn.
When activated: Look at a from the deck. If <100cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Reset the birdfeeder. If you do, gain 1 from the birdfeeder after resetting.
When activated: Choose 1 other player. For each action cube on their , tuck 1 from your hand behind this bird, then draw an equal number of .
You may tuck cards up to the number of action cubes.
When activated: Look at a from the deck. If <50cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Trade 1 for any other
from the supply.
When activated: Draw 2 from the deck. Keep 1 and give the other to another player.
When activated: Look at a from the deck. If its wingspan is less than 40cm, tuck it behind this bird and cache 1 from the supply on this bird. If not, discard it.
When activated: Reset the birdfeeder and gain all , if there are any. You may cache any or all of them on this bird.
Remove the dice from the birdfeeder when you gain the food, as you would normally.
When activated: Look at 3 from the deck. Keep 1 bird, if there is one. You may add it to your hand or tuck it behind this bird. Discard the other cards.
When activated: Reset the birdfeeder. If you do, gain 1 from the birdfeeder after resetting.
If the specified food type is not in the birdfeeder after the reset, you gain nothing.
When activated: Player(s) with fewest birds gain 1 from birdfeeder.
If multiple players are tied for fewest birds in the forest, they all use this power. You choose who goes first, and players proceed in turn order.
When activated: Repeat one power in this habitat.
This bird has the power to repeat another bird’s brown power. The repeated bird must be in the same habitat.
When activated: Discard 1 . If you do, lay up to 2 on this bird.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Gain 1 or from the birdfeeder, if there is one.
When activated: Gain 1 from the supply and cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If you run out of food tokens, you can cache cards instead.
When activated: Discard any number of to draw that many .
When activated: If the player to your left has a in their personal supply, gain 1 from the general supply.
When activated: Discard 1 to draw 2 .
This power adds cards to the wetland’s draw card(s) action, but it has a cost. Discard an egg to the supply. You cannot use this power if you have not laid any eggs yet.
When activated: Discard any number of to gain that many from the supply.
When activated: Reset the birdfeeder. If you do, gain 1 , , or , if there is one.
You gain a total of 1 food. Remove the die from the birdfeeder when you gain the food, as you would normally.
When activated: All players lay 1 on any 1 bird. You may lay 1 on 1 additional bird.
This power allows you to lay an egg on 1 or 2 birds with a bowl (or star) nest. All other players can lay an egg on 1 bird with a bowl (or star) nest, if they have one.
When activated: All players may discard 1 from a bird. Each player that discards an gains 1 from the supply.
When activated: Choose 1 other player. you both gain 1 from the supply.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 from the birdfeeder.
The food that the other player gains does not have to be the same type stolen.
When activated: Draw and discard 5 from the deck. For each in their food costs, cache 1 from the supply on this bird.
When activated: Tuck 1 from your hand behind this bird. If you do, all players gain 1 from the supply.
When activated: Draw 1 .
This power adds cards to the wetland’s draw card(s) action. You may draw from the deck or the face-up cards. Face-up cards are refilled only at the end of your turn.
When activated: Tuck up to 3 from your hand behind this bird. If you tuck at least 1 , gain 1 from the supply.
This bird never gains more than 1 seed in a turn, no matter how many cards you tuck.
When activated: All players gain 1 from the supply. You gain 1 additional from the supply.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat rodents roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a rodent, take at most 1 rodent token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Gain 1 from the supply, or discard 1 to gain 1 from the supply.
The “toe” in this bird’s name is etymologically unrelated to the anatomical part and so does not qualify this bird for the Anatomist bonus card.
When activated: Gain 1 from the supply and cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If you run out of food tokens, you can cache cards instead.
When activated: Lay 1 on this bird.
When activated: Draw 1 face-up from the tray with a or nest. You may reset or refill the tray before doing so.
Before drawing a face-up card with the nest type shown, you may:
When activated: Choose 1-3 birds in your . Tuck 1 from your hand behind each. If you tuck at least 1 card, draw 1 .
This power can be used to tuck cards behind birds that do not usually tuck cards. You only draw 1 bird card regardless of how many cards you tuck.
