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Wingspan Review

  • Writer: Prodigy Strats
    Prodigy Strats
  • 4 days ago
  • 11 min read

Hi Friends!

 

Hope you’re all having a lovely Wednesday. Welcome to my 30th Sarang's Blog | Prodigy Strats post! Today I will be showing you one of my favorite board games to play outside of chess, Wingspan! I’ll talk about the rules and how the game plays out, the expansions to the game, and why the game is so cool. Hang on tight and let’s take flight to the wonderful world of Wingspan!


A reason why I like this game is because it blends a satisfying strategy puzzle with real nature facts, beautiful bird art, and a calmer style of competition rather than other games with more attacking and blocking.  Like chess, you are constantly balancing short-term moves against a longer plan. For example, you might play a bird now that costs resources, because it makes every future “gain food” action stronger. It is less tactical and confrontational than chess, but it still rewards planning, adapting to what appears, and finding efficient combinations.


The game is totally woman-designed, by Elizabeth Hargrave, an American board-game designer. She created the game around an interest in birds and wanted to share “something cool in the world” that people may overlook. The illustrators of the amazing art are Natalia Rojas and Ana Maria Martinez Jaramillo, two Colombian artists who created all the unique bird illustrations, and Beth Sobel contributed to the game by making the birdfeeder tower, player mats and accessories.


Wingspan won the 2019 Kennerspiel des Jahres, one of the biggest awards for board games, and it became popular both with regular board gamers and people who normally do not play many modern strategy games.


The game’s “cool factor” is that the theme and mechanics fit unusually well:

  • A bird that eats fish may require fish food.

  • Birds belong in habitats related to where they live in real life.

  • Bird abilities often reflect actual behaviors.

  • The game teaches bits of natural history without making players memorize facts to succeed.

 

That makes it more than just a generic card game with bird pictures on it. You are making strategic decisions, but you are also creating an impressive colorful ecosystem by the end. Now let’s move on to how to play the actual game!



First off, let’s take a look at the setup and how the game is played. There are two types of cards: bird cards and bonus cards. Bird cards are the foundation of the game, and you can play them by paying the needed food from your supply. Bonus cards are hidden end-of-game scoring cards you choose at setup and score at the end based on how many of your played birds meet the card’s condition. Eggs are another core game token that represent both a scoring resource and a way to expand your bird network. Each egg is a small token placed on a played bird card, symbolizing a future bird in that habitat. There are three habitats on your board: Forest, Grassland, and Wetland. There are five types of food in Wingspan: Invertebrate, Seed, Fruit, Fish, and Rodent


Now, I will talk about everything you get in the base game with no expansions:

1 Rulebook

1 Goal Board (which I will talk about later)

1 Bird Tray (for holding bird cards)

5 Player Mats

1 Birdfeeder Dice Tower (I will again explain later)

1 Scorepad

170 Unique Bird Cards (Representing bird species, with unique abilities, and you can learn about them on the cards too)

26 Bonus Cards

75 Egg Miniatures

5 Wooden Food Dice

40 Action Cubes

103 Food Tokens

1 First-Player Token (decides starting order)


The game is for 2-5 players (even though there is a 1 player version, but I won’t be covering that) and takes 40-70 minutes to complete once you've trained up a bit, so budget ample time. Your first game might take 2-3 hours. Over four rounds, you attract bird cards to three habitats on your personal board, activate those habitats to gain stronger effects, and earn the most victory points by the end.


For the base game, set up these shared areas:

  • Shuffle the bird deck and place it beside the bird tray; reveal three face-up bird cards.

  • Put all food and egg tokens in reach of everyone.

  • Roll the food dice into the birdfeeder/dice tower.

  • Shuffle the bonus-card deck.

  • Put out the goal board and randomly place one end-of-round goal tile in each of its four spaces.

  • Each player takes:

A player mat

Eight action cubes in one color

One token of each food type

Five bird cards

Two bonus cards, then keeps one and discards the other

  • Look at your five bird cards. You may keep any number, but for every bird you keep, return one starting food token to the supply. In other words, keeping more birds means starting with less food and vice versa.

  • Randomly choose a first player.

 

How a turn works

Starting with the first player and moving clockwise, players take turns until everyone has used all their action cubes for that round. On your turn, choose one of four actions.

 

Option I: Play a bird

Choose a bird from your hand, pay its food cost, and put it in a legal space in the forest, grassland, or wetland.

  • Your first bird in a habitat is relatively easy to place.

  • Later spaces may require you to have eggs already in that habitat; those eggs are spent when you play the new bird.

  • Resolve any pink “when played” power on the bird immediately.

  • The bird may improve the row later when you activate it.

Example: You may use the forest to gain food, then spend that food to play a forest bird. Later, activating the forest can gain food and activate the bird’s brown power.


