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Mint Delivery

Mint Delivery Rulebook

Table of Contents

Table of Contents

  • Contents
  • Anatomy of the Cards
    • Order Card
    • Map Card
  • Setup
  • Primary Actions
    • Move
    • Fulfill Order (Free Action)
    • Load/Unload Truck
    • Take Order
    • Upgrade Mints
  • End of the Game
  • Scoring
  • Advanced Variants
    • Player Abilities
    • Road Conditions
    • Ability Card
  • Credits
  • Solitaire Mode
    • AI Card
    • Solitaire Setup
    • Solitaire Actions
    • End of the Game
    • AI Motivations

Contents

  • This Rules Sheet
  • 69 Cards
    • 9 Double Sided Map Cards
    • 5 Player Truck / AI Cards
    • 40 Order Cards
    • 13 Ability Cards & 1 Key Card
    • 1 Employee of the Month Card
  • 1 Starting Player Token
  • 5 Wooden Truck Tokens
  • 38 Wooden Mint Tokens
    • 20 White (Classic)
    • 10 Green (Sugar Free)
    • 8 Red (Cinnamon)
  • 15 Ability Tokens
  • 6 Road Condition Tokens

Anatomy of the Cards

Order Card

  • Requesting Town — shown at the top of the card.
  • Requested Mints — the type and quantity of mints needed to fulfill the order.
  • Point Value — shown as a row of stars.

Map Card

  • Name — the location's name.
  • Action Space — the space where a truck must be to perform that location's actions.
  • Available Actions — the actions offered at that location.
  • Movement Spaces — spaces connected by roads that trucks move between.
  • Legend: Road, Movement Space, Mintopia City, Warehouse (each with its own icon).
  • Towns — each of the four surrounding towns has its own colored icon.

Setup

  • The nine (9) Map cards are placed on the table with the map side up granting easy access to all players.
  • Set all three types of Mint Tokens near the Map to create the Mint Supply.
  • All orders are shuffled, then three (3) are dealt to each player.
  • Each player may keep any number of the orders dealt to them, so long as the total point value of all kept orders is 6 or less. (Orders kept this way are secret until revealed during setup.)
  • Shuffle all remaining Orders with those discarded by other players to create a face down Order Deck. Each town should contain 7 orders each.
  • Each player will select a Truck Card and Token of matching color, then place their Truck Token onto the Mintopia City action space, and add four (4) Classic mints to their truck card.
  • Reveal two (2) Orders from each of the Order decks, and have each player reveal any orders that they kept.
  • If any player has kept orders that exceed 6 points in total, have them return an order with the lowest point value to the game box, until they have orders worth 6 or fewer points in front of them.
  • The player with the freshest breath is the starting player and begins the game.

When everything is set up, the play area should look something like this.

Primary Actions

On a player's turn they may perform up to two (2) of the actions below. Players may perform the actions in any order, and may perform the same action twice. Depending on which part of the map the player's truck is located, they have access to a variety of actions. As long as they are on an Action Space they will be able to perform any of the actions available for that part of the map. Note that fulfilling orders is a Free Action and does not count toward the limit of two actions per turn.

Move

The active player may place their truck on any space connected by a road to the space on which their truck is currently located.

Fulfill Order (Free Action)

The active player may complete any of the face up Incomplete Orders they have in front of them. They must be on the Action Space for the town listed on the Order and have the required type and quantity of mints in their truck. Turn the order face down to signify that it has been completed, and return the required mints to the supply. The requested mints and point value of the Order is now secret; however, the quantity of Completed Orders is public information.

Note: In a 2-player game, as part of fulfilling an Order, the active player must also remove one available Order from any surrounding town from the game. Then add a Classic mint and a new Order as though the removed Order had been taken by a player.

Load/Unload Truck

The active player may place mints into their truck up to the amount specified on the Map card where they are currently located, but may not load their truck beyond its maximum capacity. In Mintopia City, the player can load up to four (4) Classic mints. At warehouse spaces, the player can load up to two (2) Classic mints. Optionally, the player may instead unload any number of mints from their truck and return them to the supply.

Take Order

If on the Action Space for a Town, the active player may select one of the face up Orders from that town and place it face up in front of them. They then add one (1) Classic Mint Token to the order that they did not take in that town, and then reveal a new Order from that town's Order Deck. If the order had any Mint Tokens on it, the player may load any number of those into their truck for free, as long as they have the truck capacity to do so. The player is limited to having three (3) Active Orders.

