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Overparked

Overparked Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • Flow of the Game
  • Flow of a Turn
    • 1. Steering Phase
    • Parking Rules
  • 2. Parking Phase
    • Key Action
    • Trigger Actions
  • End of the Round
  • End of the Game
  • Advanced Mode
  • 5 Player Mode
  • Solo Mode
  • Objective Card Descriptions
    • Generic Fill Objectives (5 / 3 / 3 points)
    • Specific Fill Objectives (6 / 4 / 4 points)
    • Surround 2 Cones (7 / 5 / 5 points)
    • Unlock 2 Keys (7 / 5 / 5 points)
  • Truck Objectives
  • Solo Mode Score Rankings
  • Credit

Components

  • Parking Lot boards × 5
  • Scorepad × 50
  • Vehicle tokens × 179
    • Yellow cars × 33
    • Red cars × 33
    • Blue cars × 33
    • Trucks × 30
    • Advanced Trucks × 30 (6 per Player Color)
    • Buses × 20
  • Traffic Cone tokens × 20
  • Key tokens × 30
  • Motorbike tokens × 20
  • Objective markers × 15 (3 per player colour)
  • Start Player marker × 1
  • Steering Wheel marker × 1
  • Objective cards × 10
  • Parking cards × 75
  • Automa cards × 9 (Solo mode only)

Your icon and player colour will be displayed here on the Parking Lot board.

Game Setup

  1. Place the Steering Wheel marker in the middle of the playing area.

  2. Shuffle the Parking cards to form a deck. Draw 5 cards from the deck and place them face-up around the Steering Wheel, making sure that each letter on the Steering Wheel points to a different card.

  3. Shuffle the Objective cards and flip 3 cards in a row face-up. Return the rest to the box.

  4. Each player takes 1 Parking Lot board and places it in front of them.

  5. They take 4 Traffic Cone tokens and place 1 token on each of the 4 spaces with a Traffic Cone icon.

  6. They also take 5 Key tokens, placing 1 on each of the 4 spaces labelled with a Key and 1 into their Key zone.

  7. They take the 3 Objective markers in their player colour.

  8. Each player draws 2 Parking cards from the top of the deck. They may choose to return 1 or 2 of these cards back to the bottom of the deck and redraw that number of cards.

  9. Place all Vehicle tokens, Motorbike tokens and remaining Key tokens in a common supply area in reach of all players.

    Note: In the basic/advanced game, use the basic/advanced Trucks. Return the unused Trucks to the box.

  10. Decide on a starting player, preferably the last player who rode a vehicle. Give them the Start Player marker. You are ready to begin!

Flow of the Game

Each turn, players rotate the steering wheel, choosing their Parking card and determining the cards for the other players.

Then, all players will choose one of their 3 Parking cards and park the corresponding vehicles into their lot, aiming to score points.

The game ends at the end of the turn in which one or more players does not have space to place a car (2x1).

Flow of a Turn

Each turn consists of the following two steps: 1. Steering Phase and 2. Parking Phase

1. Steering Phase

The player with the Start marker rotates the Steering Wheel such that the wheel section with their player icon aligns to the Parking card they wish to take. All players then take the card their wheel section aligns with. Then, refill the empty spaces from the Parking card deck such that there are 5 face-up cards.

CARla takes the card with two yellow cars after the start player rotated the Wheel.

Parking Rules

Players must follow these rules when parking cars:

  • Vehicles must maintain the orientation and relation stated on the card (no mirroring). The direction of the Vehicle (front or back) does not matter.

  • ALL inside lines may be crossed. The yellow lines are used to indicate completion of the quadrants and the white lines are for theme only. However, vehicles must be placed fully into the lot.

  • Vehicles cannot overlap any existing vehicles.

  • Any vehicle that the player cannot place must be placed in the No Parking zone on their board.

    A cone that is parked over by a vehicle also goes immediately to the No Parking zone.

    Each item (vehicle or cone) in No Parking is worth -2 points at the end of the game.

2. Parking Phase

The Parking Phase should be done by all players at the same time to save time.

