Wingspan Rules

Scissor-tailed Flycatcher
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Detailed Rules

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Index

Turn Overview

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

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

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

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

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

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

See: Play a Bird from Your Hand

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

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

  3. Activate any brown forest bird powers you wish, right to left.

See: Gain Food and Activate Forest Bird Powers

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

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

  3. Activate any brown grassland bird powers you wish, right to left.

See: Lay Eggs and Activate Grassland Bird Powers

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

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

  3. Activate any brown wetland bird powers you wish, right to left.

See: Draw Bird Cards and Activate Wetland Bird Powers

Round End

Short-toed Treecreeper
Goal board

At the end of each round

  1. Use “round end” bird powers.

  2. Discard any unused nectar.

  3. 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).

  4. Remove all action cubes from your player mat.

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

  6. Pass the first player token clockwise.

  7. If Round 4 is over, use “game end” powers. Otherwise, pass first player token clockwise.

Icons

Food

Action / Habitat

Nests

Other

Components

Appendix: Bird Powers

Appendix: End-of-Round Goals

Appendix: Bonus Cards

Details and clarifications for some bonus cards…

Scoring

After round 4, score as follows:

American Robin
  1. Points listed on each bird card

  2. Points listed on each completed bonus card

  3. Points for end-of-round goals

  4. 1 point per:
    • egg on bird cards
    • food token cached on a bird card
    • card tucked under a bird card

The player with the most points wins. If tied, whoever has the most food tokens wins. If still tied, victory is shared.

Setup

Forster’s Tern

Global Setup

  1. Bird Cards: Shuffle the deck of bird cards and populate the bird tray with 3 face-up cards.
  2. Supply: Place food and egg tokens in the supply.
  3. Birdfeeder: Toss food dice into birdfeeder.
  4. Goal Board: Lay out the goal board, desired side up (green side recommended with European Expansion).
  5. Goal Tiles: Lay 4 random goal tiles on the goal board.
  6. Bonus Cards: Shuffle the bonus cards. Place the deck on the table.

Player Setup

  1. Give each player a player mat, 8 action cubes of one color, 2 random bonus cards, 5 bird cards, and 1 of each food token type.
  2. Discard 1 food token per bird card you wish to keep. Discard the remaining bird cards.
  3. Choose and discard 1 bonus card.
  4. Choose a first player and give them the first-player token.

Frequently Asked Questions

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

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

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

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

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

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

Can you discard birds from your player mat?

No, once you play a bird, it’s permanent.

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

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

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

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

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

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

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

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

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

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

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

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

Is the percentage on the Omnivore Expert bonus card correct?

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

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

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

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

Yes, 5 is correct.

Action Cubes

Action cubes are used to:

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

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

Bird Cards

Bird card Name Habitat Food Point value Nest type Egg limit Wingspan Power Power type Range Factoid
  1. Name
  2. Habitat
  3. Food cost
  4. Point value
  5. Nest type
  6. Egg limit
  7. Wingspan
  8. Bird power
  9. Power icon
  10. Range
  11. Factoid

Bird Powers

Sandhill Crane

Powers on bird cards may include these icons:

The background of a bird power indicates when it occurs:

When Played (no color)

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

When Activated (brown)

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

Once Between Turns (pink)

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

Round End (teal)

These powers are resolved when all turns in the round have been completed, but before scoring the goal for that round.

Game End (yellow)

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

The Birdfeeder

Birdfeeder

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

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

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

Bonus Cards

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

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

Bonus cards are all scored at end of game.

Cache

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

Common Merganser

Draw Bird Cards and Activate Wetland Bird Powers

Bird Tray & Deck

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

When you choose to draw cards, do the following:

video
  1. Place an action cube in the leftmost exposed slot in the “draw bird cards” row on your player mat, and 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.

  2. 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.

    Bird Card

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

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

  3. 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.