When activated: Gain 1 from the birdfeeder, if there is one.
Before gaining this food, you may reroll the dice in the birdfeeder if they are all showing one face.
When activated: Tuck 1 from your hand behind this bird. If you do, lay up to 2 on this bird. All other players may lay 1 .
When activated: Lay 1 on this bird.
When activated: Gain 1 from the supply.
When activated: Roll all dice not in birdfeeder. If any are a , gain that many from the supply and cache them on this bird.
When activated: Look at a from the deck. If <75cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Repeat a brown power on one other bird in this habitat.
This bird has the power to repeat another bird’s brown power. The repeated bird must be in the same habitat.
When activated: All players draw 1 from the deck.
Draw clockwise, starting with the current player.
When activated: All players gain 1 from the supply.
When activated: Gain 1 from the supply.
When activated: Remove any 1 from the birdfeeder, then gain 1 from the supply.
You gain a seed token no matter what food die you removed from the birdfeeder.
When activated: Discard any number of . Lay 1 on this bird for each discarded .
When activated: Look at a from the deck. If <100cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: If the player to your right has a in their personal supply, gain 1 from the general supply.
When activated: Draw 2 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: All players lay 1 on any 1 bird. You may lay 1 on 1 additional bird.
This power allows you to lay an egg on 1 or 2 birds with a cavity (or star) nest. All other players can lay an egg on 1 bird with a cavity (or star) nest, if they have one.
When activated: Tuck a from your hand behind this bird. If you do, gain 1 from the supply.
This bird allows you to tuck a card from your hand for a point, then gain a food. You can only gain a food if you first tuck a card from your hand.
When activated: Draw 2 from the deck. Keep 1 and give the other to another player.
When activated: Choose 1 other player. You both lay 1 .
When activated: Lay 1 on an adjacent bird.
Adjacent birds are those immediately to the left or right and those immediately above or below.
When activated: All players draw 1 from the deck.
Draw clockwise, starting with the current player.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Tuck a from your hand behind this bird. If you do, gain 1 or 1 from the supply.
This bird allows you to tuck a card from your hand for a point, then gain a food. You can only gain a food if you first tuck a card from your hand.
When activated: Discard 1 to the “spent nectar” space for your . If you do, gain 2 from the birdfeeder.
When activated: All players gain 1 from the supply.
When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 from the birdfeeder.
The food that the other player gains does not have to be the same type stolen.
When activated: Gain 1 from the birdfeeder (if available). You may cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If the same dice are showing in the birdfeeder, you may reroll to see if you meet the condition of the bird. If you run out of food tokens, you can cache cards instead.
When activated: Draw 2 . If you do, discard 1 from your hand at the end of your turn.
When activated: Gain 1 from the supply and cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If you run out of food tokens, you can cache cards instead.
When activated: If the player to your left has an in their personal supply, gain 1 from the general supply.
When activated: Gain 1 from the birdfeeder (if available). You may cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If the same dice are showing in the birdfeeder, you may reroll to see if you meet the condition of the bird. If you run out of food tokens, you can cache cards instead.
When activated: Lay 1 on each bird in this column, including this one.
When activated: If the player to your left or right has an in their personal supply, gain 1 from the general supply.
When activated: Look at a from the deck. If <75cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Look at a from the deck. If <75cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Tuck a from your hand behind this bird. If you do, also lay 1 on this bird.
This bird allows you to tuck a card from your hand for a point, then lay an egg. You can only lay an egg if you first tuck a card from your hand.
When activated: Give 1 from your supply to another player. If you do, lay 2 on this bird or gain 2 from the birdfeeder.
When activated: Choose 1 other player. you both gain 1 from the supply.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Gain 1 or from the birdfeeder, if there is one.
When activated: Draw 1 face-up from the tray with a or nest. You may reset or refill the tray before doing so.
Before drawing a face-up card with the nest type shown, you may:
When activated: Each player gains 1 from the birdfeeder, starting with the player of your choice.
The hummingbird’s owner decides which person gains the first food, and then players gain food in turn order. Players may reset the birdfeeder if it is empty or if all dice are showing the same face.
