Cape May Vocations Mini-Expansion: What It Adds
By Thunderworks Games | Published: 2026-10-25
Category: How-to Guides
Learn what the Cape May Vocations mini-expansion adds, how to set it up, and how to use vocation cards for a once-per-game benefit. Includes step-by-step instructions and common mistakes to avoid.
Quick answer
The Cape May Vocations mini-expansion adds 11 cards (10 vocation cards, 1 event card, 1 rules card) that introduce a new card type called Vocations. Each player receives two vocation cards at the start and keeps one, gaining a powerful once-per-game benefit that can be activated at a strategic moment.
What the Vocations expansion changes
Vocations are a new card type that provide a once-per-game benefit. Unlike other cards in Cape May, these are dealt at the start and not drawn during play. Choosing when to activate your vocation is key to maximizing its impact on your prestige.
The expansion includes one event card that may alter the flow of the game. The rules card explains the new mechanics clearly, so you can jump in quickly.
Trade-offs to consider
Because Vocations are a mini-expansion, they add only a small layer of strategy. If you prefer a leaner game without extra decisions, you might skip it. But for players who enjoy a tactical twist, the once-per-game ability can create memorable moments without adding much complexity.
How to set up and play with Cape May Vocations
- Shuffle the vocation deck: At the start of the game, shuffle the 10 vocation cards and deal two to each player. Place the event card aside—it will be used later according to its instructions. Common mistake: dealing only one card. Each player must receive two and then choose one to keep.
- Choose one vocation to keep: Each player looks at their two vocation cards, selects one to keep, and returns the other face-down to the box. The kept card is placed face-up near your player board. Checkpoint: make sure the discarded card is not shuffled back into the deck—it will not be used this game.
- Activate your vocation once per game: During your turn, you may activate your vocation at any time by announcing it and following the card's instructions. After activation, flip the card face-down to show it has been used. Common mistake: activating too early. Since you only get one use, save it for a moment when it gives you a clear advantage, such as securing a key resource or scoring bonus points.
- Use the event card if included: If the event card is part of your setup, follow its instructions when triggered. This card may introduce a one-time event that affects all players. Checkpoint: read the event card before the game starts so you know when it triggers—some events happen at a specific round or condition.
Product facts
- Cape May: Vocations (Mini-Expansion): Includes 10 vocation cards, 1 event card, and 1 rules card. The vocation cards are the core of the expansion, each offering a unique once-per-game benefit that can swing your strategy.

Cape May: Vocations (Mini-Expansion)