Managing the bird deck

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

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

Eggs

Egg tokens

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

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

First Player

First player token

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

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

Flocking

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

Food

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

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

Gain Food and Activate Forest Bird Powers

video

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

When you choose to gain food, do the following:

  1. Place an action cube in the leftmost exposed slot in the “gain food” row on your player mat and gain the amount of food shown from dice you select from the birdfeeder.

    For each food that you gain (1 food per die icon):

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

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

  2. 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.

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

Bird Card

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

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

Game End and Scoring

video

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.

Scorepad Scorepad

Lay Eggs and Activate Grassland Bird Powers

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

When you choose to lay eggs, do the following:

  1. Place an action cube in the leftmost exposed slot in the “lay eggs” row on your player mat and 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.

  2. 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.

    Bird Card

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

  3. 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.

Nectar

Nectar token

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

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

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

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

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

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

You cannot carry over any nectar from round to round.

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

Spent Nectar

You can put nectar onto your mat when:

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

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

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

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

Nests

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

Play a Bird from Your Hand

video

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

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

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

  2. Pay the bird’s food cost. Discard food tokens to the supply (these tokens must be from next to your player mat, not food tokens cached on bird cards). The types of food are:

    • Fish

    • Fruit

    • Rodent

    • Invertebrate

    • Seed

    • Nectar

    • Any food

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

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

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

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

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

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

    • 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.

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

Player Mat

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

Player Mat Player Mat

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

Adjacency

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

Predator

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

Reset

Round Structure

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

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

  1. Resolve “round end” bird powers.
  2. Discard any unused nectar.
  3. Score the end-of-round goal for the round you just completed.
  4. Remove all action cubes from your player mat.
  5. Discard all face-up bird cards on the bird tray and replenish them.
  6. Rotate the first player token clockwise to the next player.

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:

Scoring End-of-Round Goals

video

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.

Green: Majority of the targeted item

Goal Board — Majority

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

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

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

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

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

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

Blue: One point per targeted item

Goal Board — Points per item

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

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

Setup

Global Setup Bird cards Supply Birdfeeder Goal board Goal tiles Bonus cards
  1. Bird cards. Shuffle the bird cards into a deck. Place it next to the bird tray, then populate the tray with 3 face-up bird cards.
  2. Supply. Place all food and egg tokens in the supply. These are tokens accessible to all players.
  3. Birdfeeder. Toss the food dice into the birdfeeder dice tower.
  4. Goal board. Choose which type of goals you will play with, and place the goal board on the table with that side facing up:
    1. Green: For a game with more direct competition for goals, choose the side that has 1st, 2nd, and 3rd place for each goal. This is the default.
    2. Blue: For a game with less direct competition between players, choose the side that awards 1 point for each targeted item. This is good for new players.
  5. Goal tiles. Shuffle the goal tiles without looking at them (they’re double-sided). Place 1 goal tile (random side up) on each of the four blank spaces on the goal board. Return extra goal tiles to the box.
  6. Bonus cards. Shuffle the bonus cards into a deck and place it on the table.
Player Setup Player components Bird cards Bonus cards First player token
  1. Each player receives:

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

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

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

  4. Randomly select the first player and give them the first-player token.

Tucked Cards

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

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

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

Turn Structure

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

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

Using Action Cubes

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

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

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

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

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

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

Wingspan

Example: a 30 centimeter wingspan

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

Flightless Birds

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

Anatomist

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.

Backyard Birder

Birds worth less than 4 points

Count the birds you played that have a face value of 0, 1, 2, or 3 points.

Bird Counter

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.

Breeding Manager

Birds with at least 4 eggs laid on them

Count only bird cards that have 4 egg tokens sitting on them at game end.

Cartographer

Birds with geography terms in their names

Count the birds you have played that have one of the following geographical terms in their names:

Ecologist

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.

Enclosure Builder

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.

Falconer

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.

Forest Data Analyst

This bonus card grant spoints 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.

Forester

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.

Grassland Data Analyst

This bonus card grant spoints 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.

Historian

Birds named after a person

Count the birds you have played that have a ‘s in their name. Names include:

Nest/Egg-Related Bonuses

Omnivore Expert

Birds that eat Any food.