All players now choose 1 of the 3 Parking cards in their hand. They follow the orientation of the card and place the vehicles on the card into their lot, taking the vehicles from the supply. All vehicles must be placed during the Parking Phase, either in the lot or the No Parking zone. Only Keys may be used in that turn or kept for a later turn. The actions on the Parking card may be taken in any order.

After placing all the vehicles on the card, discard the card face-up next to your board. Use the discarded cards to keep track of the number of turns that each player has completed.

Place the vehicles of the corresponding types and colours depicted on the card. Place a Motorbike. Take a Key and place it in your Key zone. Select a vehicle or cone from your No Parking zone to place into your lot.

Players may carry out any number of Key and Trigger actions during the Parking Phase.

Key Action

  • Pay a Key to the supply and move a Vehicle any number of spaces forwards or backwards.

You may even return the Vehicle to the supply if there is at least one unblocked path off the edge of the lot.

The key action is a free action but it can only be done before or after a Parking action (and its resulting trigger actions).

Example of a Key action: In this example, the truck cannot be moved by a key action. The red car may move one space but that will cause the cone to go to the No Parking zone. Both the bus and the blue car may move forwards or backwards. If unblocked, they can return to the supply.

Trigger Actions

(Actions triggered by a Parking or Key action)

  • If a player places a vehicle on a Traffic Cone, they move the cone to the No Parking zone.

  • If a player covers one of their 4x4 quadrants completely, they immediately take the Key from that quadrant and place it in their Key zone. They may use the Key this turn. Traffic Cones are always considered as covered.

  • If a player completes one or more objectives (see Objective Card Descriptions), they immediately place their Objective marker on that objective card in the leftmost empty spot. If they place their Objective marker on a motorbike, take and place it immediately. If multiple players claim an objective in the same round, all players place their Objective marker in the same reward tier. Each player may only achieve an objective once. Once an objective is claimed, the player will not lose the reward even if the conditions have been lost.

    From the next round onward, no player may claim that Objective spot and must place their marker in the next space. However, the last reward spot is an exception and may always be claimed as long as the player completes that objective.

Example of Key and Trigger actions:

CARla spends a Key to move the bus forward. This completes the objective of surrounding 2 cones on 4 sides.

CARla then chooses to place the motorbike she received as a reward into the space shown. This completes another objective, which is completing a space of 4x3 without cars!

CARla then chooses to place the second motorbike she received as a reward into the space shown. She completes a quadrant and unlocks a Key. Terrific turn, CARla!

End of the Round

At the end of the Parking phase, if one or more players does not have empty space to place a car (at least a 2x1 space), the game ends. If so, proceed to End of The Game and Scoring. If not, move the Start player marker clockwise and start a new round.

End of the Game

Use the scorepad to track the players' scores. Score points for the following:

  1. Score 1 point per space for the largest connected vehicle network for each of the 4 colours. There are a total of 4 colours (Red, Yellow, Blue, Purple).

    • Motorbikes count as all of the 4 colours, and may be counted multiple times.
    • Trucks are not considered to have a colour.
  2. Score 4 points for each truck that is completely surrounded on all 8 sides, ignoring diagonals. The 4 edges of the lot count as surrounding the truck.

    In the Advanced Mode, tally up the individual Truck Objectives instead.

  3. Score points on Objective cards where your markers are.

  4. Deduct 2 points for every item (cone or vehicle) in your No Parking zone.

    Deduct 1 point for every empty 1x1 space in your lot.

    1 key may cancel a single penalty (No Parking or empty space).

The player who has the most points wins! In the case of a tie, the player who had the least empty spaces in their parking lot wins the tie. If this is also tied, then all tied players win the game.

Scoring example: CARla first scores for her 4 vehicle colours: Purple 3×3+3 (network) = 12, Yellow 4×2+2 (network) = 10, Blue 3×2 = 6, Red 0×2 = 0. Vehicles total 12+10+6 = 28. She then scores 8 points for 2 completely surrounded Trucks. She then scores 11 points for her 2 completed objectives. She uses 2 of her 3 keys to cancel out the penalties for the truck and cone in her No Parking zone. She uses the 3rd key to reduce her empty space penalty by 1. She has 6 empty spaces, so she is only penalized for 5. Total 28+8+11-5 = 42.