When activated: Draw 2 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: Look at a from the deck. If it can live in , tuck it behind this bird. If not, discard it.
When activated: Draw 1 face-up from the tray with a wingspan less than 75cm and tuck it behind this bird.
When activated: Discard 1 . If you do, gain 1 from the supply.
When activated: Discard 1 to tuck 2 from the deck behind this bird.
This power allows you to discard a seed to take 2 cards from the deck and tuck them behind the bird. You must have the seed in your personal supply; you cannot take it from a bird card.
When activated: Draw 2 . All other players draw 1 from the deck.
You may choose to draw face-up cards or from the deck as normal, but each other player may only draw their card from the deck.
When activated: Lay 1 on this bird.
When activated: All players gain 1 from the supply.
When activated: Discard 1 from any bird. If you do, play another bird in your . Pay its normal food and egg cost.
If the additional bird has a “when played” power, it is triggered when the bird is played.
When activated: All players gain 1 from the supply.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat fish roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a fish, take at most 1 fish token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: If the player to your right has an in their supply, cache 1 from the general supply on this bird.
When activated: All players draw 1 from the deck.
Draw clockwise, starting with the current player.
When activated: Gain 1 from the supply.
When activated: Gain 1 face-up that can live in .
If no card with that habitat is available, do not gain anything.
When activated: Gain 1 from the birdfeeder (if available). You may cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If the same dice are showing in the birdfeeder, you may reroll to see if you meet the condition of the bird. If you run out of food tokens, you can cache cards instead.
When activated: Tuck 1 from your hand behind this bird. If you do, all players gain 1 from the supply.
When activated: Copy a brown power on one bird in the of the player to your right.
The copied power must be a brown “when activated” power.
When activated: Look at a from the deck. If <75cm, tuck it behind this bird. If not, discard it.
This bird eats other birds. Look at the wingspan of the top card of the deck and compare it to this bird’s hunting power.
If the wingspan of the top card in the deck is less than this bird’s hunting power, tuck that card to signify that your predator hunted successfully. Each tucked card is worth 1 point at the end of the game.
If the wingspan of the top card is equal to or larger than your predator’s power, discard the card instead.
When activated: Reset the birdfeeder. Cache 1 or 1 from the birdfeeder (if available) on this bird.
You gain a total of 1 food. Remove the die from the birdfeeder when you gain the food, as you would normally.
When activated: Discard 1 from your supply. If you do, lay 2 on this bird.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Copy a brown power on one bird in the of the player to your left.
The copied power must be a brown “when activated” power.
When activated: Tuck a from your hand behind this bird. If you do, gain 1 from the supply.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When activated: Look at a from the deck. If its wingspan is over 65cm, tuck it behind this bird and cache 1 from the supply on this bird. If not, discard it.
Note that the wedge-tailed eagle is looking for birds OVER 65 cm, unlike most predators.
When activated: All players lay 1 on any 1 bird. You may lay 1 on 1 additional bird.
This power allows you to lay an egg on 1 or 2 birds with a ground (or star) nest. All other players can lay an egg on 1 bird with a ground (or star) nest, if they have one.
When activated: Gain 1 or from the birdfeeder, if there is one.
When activated: Discard all remaining face-up and refill the tray. If you do, draw 1 of the new face-up .
When activated: Gain 1 from the birdfeeder.
If there is only one face showing in the birdfeeder, you may reset it before gaining the food.
When activated: Reset the birdfeeder. Gain 1 or 1 from the birdfeeder, if there is one, and cache it on this bird.
You gain a total of 1 food. Remove the die from the birdfeeder when you gain the food, as you would normally.
When activated: Gain 1 from the supply and cache it on this card.
This bird is known for caching extra food and saving it for later. As noted on this card, you can cache exactly 1 food token when its power is activated by placing it on the bird card. Once a food token is cached on a bird card, you cannot spend it. Each token on the card at the end of the game is worth 1 point. If you run out of food tokens, you can cache cards instead.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Reset the birdfeeder and gain all , if there are any. You may cache any or all of them on this bird.