The the percentage of birds that apply to this card should be 16%, not 10%.

Large Bird Specialist

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.

Mechanical Engineer

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:

Nest Box Builder

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.

Oologist

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.

Passerine Specialist

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.

Photographer

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:

Platform Builder

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.

Prairie Manager

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.

Site Selection Expert

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.

Visionary Leader

Birds in your hand at end of game

Count the bird cards still in your hand at the end of the game.

Wetland Data Analyst

This bonus card grant spoints 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.

Wetland Scientist

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.

Wildlife Gardener

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.

in

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

in

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

in

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

with

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

with

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

with

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

with

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

in

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

in

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

in

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

in

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

in

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

in

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

in

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

Sets of in

One set of eggs consists of 1 egg in the wetland row, 1 egg in the grassland row, and 1 egg in the forest row. Count the number of sets.

Total

Count the total number of birds you have played.

Beak Pointing Left

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

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

Beak Pointing right

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

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.

in food cost of your birds

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

+ in food cost of your birds

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

+ in food cost of your birds

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

No Goal

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

on “Play a Bird”

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

Any food in personal supply

The number of food tokens in your personal supply

worth

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

worth

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

in one row

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

Brown powers

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

birds with tucked cards

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

filled columns

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

with no

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

in hand

The number of bird cards in your hand

Food cost of played

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

White & no powers

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

Australasian Pipit

Game end: Tuck 1 from the deck behind each bird in your , including this one.

Australian Magpie

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.

Australian Raven

Game end: Cache up to 5 Any food from your supply on this bird.

Black Swan

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.

Crested Pigeon

Game end: Cache up to 8 from your supply on this bird.

Gould’s Finch

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.

Grey-Headed Mannikin

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.

Kākāpō

Game end: Draw 4 bonus cards, keep 1, and discard the other 3.

Little Pied Cormorant

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.

Magpie-Lark

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.

Malleefowl

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.

Orange-Footed Scrubfowl

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.

Pacific Black Duck

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.

Red-Backed Fairywren

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.

Splendid Fairywren

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.

Spotless Crake

Game end: Lay 1 on each bird in your , including this one.

Eggs are laid after scoring the round-end goal for Round 4.

American Avocet

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.

Australian Owlet-Nightjar

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.

Barrow’s Goldeneye

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.

Belted Kingfisher

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.

Black Vulture

Once between turns: When another player’s succeeds, gain 1 Food die 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).

Black-Billed Magpie

Once between turns: When another player’s succeeds, gain 1 Food die 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).

Bronzed Cowbird

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.

Brown-Headed Cowbird

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.

Common Cuckoo

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.

Eastern Kingbird

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.

Eurasian Golden Oriole

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.

Eurasian Tree Sparrow

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.

European Goldfinch

Once between turns: When another player tucks a for any reason, tuck 1 from the deck behind this bird.

Horned Lark

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.

Horsfield’s Bronze-Cuckoo

Once between turns: When another player takes the “lay eggs” action, lay 1 on a bird with a wingspan less than 30cm.

Loggerhead Shrike

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.

Pheasant Coucal

Once between turns: When another player takes the “lay eggs” action, lay 1 on this bird.

Sacred Kingfisher

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.

Snow Bunting

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.

Spangled Drongo

Once between turns: When another player gains , gain 1 from the supply.

Turkey Vulture

Once between turns: When another player’s succeeds, gain 1 Food die 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).

Yellow-Billed Cuckoo

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.

Black Redstart

Round end: Choose a habitat with no . Lay 1 on each bird in that habitat.

Carrion Crow

Round end: Choose any 1 player (including yourself). Cache 1 from the supply on this bird for each that player has.

Cetti’s Warbler

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.

Common Goldeneye

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.

Common Starling

Round end: Discard up to 5 Any food from your supply. For each, tuck 1 from the deck behind this bird.

Common Swift

Round end: Discard up to 5 from your supply. For each, tuck 1 from the deck behind this bird.