Advanced Mode

In the normal mode, all Trucks have the same objective. In the Advanced mode, all Trucks have different objectives!

During the setup of the game, use the Advanced trucks instead. Give 6 trucks to each player in their colour with the coloured side facing up. When parking a truck on a card, you may choose any unused truck to park. If all your trucks have been used, ignore the truck icon on the card.

At the end of the game, score points equal to the objective on the truck if it was achieved. The objective is achieved if the 8 spaces around the truck contain the objective.

For example, 2 yellow cars and 2 purple buses for the objective. Motorbikes count as any of the 4 colours for objectives.

5 Player Mode

In the 5-player mode, continue playing with cards in hand even if the deck runs out. The game will also auto-end at the end of the round when all cards in hand run out (i.e. after 15 rounds) if it has not already ended.

Solo Mode

In the Solo Mode, the player will face off against the Automa deck, AutoBot, which will take away Parking cards and also vie to complete Objectives.

During the setup of the game, shuffle the 9 AutoBot cards and return the top 2 cards to the box, they will not be used. The AutoBot player will play as A.

The human player starts the game. When the human player rotates the Steering Wheel, discard the Parking card that the letter A is facing.

At the start of even numbered rounds, flip an AutoBot card face-up. Rotate the Steering Wheel in the direction stated on the AutoBot card and discard the Parking card that the A is facing. When there are 3 of the same number, AutoBot has achieved that objective (count 1 to 3 left to right). Place any unused Objective marker on the reward spot to mark this. When there are 6 of the same number, AutoBot has achieved that objective twice (place a second Objective marker).

The game will auto-end at the end of the 14th round if it has not already ended.

Objective Card Descriptions

Generic Fill Objectives (5 / 3 / 3 points)

Fill all of the spaces stated to complete this objective. Spaces may be filled with anything, including cones.

  • Fill any 2 outer lines
  • Fill the middle (4x4)
  • Fill any 1 diagonal
  • Square all 4 corners (2x2)

Specific Fill Objectives (6 / 4 / 4 points)

Fill a line across or a 3x3 with the specific type of vehicles depicted. For no cars, motorbikes, cones, buses or trucks can be used.

  • 1 line across with only cars
  • 1 line across with no cars
  • 3x3 with only cars
  • 3x3 with no cars

Surround 2 Cones (7 / 5 / 5 points)

Surround the 8 spaces around 2 cones. Spaces may be filled with anything, including cones.

Unlock 2 Keys (7 / 5 / 5 points)

Fill 2 Quadrants completely and unlock 2 Keys. Keys from cards do not count.

Truck Objectives

  • 4 different colours / 6 points: Vehicles of all 4 colours must be adjacent to this truck. Motorbikes can replace any one of the 4 colours.
  • 4+ of the same colours / 6 points: 4 or more vehicles of the same colour must be adjacent to this truck. Motorbikes can replace any one of the 4 colours.
  • 2x2 colours / 5 points: 2 or more vehicles of one colour, and 2 or more vehicles of a different colour must be adjacent to this truck. Motorbikes can replace any one of the 4 colours.
  • 0 cars / 8 or 4 points: To score 4 points, none of the 8 spaces around this truck can contain a car. To score 8 points, none of the 8 spaces around this truck can contain a car or the edge of the lot.
  • 5+ cars / 7 points: 5 or more cars must be adjacent to this truck.
  • 2+ trucks / 5 points: 2 or more trucks must be adjacent to this truck.

Solo Mode Score Rankings

ScoreRank
70+Legendary Parker
60-69Wheely good parking
50-59You're in the Zone!
40-49Car-ful parker
<39Find another spot and come back!

Credit

  • Game Designed by Daryl Chow
  • Art Direction by Daryl Chow
  • Art edited by Yu-cin, Huang
  • Illustrated by TANSAN
  • Playtested by The Thursday Playtesters
  • Designed in Singapore
  • Manufactured in China

Overparked. ©2024, Origame Studios Pte. Ltd. All rights reserved.