Option II: Gain Food and activate forest bird powers

Place an action cube on the next available forest space, take the food shown, then activate applicable brown “when activated” powers in that row, generally working from right to left.

You can take the matching food dice from the birdfeeder tower, and there are rules for rerolling all the dice in the tower when the available dice are too limited. Forest birds can give extra food, let you cache food on cards, or create other useful effects.


Option III: Lay eggs and activate grassland birds

Place an action cube in the grassland row, take the number of eggs shown, and put them on birds that still have room in their nests. Then activate eligible brown powers in that row.

Eggs are valuable because:

  • Each egg is worth 1 point at the end of the game.

  • Eggs are often required to place birds farther along a habitat row.

  • Some round goals reward particular egg patterns or nest types, like Eggs in Grassland etc.


Option IV: Draw bird cards and activate wetland powers

Place an action cube in the wetland row, draw the number of cards shown, then activate eligible brown powers in that row.

You can usually choose cards from the three face-up cards in the tray or draw blindly from the deck. Wetland birds may help you draw additional cards, tuck cards under birds, or otherwise improve your card options.


Bird powers

Birds have several kinds of powers, identified by color:

  • Brown: activates when you use that habitat row.

  • Pink: may trigger when another player takes a stated action.

  • White: happens once, when you play that bird.

  • Yellow: gives an end-of-game scoring condition.

Not every bird has a power, and you do not need to build complicated combos to enjoy a first game. A simple approach—get food, play useful birds, lay eggs when needed, and pursue a goal or bonus card—works well.


Rounds and goals

The game lasts four rounds. At the end of each round:

  • Everyone removes their action cubes from their board.

  • Score the current end-of-round goal.

  • Refresh the face-up bird cards.

  • Pass the first-player token clockwise.

  • Begin the next round.


You have fewer actions each round because one of your action cubes is placed on the goal board after scoring. This means your early turns are usually about building your engine, while later turns are often about converting it into points through eggs, bird points, bonus cards, and round goals.


End of game scoring

After round four, add:

  • Points printed on your played birds

  • Points from your bonus card

  • Points from the four end-of-round goals

  • 1 point per egg on your birds

  • 1 point per food token cached on a bird

  • 1 point per bird card tucked under another bird


The highest total wins. If tied, the player with the most unused food wins; if still tied, the tied players share the victory. You can buy the base Wingspan game here. Start there and then consider the expansions, which I'll talk about now. I acknowledge that this blog is very long and detailed so now is a good time for a warm beverage break!


...


Break time's over! Now, let’s move on to expansions!

Wingspan’s official expansions are the European Expansion, Oceania Expansion (which covers Australia and nearby regions), Asia, and Americas. All retain the same basic four-round game—play birds, gain food, lay eggs, draw cards—but each changes the card pool and adds its own rules or modes.

Here’s an at-a-glance diagram about the expansions I made with help from Perplexity:



The expansions can be mixed together as well. Usually, you shuffle their bird cards and bonus cards into the relevant decks, then use any special components required by the expansions you included.


European Expansion

The European Expansion is the easiest first add-on: it mostly feels like regular Wingspan with more birds, more scoring possibilities, and a new kind of timing.

Setup

  • Shuffle the 81 European bird cards into the main bird deck.

  • Shuffle its five bonus cards into the bonus-card deck.

  • Mix the new food, eggs, and end-of-round goal tiles with the base-game components.

  • Place the supplied reference tile by the goal board, since it summarizes the new round-end timing.

  • The official recommendation is to use the green side of the goal board, since several European goals are not well suited to the blue, non-competitive side.

New feature: purple round-end powers

Some European birds have purple “round end” powers. After everyone finishes a round—but before end-of-round goals are scored—you resolve these powers.

 

Other European ideas

European birds also introduce more alternate costs and more powers that reward careful timing. Since round-end effects occur before goal scoring, you can sometimes use one to improve your position for the current round’s goal.

Best for: Players who like the base game and just want more variety without changing the core rhythm much.

 

Oceania Expansion

The Oceania Expansion covers birds from Australia, New Zealand, and the wider Oceania region. It is the most substantial mechanical change because it adds nectar, new player mats, and a different balance between food, cards, and eggs. It, like the European Expansion, requires the original Wingspan game.

Setup with nectar

If you use nectar, use all of these together:

  • The Oceania player mats

  • The Oceania bird cards

  • The Oceania food dice, which include nectar

  • Nectar tokens

  • The nectar board or space used to track end-game nectar scoring

The publisher specifically notes that nectar play requires the new mats, Oceania birds, and Oceania food dice; do not simply add nectar to a normal base-game setup

Nectar rules

Nectar is a wild food resource:

  • It can pay for any one food symbol in a bird’s cost.

  • You can gain it through birdfeeder dice, birds, or other effects.

  • Unlike normal food, you cannot save it from round to round.

  • Any unused nectar returns to the supply at the end of the round.