Dunnock

Round end: Choose 1 other player. For each action cube on their , lay 1 on this bird.

Eurasian Collared-Dove

Round end: Discard up to 5 Any food from your supply. For each, tuck 1 from the deck behind this bird.

Eurasian Green Woodpecker

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.

Eurasian Magpie

Round end: Choose 1 other player. For each action cube in their , cache 1 Any food 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.

European Honey Buzzard

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.

Greylag Goose

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.

Griffon Vulture

Round end: Choose any 1 player (including yourself). Cache 1 from the supply on this bird for each that player has.

Hooded Crow

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.

House Sparrow

Round end: Discard up to 5 from your supply. For each, tuck 1 from the deck behind this bird.

Lesser Whitethroat

Round end: Choose a habitat with no . Lay 1 on each bird in that habitat.

Moltoni’s Warbler

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.

Ruff

Round end: Tuck up to 3 from your hand behind this bird. Draw 1 for each card you tucked.

White Wagtail

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.

Yellowhammer

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.

Acorn Woodpecker

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.

American Bittern

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.

American Coot

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.

American Crow

When activated: Discard 1 from any of your other birds to gain 1 Any food 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.

American Kestrel

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.

American Redstart

When activated: Gain 1 Any food from the birdfeeder.

American Robin

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.

American White Pelican

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.

Anhinga

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.

Anna’s Hummingbird

When activated: Each player gains 1 Food die 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.

Audouin’s Gull

When activated: Draw 2 from the deck. Tuck 1 behind this bird and keep the other.

Australasian Shoveler

When activated: Choose 1 other player. You both draw 1 from the deck.

Australian Ibis

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.

Australian Shelduck

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:

Australian Zebra Finch

When activated: If the player to your right has a in their personal supply, tuck a from the deck behind this bird.

Baird’s Sparrow

When activated: Lay 1 on any bird.

Baltimore Oriole

When activated: All players gain 1 from the supply.

Barn Owl

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.

Barn Swallow

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.

Barred Owl

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.

Bewick’s Wren

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!

Black Noddy

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.

Black Skimmer

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.

Black Tern

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.

Black Woodpecker

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.

Black-Bellied Whistling-Duck

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.

Black-Chinned Hummingbird

When activated: All players gain a from the supply.

Black-Crowned Night-Heron

When activated: Discard 1 from any of your other birds to gain 1 Any food 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.

Black-headed Gull

When activated: Steal 1 Any food from another player’s supply and add it to your own supply. They gain 1 Food die from the birdfeeder.

The food that the other player gains does not have to be the same type stolen.

Black-Shouldered Kite

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.

Black-throated Diver

When activated: Discard all remaining face-up and refill the tray. If you do, draw 1 of the new face-up .

Blue Grosbeak

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!

Blue Jay

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.

Blue-Gray Gnatcatcher

When activated: Gain 1 from the supply.

Bluethroat

When activated: Choose a food type. All players gain 1 of that food from the supply.

Brewer’s Blackbird

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.

Broad-Winged Hawk

When activated: Roll all dice not in birdfeeder. If any are a , gain 1 and cache it on this card.

Brolga

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.

Brown Falcon

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.

Budgerigar

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.

Bullfinch

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.

Burrowing Owl

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.

Bushtit

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.

California Quail

When activated: Lay 1 on this bird.

Canada Goose

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.

Canvasback

When activated: All players draw 1 from the deck.

Carolina Chickadee

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.

Cassin’s Sparrow

When activated: Lay 1 on any bird.

Cedar Waxwing

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.

Chihuahuan Raven

When activated: Discard 1 from any of your other birds to gain 2 Any food 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.

Chimney Swift

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!

Chipping Sparrow

When activated: Lay 1 on any bird.

Clark’s Grebe

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.

Clark’s Nutcracker

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.

Coal Tit

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.

Cockatiel

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.

Common Chaffinch

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.

Common Chiffchaff

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.

Common Grackle

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.