Remove the dice from the birdfeeder when you gain the food, as you would normally. You may cache the fish on your bird or add them to your food supply.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat fish roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a fish, take at most 1 fish token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Discard all remaining face-up and refill the tray. If you do, draw 1 of the new face-up .
When activated: Tuck a from your hand behind this bird. If you do, lay 1 on any bird.
When activated: Roll all dice not in birdfeeder. If any are , gain 1 and cache it on this card.
Birds that eat fish roll all dice that are not in the birdfeeder. (Note that you will never roll more than 4 dice, because when all 5 dice are out of the birdfeeder it must reset immediately.) Roll dice on the table; they do not go back into the birdfeeder. If one or more dice show a fish, take at most 1 fish token from the supply and cache it on your card. Each token on a bird card is worth 1 point at the end of the game.
When activated: Draw 1 face-up from the tray with a or nest. You may reset or refill the tray before doing so.
Before drawing a face-up card with the nest type shown, you may:
When activated: All players draw 1 from the deck.
Draw clockwise, starting with the current player.
When activated: Draw 1 for each empty card slot in this row. At the end of your turn, keep 1 and discard the rest.
These cards should be kept separate from the other cards you draw and your bird cards in hand. They cannot be spent during this turn. But to keep the game moving, you can sort through them at the end of your turn and let the next player start their turn.
When activated: Draw 2 . If you do, discard 1 from your hand at the end of your turn.
This power adds cards to the wetland’s draw card(s) action, but it has a cost. The next player may start their turn while you are deciding which card(s) to discard.
When activated: Gain 1 from the supply.
When activated: If this bird is to the right of all other birds in its habitat, move it to another habitat.
This bird is able to live in a variety of habitats, and its power is to move from habitat to habitat—but only if it’s the last bird in that row. (It can be in any column.) This can be powerful for increasing your abilities in multiple habitats, and for scoring on end-of-round goals. Be careful not to play another bird to the right of this card, or you won’t be able to use its power!
When activated: Tuck a from your hand behind this bird. If you do, also lay 1 on this bird.
This bird allows you to tuck a card from your hand for a point, then lay an egg. You can only lay an egg if you first tuck a card from your hand.
When activated: Tuck a from your hand behind this bird. If you do, draw 1 .
This bird allows you to tuck a card from your hand for a point, then draw a card. You can only draw a card if you first tuck a card from your hand.
When played: Draw 3 bonus cards, then discard 2. You may discard bonus cards you did not draw this turn.
This temporarily adds 3 bonus cards to your hand of bonus cards, then from that hand you discard any 2 bonus cards.
When played: Gain 3 from the supply.
When played: Draw equal to the number of players +1. Starting with you and proceeding clockwise, each player selects 1 of those cards and places it in their hand. You keep the extra card.
Draw the cards from the deck so that you have a set with one more card than there are players. Each player chooses one card from this set, starting with you and passing to the left. When everyone has chosen a card, you keep the extra card.
When played: Lay 1 on each of your birds with a nest.
This power allows you to lay eggs on all of your birds that have a specific nest symbol (and all birds with a star nest symbol), including the newly played bird.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Play another bird in your wetland. Pay its normal cost with a 1 discount.
When played: Gain all that are in the birdfeeder.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 2 .
This power adds cards to the wetland’s draw card(s) action. You may draw from the deck or the face-up cards. Face-up cards are refilled only at the end of your turn.
When played: Draw 1 new bonus card. Then draw 3 and keep 1 of them.
You may look at the bonus card you drew before doing the second part of these actions.
When played: Discard all from 1 of your birds with a nest. Tuck twice that many from the deck behind this bird.
When played: Lay 1 on each of your birds with a nest.
This power allows you to lay eggs on all of your birds that have a specific nest symbol (and all birds with a star nest symbol), including the newly played bird.
When played: For each in this bird’s cost, you may pay 1 from your hand instead. If you do, tuck the paid behind this card.
If this bird uses its power to tuck cards instead of paying some or all of the bird’s food cost, this counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
When played: Draw the 3 face-up in the bird tray.
