Every bird costs food, so the birdfeeder sits at the center of most turns. New players treat it as a slot machine: drop the cube, take what shows up, hope it fits. Stronger players treat it as a small market with known odds and a few rules that let them nudge the result.
What the dice show
The birdfeeder holds 5 food dice. Each die has six faces: invertebrate, seed, fish, fruit, rodent, and one face showing invertebrate or seed. Taking that split face gives you one of the two, your choice, not both.
That split face means invertebrates and seeds each show up on two faces out of six. Fish, fruit, and rodents each show on just one.
Now look at what the birds want. By our count of the 170 base-game birds:
| Food | Birds that can use it in their cost |
|---|---|
| Invertebrate | 106 |
| Seed | 75 |
| Fruit | 37 |
| Fish | 30 |
| Rodent | 25 |
Another 28 birds include a wild food, which any token pays. The dice roughly match the deck: the common foods are common on the dice. But that also means a fish or rodent bird needs planning. You cannot count on the feeder offering one when you want it.
The rules that let you steer
A few rules, all from the rulebook and the official FAQ, give you more control than it seems.
Take dice one at a time. When you gain several food, you choose one die, take its food, then look again before the next.
Reroll when every die matches. If all the dice in the feeder show the same face, you may toss all 5 back in before you take one. This counts even when only one die is left. One die always matches itself, so whenever a single die remains, you may reset the whole feeder before taking it.
Empty means refill. If the last die is taken, all 5 go back in.
The forest trade. Some forest slots let you discard a bird card for one more food, chosen from the dice still in the feeder.
The 2 for 1 trade. When you play a bird, any 2 food tokens can pay for 1 food of any type. Only then. It is expensive, but it means a stray fruit and a stray seed can become the fish you are missing.
Using one at a time well
Say you gain 2 food, the feeder holds a fish and three seeds, and you want the fish. Take the fish first. Now three seeds remain, all the same face, so you may reroll all 5 dice before taking your second food. You get the fish you needed and a fresh roll for your second pick.
The reverse matters too. When you want a seed and the feeder shows one seed among others, take it before you consider anything fancy. A sure food beats a gamble.
Plan the bird, then the food
The cleanest food habit is simple: decide which bird you are playing next, then gather exactly what it costs.
- Keep the food your hand eats. At setup and every round after, glance at your hand and ask which food types show up most.
- Favor birds whose food you already have. Two birds that both eat seed share a pantry.
- Fish and rodent birds deserve a plan. Either take the die when it shows, or hold a bird with a brown power that gains that food.
- Wild costs are friendly. A bird that wants one wild food is easy to fund.
Do not overstock
Food you never spend scores nothing. It does break ties, and the scoring lesson shows how that once decided a championship. But a pile of seven tokens in round 2 is usually a turn or two that could have played birds instead.
A good rough target in rounds 1 to 3: enough food to play your next one or two birds, and little more.
Watch what you leave behind
The dice you leave are the next player’s menu. If the player after you needs fish for a big wetland bird and you can take the fish die at no cost to yourself, that is a small, fair bit of defense. You do not need to play this way every turn, but notice it. The midgame lesson comes back to it.
Forest birds that feed you
Some brown forest powers gain food every time you use the forest. Others give food to everyone, which helps rivals too. A forest with one or two food-gaining birds turns your gain food action from two tokens into three or four, and that is often the first engine new players feel working.
For more on why luck in the feeder evens out over a game, see our article on luck and skill in board games.
Next lesson
Wingspan End-of-Round Goals: Plan All Four From Turn One
Next, the end-of-round goals: what the sixteen goals count, how they pay, and how to plan for all four from your first turn.
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