Common Kingfisher

When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 Food die from the birdfeeder.

The food that the other player gains does not have to be the same type stolen.

Common Little Bittern

When activated: Gain 1 face-up that can live in .

If no card with that habitat is available, do not gain anything.

Common Loon

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.

Common Merganser

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.

Common Moorhen

When activated: Discard 1 Any food 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.

Common Nighthawk

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!

Common Nightingale

When activated: Choose a food type. All players gain 1 of that food from the supply.

Common Raven

When activated: Discard 1 from any of your other birds to gain 2 Any food 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.

Common Yellowthroat

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.

Cooper’s Hawk

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.

Count Raggi’s Bird-of-Paradise

When activated: Choose 1 other player. You both gain 1 from the supply.

Crimson Chat

When activated: Discard 1 Any food to tuck 1 from the deck behind this bird.

Dark-Eyed Junco

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.

Dickcissel

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.

Double-Crested Cormorant

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.

Eastern Phoebe

When activated: All players gain 1 from the supply.

Eastern Rosella

When activated: All players gain 1 from the supply. You also gain 1 from the supply.

Eastern Screech-Owl

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.

Eastern Whipbird

When activated: Choose 1 other player. You both gain 1 from the supply.

Eleonora’s Falcon

When activated: Roll all dice not in the birdfeeder. If any are , place 1 on this card.

Emu

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.

Eurasian Jay

When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 Food die from the birdfeeder.

The food that the other player gains does not have to be the same type stolen.

Eurasian Nutcracker

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.

Eurasian Nuthatch

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.

European Bee-eater

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.

European Robin

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.

Ferruginous Hawk

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.

Fish Crow

When activated: Discard 1 from any of your other birds to gain 1 Any food 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.

Forster’s Tern

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.

Franklin’s Gull

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.

Galah

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.

Goldcrest

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.

Golden Eagle

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.

Grasshopper Sparrow

When activated: Lay 1 on any bird.

Gray Catbird

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.

Great Crested Flycatcher

When activated: Gain 1 from the birdfeeder, if there is one.

Great Crested Grebe

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.

Great Horned Owl

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.

Great Tit

When activated: Reset the birdfeeder. If you do, gain 1 Food die from the birdfeeder after resetting.

Greater Flamingo

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.

Greater Roadrunner

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.

Green Heron

When activated: Trade 1 Any food for any other Any food from the supply.

Green Pygmy-Goose

When activated: Draw 2 from the deck. Keep 1 and give the other to another player.

Grey Butcherbird

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.

Grey Shrikethrush

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.

Grey Teal

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.

Hawfinch

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.

Hermit Thrush

When activated: Player(s) with fewest birds gain 1 Food die 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.

Hooded Merganser

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.

Horsfield’s Bushlark

When activated: Discard 1 . If you do, lay up to 2 on this bird.

House Finch

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.

Indigo Bunting

When activated: Gain 1 or from the birdfeeder, if there is one.

Juniper Titmouse

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.

Kelp Gull

When activated: Discard any number of Any food to draw that many .

Kererū

When activated: If the player to your left has a in their personal supply, gain 1 from the general supply.

Killdeer

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.

Korimako

When activated: Discard any number of to gain that many from the supply.

Laughing Kookaburra

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.

Lazuli Bunting

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.

Lesser Frigatebird

When activated: All players may discard 1 from a bird. Each player that discards an gains 1 Any food from the supply.

Lewin’s Honeyeater

When activated: Choose 1 other player. you both gain 1 from the supply.

Lincoln’s Sparrow

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!

Little Owl

When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 Food die from the birdfeeder.

The food that the other player gains does not have to be the same type stolen.

Little Penguin

When activated: Draw and discard 5 from the deck. For each in their food costs, cache 1 from the supply on this bird.

Major Mitchell’s Cockatoo

When activated: Tuck 1 from your hand behind this bird. If you do, all players gain 1 from the supply.

Mallard

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.

Maned Duck

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.