When played: Gain 3 from the supply.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 2 .
This power adds cards to the wetland’s draw card(s) action. You may draw from the deck or the face-up cards. Face-up cards are refilled only at the end of your turn.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Place this bird sideways, so that it covers 2 spaces. Pay the lower egg cost.
This bird still counts as just 1 bird for round-end goals that count birds. But both spaces are filled, so they can count twice toward the “completed columns” round-end goal.
This bird can still be played like any other bird in the 5th column, forgoing their power.
The next bird you play in this habitat is placed to the right of this bird.
When played: Instead of paying any costs, you may play this bird on top of another bird on your player mat. Discard any eggs and food from that bird. It becomes a tucked card.
If you use this power, you pay neither the food cost nor the egg cost for these birds. This counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
Any cards that were tucked behind the original bird remain tucked, but you must discard any eggs.
When played: Draw 1 new bonus card. Then gain 1 from the birdfeeder.
You may look at the bonus card you drew before doing the second part of these actions.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: For each in this bird’s cost, you may pay 1 from your hand instead. If you do, tuck the paid behind this card.
If this bird uses its power to tuck cards instead of paying some or all of the bird’s food cost, this counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
When played: Instead of paying any costs, you may play this bird on top of another bird on your player mat. Discard any eggs and food from that bird. It becomes a tucked card.
If you use this power, you pay neither the food cost nor the egg cost for these birds. This counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
Any cards that were tucked behind the original bird remain tucked, but you must discard any eggs.
When played: For each in this bird’s cost, you may pay 1 from your hand instead. If you do, tuck the paid behind this card.
If this bird uses its power to tuck cards instead of paying some or all of the bird’s food cost, this counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
When played: Place this bird sideways, so that it covers 2 spaces. Pay the lower egg cost.
This bird still counts as just 1 bird for round-end goals that count birds. But both spaces are filled, so they can count twice toward the “completed columns” round-end goal.
This bird can still be played like any other bird in the 5th column, forgoing their power.
The next bird you play in this habitat is placed to the right of this bird.
When played: Draw 1 new bonus card. Then gain 1 from the birdfeeder, lay 1 on any bird, or draw 1 .
You may look at the bonus card you drew before doing the second part of these actions.
When played: Play another bird in your . Pay its normal cost with a 1 discount.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Place this bird sideways, so that it covers 2 spaces. Pay the lower egg cost.
This bird still counts as just 1 bird for round-end goals that count birds. But both spaces are filled, so they can count twice toward the “completed columns” round-end goal.
This bird can still be played like any other bird in the 5th column, forgoing their power.
The next bird you play in this habitat is placed to the right of this bird.
When played: Play another bird in your . Pay its normal cost with a 1 discount.
When played: Play a second bird in your or . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Lay 1 on each of your birds with a nest.
This power allows you to lay eggs on all of your birds that have a specific nest symbol (and all birds with a star nest symbol), including the newly played bird.
When played: Draw 1 bonus card. You may discard any number of to draw that many additional bonus cards. Keep 1 of the cards you drew and discard the rest.
You first draw 1 bonus card, then decide how many additional cards you want to draw and discard the corresponding amount of food. This is a one-time decision. Among all the bonus cards drawn using this bird’s power, you keep only 1.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 1 new bonus card. Then gain 1 or lay 1 on any bird.
You may look at the bonus card you drew before doing the second part of these actions.
When played: Place this bird sideways, so that it covers 2 spaces. Pay the lower egg cost.
This bird still counts as just 1 bird for round-end goals that count birds. But both spaces are filled, so they can count twice toward the “completed columns” round-end goal.
This bird can still be played like any other bird in the 5th column, forgoing their power.
The next bird you play in this habitat is placed to the right of this bird.
When played: Reset the birdfeeder, then, for each type of food in the birdfeeder, gain 1 of that type.
For dice showing two types of food, you may gain both types. However, this bird’s power lets you gain at most 1 token of each food type. Remove each die from the birdfeeder as you gain food.