Upgrade Mints

The active player may exchange some of their Classic mints for Sugar Free or Cinnamon mints. The player will place the required amount of Classic mints from their truck back to the mint supply, and take the desired mint from the supply and place it into their truck. Two (2) Classic mints may be upgraded into one (1) Sugar Free mint at any Warehouse or in Mintopia City. Three (3) Classic mints may be upgraded into one (1) Cinnamon mint in Mintopia City only.

End of the Game

If either one (or both) of the following conditions are met, the game will end after the player to the right of the player with the Starting Player Token finishes their turn. This ensures that all players will have the same number of turns to accomplish as much work as possible.

  • Any two (2) towns have zero Orders available in their Order Supply.
  • All four (4) towns have no cards left in their Order Deck.

Scoring

Once the game has ended, have each player add up the total number of stars they have earned from Orders that they have completed.

The player with the most stars earns themselves the recognition of Mort, and thus becomes the Employee of the Month! (and wins the game!) Be sure to offer the winning player their certificate of achievement!

No clear victor after the initial tally of points? Have no fear! If two or more players are tied for first place, the tied player with the most completed Orders wins. If there is still a tie, the tied player with the highest total value of Mints loaded in their truck wins. (Classic = 1, Sugar Free = 2, Cinnamon = 3.) Still tied? Well, then the tied player whose age is closest to 42 wins!

Advanced Variants

After everyone has played a game or two, or you're an especially well versed group of gamers, you may be interested in freshening things up a bit. To assist with that, we have included two advanced variant modes that can be added either separately or both at the same time. See below on how to add these variants to your next game of Mint Delivery.

Player Abilities

Variant 1 adds in a method for players to gain upgrades to their actions and allow them to become specialized in various ways.

During Setup, before dealing out order cards

  • Take the Ability Key Card and set it near the Map.
  • Next, randomly select 3 Ability Cards and set them face up, one on each slot of the Key Card, for everyone to see. The rest of the Ability Cards can be returned to the tin, as they will not be used this game.
  • Then set out the Ability Key Tokens near the selected abilities.
  • Now continue setup as per the normal rules.

On their turn a player may use one of their actions to acquire one of the available Abilities. When a player acquires a new Ability, they can start using it immediately, so long as they have the remaining actions to do so (or if it's a persistent/free action ability).

A player must have the appropriate amount of unallocated complete orders to acquire an ability and will allocate them with this action. Allocated orders are not removed from the player's completed work and will still count for points at the end of the game, however they cannot be used again to acquire a second ability.

To help facilitate this, when a player acquires an ability, they will take one of the corresponding Ability Key Tokens, and place it on top of the appropriate amount of completed orders for the chosen Ability. This marks them as allocated while also signaling that the player now has access to the chosen Ability.

An Ability that a player has acquired is not removed from the pool; any other player can also acquire that same Ability on any of their turns.

Road Conditions

Variant 2 adds road conditions, which helps to vary the layout of the map from game to game.

During Setup, after laying out the map

  • As a group, decide how many road condition tokens you would like to use this game. As few as one, or as many as four tokens may be used in each game. If you're having a tough time coming to a consensus, we recommend using three (3) road conditions.
  • Go through the order deck and select one Order from each of the four towns.
  • Randomly select a road condition token to be placed.
  • Mix the four order cards that represent each Town and select one at random.
  • Now flip the Starting Player Token in the air (like a coin), and note the direction of the arrow. Starting at the town selected in the previous step, place the selected road condition token on the space connected to the town in the direction specified by the Starting Player Token.
  • Continue these steps until you have placed as many road condition tokens as you decided in the first step.
  • Then continue setup as per the normal rules.

Road Closed — Players cannot enter or go through the space containing this token, effectively closing off a travel route.

Traffic Jam — When a player moves onto the space containing this token, their turn ends immediately.

Toll Booth — A player may not move onto the space containing this token without first losing one mint from their truck. This mint can be of any type.

Speedway — When a player moves onto the space containing this token, they must immediately move one more space in the same direction.

Loading Zone — When a player moves onto the space containing this token, they may load one Classic mint into their truck immediately.

Tunnel — The space containing this token is considered to have a road that connects it directly to Mintopia City.

Ability Card

  • Name — the ability's name.
  • Required number of completed orders — shown near the name.
  • Effect — the ability's rules text.

Credits

Game Design: Justin Blaske Game Development: Five24 Labs, LLC Graphic Design: Felix Janson, Justin Blaske Art: Thomas Tamblyn, Delapouite

Testers: Jeremy Berven, Matt Canaday, Davita Dick, Justin Dykema, Matthew Greenleaf, Haotian Kong, Tom Kruse, Tony Lawhorne, Jeremy Lepper, Mel Primus, Nate Welch

Solitaire Testers: BernieTheRed, Ginger Capps, GixxerScott, James Sander-Cederlof, Izyengn, Matthew, MrCCS, Seth Friesen

Special Thanks: The amazing Kickstarter board gaming community that believed in Mint Works, and encouraged me to expand to other mechanisms.