Many-Colored Fruit-Dove

When activated: All players gain 1 from the supply. You gain 1 additional from the supply.

Mississippi Kite

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.

Mistletoebird

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.

Mountain Chickadee

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.

Mourning Dove

When activated: Lay 1 on this bird.

Musk Duck

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:

Mute Swan

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.

New Holland Honeyeater

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.

Noisy Miner

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 .

Northern Bobwhite

When activated: Lay 1 on this bird.

Northern Cardinal

When activated: Gain 1 from the supply.

Northern Gannet

When activated: Roll all dice not in birdfeeder. If any are a , gain that many from the supply and cache them on this bird.

Northern Harrier

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.

Northern Mockingbird

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.

Northern Shoveler

When activated: All players draw 1 from the deck.

Draw clockwise, starting with the current player. 

Osprey

When activated: All players gain 1 from the supply.

Painted Whitestart

When activated: Gain 1 from the supply.

Parrot Crossbill

When activated: Remove any 1 Food die from the birdfeeder, then gain 1 from the supply.

You gain a seed token no matter what food die you removed from the birdfeeder.

Peaceful Dove

When activated: Discard any number of . Lay 1 on this bird for each discarded .

Peregrine Falcon

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.

Pesquet’s Parrot

When activated: If the player to your right has a in their personal supply, gain 1 from the general supply.

Pied-Billed Grebe

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.

Pileated Woodpecker

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.

Pine Siskin

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.

Pink-Eared Duck

When activated: Draw 2 from the deck. Keep 1 and give the other to another player.

Princess Stephanie’s Astrapia

When activated: Choose 1 other player. You both lay 1 .

Pūkeko

When activated: Lay 1 on an adjacent bird.

Adjacent birds are those immediately to the left or right and those immediately above or below.

Purple Gallinule

When activated: All players draw 1 from the deck.

Draw clockwise, starting with the current player. 

Purple Martin

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.

Pygmy Nuthatch

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.

Rainbow Lorikeet

When activated: Discard 1 to the “spent nectar” space for your . If you do, gain 2 Food die from the birdfeeder.

Red Crossbill

When activated: All players gain 1 from the supply.

Red-backed Shrike

When activated: Steal 1 from another player’s supply and cache it on this bird. They gain 1 Food die from the birdfeeder.

The food that the other player gains does not have to be the same type stolen.

Red-Bellied Woodpecker

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.

Red-Breasted Merganser

When activated: Draw 2 . If you do, discard 1 from your hand at the end of your turn.

Red-Breasted Nuthatch

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.

Red-Capped Robin

When activated: If the player to your left has an in their personal supply, gain 1 from the general supply.

Red-Headed Woodpecker

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.

Red-legged Partridge

When activated: Lay 1 on each bird in this column, including this one.

Red-Necked Avocet

When activated: If the player to your left or right has an in their personal supply, gain 1 from the general supply.

Red-Shouldered Hawk

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.

Red-Tailed Hawk

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.

Red-Winged Blackbird

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.

Red-Winged Parrot

When activated: Give 1 from your supply to another player. If you do, lay 2 on this bird or gain 2 Food die from the birdfeeder.

Regent Bowerbird

When activated: Choose 1 other player. you both gain 1 from the supply.

Ring-Billed Gull

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.

Rose-Breasted Grosbeak

When activated: Gain 1 or from the birdfeeder, if there is one.

Royal Spoonbill

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:

Ruby-Throated Hummingbird

When activated: Each player gains 1 Food die 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.

Ruddy Duck

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.

Rufous Night-Heron

When activated: Look at a from the deck. If it can live in , tuck it behind this bird. If not, discard it.

Rufous Owl

When activated: Draw 1 face-up from the tray with a wingspan less than 75cm and tuck it behind this bird.

Rufous-Banded Honeyeater

When activated: Discard 1 . If you do, gain 1 from the supply.

Sandhill Crane

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.

Savi’s Warbler

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.

Scaled Quail

When activated: Lay 1 on this bird.

Scissor-Tailed Flycatcher

When activated: All players gain 1 from the supply.