While resolving this power, roll the dice just once at the beginning. If, as a result of gaining food with this bird’s power, the remaining dice in the birdfeeder are showing just one face, you may not reroll them as part of the Masked Lapwing’s action.
When played: Instead of paying any costs, you may play this bird on top of another bird on your player mat. Discard any eggs and food from that bird. It becomes a tucked card.
If you use this power, you pay neither the food cost nor the egg cost for these birds. This counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
Any cards that were tucked behind the original bird remain tucked, but you must discard any eggs.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Discard a bonus card. If you do, draw 4 bonus cards, keep 2, and discard the other 2.
When played: Gain all that are in the birdfeeder.
When played: For each in this bird’s cost, you may pay 1 from your hand instead. If you do, tuck the paid behind this card.
If this bird uses its power to tuck cards instead of paying some or all of the bird’s food cost, this counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 1 bonus card for each bird in your . Keep 1 and discard the rest.
When played: Instead of paying any costs, you may play this bird on top of another bird on your player mat. Discard any eggs and food from that bird. It becomes a tucked card.
If you use this power, you pay neither the food cost nor the egg cost for these birds. This counts as both a) tucking a card and b) a predator succeeding, and triggers birds with pink powers accordingly.
Any cards that were tucked behind the original bird remain tucked, but you must discard any eggs.
When played: Draw 1 new bonus card. Then draw 3 and keep 1 of them.
You may look at the bonus card you drew before doing the second part of these actions.
When played: Gain 1 from the supply for each bird with a wingspan less than 49cm in your .
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Lay 1 on each of your birds with a nest.
This power allows you to lay eggs on all of your birds that have a specific nest symbol (and all birds with a star nest symbol), including the newly played bird.
When played: Draw 1 new bonus card. Then gain 1 or lay 1 on any bird.
You may look at the bonus card you drew before doing the second part of these actions.
When played: Discard a bird from your and put this bird in its place (do not pay an egg cost). If you do, lay 4 on this bird and gain 2 from the supply.
You must pay the food cost of the cassowary, but not the egg cost. The discarded bird’s eggs, cached food, and tucked cards are all discarded with it. You may play the cassowary in an empty space, but then you must pay its egg cost and you do not lay eggs or gain fruit.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Discard up to 6 . Lay 1 on this bird for each discarded food.
When played: Play a second bird in your . Pay its normal cost.
Play another bird into the same habitat. You must follow all other rules about how to play birds: it must be a bird that can live in that habitat, and you must discard the food and egg cost for that bird.
The birds with this power all are known for spending time in mixed flocks with multiple bird species. Research has shown this can have benefits such as help finding food and being alerted about predators.
When played: Tuck 1 from the deck behind each bird in this habitat, including this bird.
When played: Lay 1 on each bird in your , including this one.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Draw 2 new bonus cards and keep 1.
Draw two bonus cards, pick the one you want to keep, and discard the other. If the deck of bonus cards is ever exhausted, shuffle the discards to form a new face-down deck.
The birds with this power are all threatened or endangered, or conservationists are concerned that they soon will be because of a declining trend in their population.
When played: Look through all discarded bonus cards. Keep 1 of them.
The discard pile remains separate from the bonus deck.
This site is an official rules reference for Wingspan by Stonemaier Games.
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Designed by Elizabeth Hargrave
Illustrated by Natalia Rojas, Ana María Martínez Jaramillo, and Beth Sobel
Bird information comes from the All About Birds website by the Cornell Lab of Ornithology (allaboutbirds.org), the Audubon Guide to North American Birds (www.audubon.org/bird-guide), and the Sibley Field Guides to Birds of Eastern North America and Western North America, by David Allen Sibley.
Tower Rex (towerrex.com) designed the birdfeeder dice tower.
Photographic sources for the birds come from Glenn Bartley, Alan Murphy, Roman T. Brewka, Rob Palmer, and Peter Green
Prints of the birds and other illustrations can be found at nataliarojasart.com and anammartinez.com
Typeface Cardenio Modern designed by Nils Cordes, nilscordes.com.
Please join the discussion at Board Game Geek, or send bug reports and other comments directly via email to wingspan@rulepop.com.
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