  • During end-game scoring, players score points based on who spent the most nectar in each habitat: forest, grassland, and wetland.

This creates a meaningful decision: nectar is extremely convenient, but if you hold it too long, it disappears. You normally want to spend it efficiently before the round ends.

New player mats



The Oceania mats alter the action spaces and make the game more flexible:

  • Forest food gains can be more varied.

  • Wetland card drawing is generally improved.

  • Grassland egg actions are somewhat less dominant than in the original mat.

  • Some action spaces provide bonus resources or allow choices such as food, cards, or eggs.

In practical terms, Oceania reduces the old tendency to spend many late turns simply laying eggs. You have more viable ways to score and build your engine.


Yellow powers

Oceania introduces yellow end-of-game powers. These act like a bird’s built-in scoring condition and are resolved during final scoring.

For example, a yellow-power bird might score for certain foods, eggs, tucked cards, habitats, or types of birds elsewhere in your preserve. Treat these like mini bonus cards that are visible to everyone.

Best for: Players who want a fresher, more flexible version of Wingspan and are comfortable learning one important new resource rule.

I usually play with nectar as it makes the game flow better.


Asia Expansion

Wingspan Asia is unusual because it works in three ways:

  • A standalone 1–2 player game

  • An expansion mixed into the base game and other expansions

  • A way to play Flock mode with 6–7 players when combined with the core game and sufficient components

Regular setup and play

For ordinary Wingspan play, shuffle Asia’s bird and bonus cards into your decks and play normally. The base action system is unchanged: play a bird, gain food, lay eggs, or draw bird cards.

Asia adds 90 bird cards, including powers designed around its regional bird species and a new set of bonus cards.

Duet mode: dedicated two-player play

Duet mode is for exactly two players. Instead of the ordinary goal board, use:

  • The illustrated Duet map

  • Four Duet end-of-round goal tiles

  • Your 15 Duet tokens—one placed on every bird space of your player mat at setup

Whenever you play a bird:

  • Take the Duet token from the board space where that bird was placed.

  • Put it on an unclaimed matching space on the Duet map.

  • A match is based on the bird’s habitat plus a shown characteristic—such as its nest type, food cost, or wingspan.

  • If you cannot or do not want to use a matching map space, place the token in the reset area; later, you may spend it to refresh the bird tray or birdfeeder.

You are therefore managing two spatial puzzles at once:

  • Build good habitat engines on your player mat.

  • Claim useful locations and connected regions on the Duet map.

At round ends, score the Duet goals. At game end, players also score their largest connected group of claimed tokens on the map, so planning where your tokens go matters throughout the game.

Flock mode: six or seven players

Flock mode supports 6–7 individual players. Split into two fixed groups:

  • 6 players: two groups of three.

  • 7 players: one group of three and one group of four.

Each group has its own bird tray, birdfeeder, and resource supply. Two players—the ones indicated by the turn-order dial—take their turns simultaneously. Once both finish, rotate the dial to choose the next two active players. Players still compete individually, and the table still shares round goals, pink “once between turns” powers, and effects that involve other players.

Best for: Two-player Wingspan, or a game group that often has six or seven people.


Americas Expansion

Americas is the fourth expansion and covers birds from Mexico, Central America, South America, and the Caribbean. It adds 111 bird cards and 40 small hummingbird cards. You need either the base Wingspan game or Wingspan Asia to play it. Not going to lie, I don't have this one yet so not going to say too much more here. That said, I know there are Hummingbird mini cards, which change the gameplay dynamics.


Once you get comfortable with the base Wingspan, I would add the variants in this order:

  • European — easiest: mostly new cards plus purple round-end powers.

  • Oceania — learn nectar, new mats, and yellow end-game powers.

  • Asia — use it for excellent dedicated two-player Duet games, then try Flock mode only with a large group.

  • Americas — add it after you are comfortable reading and resolving a wider range of card effects, especially hummingbirds.


Note that the base set is primarily birds from the U.S.A. For a first expansion game, use only one expansion at a time. Once everyone understands its special rule—purple round-end powers for Europe, nectar for Oceania, the map for Asia Duet, or hummingbird cards for Americas—mixing expansions becomes much smoother. Definitely try this game out. Give yourself time and play it with your friends and family. It's well worth the investment.


That's all for today! See y'all next time! Sarang out.



1 Comment


Siva Sankrithi
Siva Sankrithi
3 days ago

Ngl when I first played this game, lovely as the art is, I found it a little tedious and lacking in nuance. Now it's one of my favorite games as you discover more and more subtlety each time you play and aim to improve. To new players out there, give it some time. It'll definitely grow on you and likely become a family favorite after you get the full grandeur of it. There is a little bit of luck, sure, but it's full of strategy and tactics and far more skill based once you learn a bit. Nice detailed summary Sarang! Well done. Ordered the Americas expansion and am excited to try it out and figure out hummingbirds :)

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