Short-toed Treecreeper

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.

Silvereye

When activated: All players gain 1 from the supply.

Snowy Egret

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.

Song Sparrow

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!

South Island Robin

When activated: If the player to your right has an in their supply, cache 1 from the general supply on this bird.

Spotted Sandpiper

When activated: All players draw 1 from the deck.

Draw clockwise, starting with the current player. 

Spotted Towhee

When activated: Gain 1 from the supply.

Squacco Heron

When activated: Gain 1 face-up that can live in .

If no card with that habitat is available, do not gain anything.

Steller’s Jay

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.

Sulphur-Crested Cockatoo

When activated: Tuck 1 from your hand behind this bird. If you do, all players gain 1 from the supply.

Superb Lyrebird

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.

Swainson’s Hawk

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.

Tawny Frogmouth

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.

Thekla’s Lark

When activated: Discard 1 from your supply. If you do, lay 2 on this bird.

Tree Swallow

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.

Tūī

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.

Vaux’s Swift

When activated: Tuck a from your hand behind this bird. If you do, gain 1 from the supply.

Violet-Green Swallow

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.

Wedge-Tailed Eagle

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.

Western Meadowlark

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.

Western Tanager

When activated: Gain 1 or from the birdfeeder, if there is one.

White Stork

When activated: Discard all remaining face-up and refill the tray. If you do, draw 1 of the new face-up .

White-backed Woodpecker

When activated: Gain 1 Food die from the birdfeeder.

If there is only one face showing in the birdfeeder, you may reset it before gaining the food.

White-Bellied Sea-Eagle

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.

White-Breasted Nuthatch

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.

White-Crowned Sparrow

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!

White-Faced Heron

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.

White-Faced Ibis

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.

White-throated Dipper

When activated: Discard all remaining face-up and refill the tray. If you do, draw 1 of the new face-up .

White-Throated Swift

When activated: Tuck a from your hand behind this bird. If you do, lay 1 on any bird.

Willet

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.

Willie-Wagtail

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:

Wilson’s Snipe

When activated: All players draw 1 from the deck.

Draw clockwise, starting with the current player. 

Wilson’s Storm-Petrel

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.

Wood Duck

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.

Yellow-Bellied Sapsucker

When activated: Gain 1 from the supply.

Yellow-Breasted Chat

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!

Yellow-Headed Blackbird

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.

Yellow-Rumped Warbler

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.

Abbott’s Booby

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.

American Goldfinch

When played: Gain 3 from the supply.

American Oystercatcher

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.

Ash-Throated Flycatcher

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.

Atlantic Puffin

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.

Australian Reed Warbler

When played: Play another bird in your wetland. Pay its normal cost with a 1 discount.

Bald Eagle

When played: Gain all that are in the birdfeeder.

Bell’s Vireo

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.

Black-Necked Stilt

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.

Black-tailed Godwit

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.

Blyth’s Hornbill

When played: Discard all from 1 of your birds with a nest. Tuck twice that many from the deck behind this bird.

Bobolink

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.

Bonelli’s Eagle

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.

Brant

When played: Draw the 3 face-up in the bird tray.

Brown Pelican

When played: Gain 3 from the supply.

California Condor

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.

Carolina Wren

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.

Cassin’s Finch

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.

Cerulean Warbler

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.

Chestnut-Collared Longspur

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.

Common Blackbird

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.

Common Buzzard

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.

Corsican Nuthatch

When played: Draw 1 new bonus card. Then gain 1 Food die from the birdfeeder.

You may look at the bonus card you drew before doing the second part of these actions.

Downy Woodpecker

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.

Eastern Bluebird

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.

Eastern Imperial Eagle

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.

Eurasian Hobby

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.

Eurasian Sparrowhawk

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.

European Roller

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.

European Turtle Dove

When played: Draw 1 new bonus card. Then gain 1 Food die 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.

Golden-Headed Cisticola

When played: Play another bird in your . Pay its normal cost with a 1 discount.

