Overview: In this game, each player takes the role of a delivery driver. Starting at the warehouse, they compete against each other to score the most points by delivering parcels. On the way, they must watch out for hazards on the map, as well as traps set by other players.
Game board: The game board is a map of a town or city with different households placed all over it. There are also various hazards placed on the map the players must avoid. In the centre of the map is the warehouse, which the players start at.
Playing pieces: Each player has the following playing pieces:
· A van which they move around the board
· 5 parcel counters each. These are attached to the vans, to the same amount of delivery cards each player has.
· 1 Trap counter
Movement: Players roll a single dice to determine movement. They move as many spaces as they roll on the dice.
Destination cards: Each of these cards has a corresponding house on the map. These are the locations that the players must travel to over the course of the game.
Bonus cards: Players obtain these cards by completing deliveries. Each player can hold up to 6 bonus cards at once. If they gain another one whilst they have 6, they must discard one. There are 2 different kinds of bonus cards:
· Blue cards increase the amount rolled on a dice during a hazard or trap test
· Red cards are traps that Players can set at their current location on the board
Objective: The goal of this game is to score points by completing deliveries. Whoever has the most points by the end is the winner.
Scoring: Each house has a colour on it that indicates how many points are scored when delivered to:
· Blue – 1 point
· Green – 2 points
· Yellow – 4 points
· Red – 6 points
Start of the game: Each player starts at the warehouse in the middle of the board. They claim 3 bonus cards each to start with. They roll a dice and whoever rolls the highest goes first. The remaining order of the players goes counter clockwise from there. Next each player takes it in turns to excavate the top 5 cards from the of the destination card pile. They get to keep as many as they want, but they have to keep at least 2. The ones they don’t want are returned to the bottom of the deck. They then attach parcel tokens to their vans, up to how many delivery cards they have. Once every player has done this, the destination card pile is shuffled, then the top 5 cards of the deck are placed face up. Players are now free to set off from the warehouse.
Completing a delivery: When a player had reached the house on their delivery card, the delivery is completed. Points are scored and the player gets to claim another bonus card. The player also removes one of their parcel counters from their van, they then are free to proceed to their next destination.
Claiming delivery cards: When a player wishes to claim more delivery cards and parcel tokens, they return to the warehouse. They then take as many cards as possible from the face up pile, though they can only carry a maximum of 5 delivery cards at once. When a player runs out of delivery cards to take face up pile, they take 5 new cards from the top of the deck and place them face up. The player who performed this action cannot obtain the new delivery cards at this time. When a player claims more delivery cards, they must complete at least one more delivery before returning to the warehouse to claim more.
Turns: During a turn, each player can perform the following action once each:
· Roll for movement
· Claim a new delivery card (if they are able to do so)
· Complete a delivery (if they are at their destination)
· Set or remove one of their traps
Setting a trap: During their turn, each player has the option to place a trap on the board if they have a red card. When they wish to do this, they place a trap token at their current location on the map. The trap token remains there until either another player lands on that spot or the player that placed it wishes to place a new trap on the board. Each player can only have 1 trap active at a time. Traps cannot be set on house entrances, on hazard zones or within the green area.
Hazards: All over the map there are hazard zones that take up multiple spaces. If a player lands in one of 9these zones, they may have to take a hazard test.
Hazard test: Each zone has a value on it that a player must have to either match or beat with dice roll. If they accomplish this, they are unaffected by the hazard. If they roll lower than the amount, they lose their next turn as a penalty.
Getting caught in a trap: If a player lands on a trap, they must take a trap test. These work the same way that hazard tests do, except if the player fails, they must give one of their bonus cards to the player whose trap they landed on. If they have no bonus cards to give, they lose their next turn.
Green zone: Players cannot place traps inside these zones
Endgame scenario: When there are no more destination cards left, all players must finish their current deliveries as quickly as possible and return to the warehouse. The game then ends.