Solitaire Mode

AI Card

  • Name / Description — the AI driver's name and personality flavor text.
  • Personality Traits — a list of special rules for that AI.
  • Total Number of Active Orders (Workload) — how many Active Orders the AI is limited to.
  • Order Preference — the icon order the AI uses to decide which order to take when choosing between towns.

Solitaire Setup

  • The nine (9) Map cards are placed on the table with the factory side up within reach.
  • Select an AI to play against and give them their truck.
  • Choose one of the remaining trucks to drive for yourself and collect the corresponding token and Truck card.
  • Place the Truck tokens onto the designated space in the order dispatch room (located top center of factory).
  • Randomly select 20 mints from the mint tin and add them to the conveyor belts until there are 10 mints and 2 empty spaces on each belt.
  • The rest of the mints will not be used this game and can remain in the tin.
  • Shuffle the Order Deck, then deal out 4 stacks of 5 orders face down to the side of the map.
  • Reveal the top card of each Order Deck.
  • You begin as the starting player.

When everything is set up, the play area should look something like this.

Solitaire Actions

Both the player and the AI may perform up to two (2) of the actions below. Players may perform the actions in any order and may perform the same action twice. The AI will perform actions based upon its current Motivation. As in the multiplayer game, fulfilling orders is a Free Action and does not count toward the limit of two actions per turn.

Move

The player may place their truck on any space connected by a road to the space on which their truck is currently located. The AI will always choose the shortest path, and will only move when required to do so via their current motivation (see "AI Motivations").

Fulfill Order (Free Action)

The player may complete any of the face up Incomplete Orders they have in front of them. They must be on the Action Space for the town listed on the Order, then remove the required type and quantity of mints from their truck and return them to the Mint Supply. Turn the order face down to signify that it has been completed. When an Order is completed either by the player or the AI, the player will take all of the mints turned in, and place them as they see fit onto the back of the belts, so long as neither belt has more than 10 mints on it when the action is completed.

Load Mints

The player or AI will add mints to their truck from the four frontmost mints of the conveyor belts. A player may only load mints from the belt they are next to. The AI may load mints from either of the belts, but will only do so from the AI Only loading space. The mints loaded will either be four (4) Classic mints, two (2) Sugar Free mints or one (1) Cinnamon mint. If any gaps are created on the belt, shift mints backward to fill them in. The AI will load mints from Right to Left on their oldest order first.

Take Order

The player may select one of the face up orders from one of the four (4) Order Decks, and place it in front of them. The AI will follow its Order Preference when selecting an order to take. In the case of a tie, they will take the order with the highest point value. If there's still a tie, they take the left most of the tied orders. After an order is taken, reveal the next order in that deck. The player is limited to having three (3) Active Orders. The AI is limited to an amount of Active Orders equal to its Workload value.

Shift Mints

While on a Loading space, the player may move up to two (2) mints from the front of the belt they are next to, to the back of that same belt. When the AI needs to perform this action, it will move the front mint from each belt to the back of that same belt.

End of the Game

  • The game ends when three (3) of the four (4) order decks are empty.
  • The AI will have the last turn.
  • You and the AI both score all of the stars on your orders.
  • Highest score wins! Use the same tiebreaking rules as the standard game.

AI Motivations

In order to keep AI decision making consistent between plays, the following rules are applied to the AI when determining what to do with its turn.

Complete Orders

First, if the AI has the mints required to fulfill all of its orders, it will attempt to do so. Once it has fulfilled all of its orders then its motivation becomes Take Orders.

Take Orders

If the AI does not have Active Orders equal to its active order count, it will attempt to take orders until it does. Once the AI has the appropriate amount of orders, its motivation becomes Get Mints.

Get Mints

If the AI does not have the mints needed to fulfill all of the orders it has, the AI will attempt to load mints until it does. The AI truck has no maximum mint capacity. Once the AI has all of the required mints for all its current orders, its motivation becomes Complete Orders.

If the AI does not need any of the mints accessible from the belts, the AI will use the Shift Mints action and move one mint from each belt to the back.

It is possible for the AI to be unable to satisfy its current motivation. If this is the case, the AI will come to a standstill until it can satisfy its current motivation. Getting the AI to do this is can prove essential to defeating it.