Great Blue Heron

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.

Great Egret

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.

Greater Prairie-Chicken

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.

Grey Heron

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.

Grey Warbler

When played: Play another bird in your . Pay its normal cost with a 1 discount.

House Wren

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.

Inca Dove

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.

Kea

When played: Draw 1 bonus card. You may discard any number of Any food 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.

King Rail

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.

Little Bustard

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.

Long-tailed Tit

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.

Masked Lapwing

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.

Montagu’s Harrier

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.

Mountain Bluebird

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.

North Island Brown Kiwi

When played: Discard a bonus card. If you do, draw 4 bonus cards, keep 2, and discard the other 2.

Northern Flicker

When played: Gain all that are in the birdfeeder.

Northern Goshawk

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.

Painted Bunting

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.

Plains-Wanderer

When played: Draw 1 bonus card for each bird in your . Keep 1 and discard the rest.

Red Kite

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.

Red Knot

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.

Red Wattlebird

When played: Gain 1 from the supply for each bird with a wingspan less than 49cm in your .

Red-Cockaded Woodpecker

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.

Red-Eyed Vireo

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.

Roseate Spoonbill

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.

Ruby-Crowned Kinglet

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.

Savannah Sparrow

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.

Say’s Phoebe

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.

Snowy Owl

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.

Southern Cassowary

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.

Spotted Owl

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.

Sprague’s Pipit

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.

Stubble Quail

When played: Discard up to 6 Any food. Lay 1 on this bird for each discarded food.

Tufted Titmouse

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.

Welcome Swallow

When played: Tuck 1 from the deck behind each bird in this habitat, including this bird.

White-Breasted Woodswallow

When played: Lay 1 on each bird in your , including this one.

Whooping Crane

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.

Wood Stork

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.

Wrybill

When played: Look through all discarded bonus cards. Keep 1 of them.

The discard pile remains separate from the bonus deck.

What’s this about?

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

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

Expansion Rules

You can enable expansion rules in site settings .

Usage Tips

Back & Forward Nav: Think of each rule entry as a separate webpage. If you want to jump back, hit your Back button.

Check the Index : Don’t see what you're looking for? The Index has every term in the game.

Install it: This site is a (Progressive Web App). You can install it as a standalone app that is lightning fast, and works even when you're offline.

Link to a rule: Just click a rule entry’s title to copy a link for sharing.

Credits

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.

Let us know what you think!

Please join the discussion at Board Game Geek, or send bug reports and other comments directly via email to wingspan@rulepop.com.

Install a Rulepop Site

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iPhone or iPad (Mobile Safari)
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Note: Safari is the only browser that supports PWAs on iPhone and iPad.

Android (Chrome, Brave, Firefox)

You're prompted to install the app when you first visit the site. You can also…

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Mac or PC (Chrome, Brave, Edge)

Click on the "Install" icon near the right end of the address bar.

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PWA install icon for Google Chrome and Brave

Edge PWA install icon

PWA install icon for Microsoft Edge

Note: Desktop versions of Safari and Firefox do not support PWAs.

Back & Forward Navigation

Each rule entry is like a separate webpage. You can use back & forward navigation to return to previous views.

Broser history nav

Browser Buttons

Your browser's back & forward buttons work within this site. Try them out!

Broser history nav

Android Back Button

Yep. It works too!

On-page Back & Forward Buttons

You can toggle these on/off in this site’s settings .

Swipe to navigate

Gesture navigation is very natural and satisfying on touch screens. Try it out!

Link directly to a rule entry

Each rule entry has its own URL that you can share. Just click on the rule entry’s title to copy its address. (You can also copy from your browser’s address bar, of course.)

Egg Forest — Gain Food Play a Bird in in in in in in in in in in with with with with sets of in total in food cost of your birds no goal beak pointing left beak pointing right cubes on “play a bird” + in food cost of your birds + in food cost of your birds worth in personal supply worth in one row brown powers white & no powers birds with tucked cards filled columns with no in hand food cost of played
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