Overstocked
Overstocked Rulebook
Table of Contents
Table of Contents
Contents
43 Crate Cards, Score Pad, 6 Quantum Crate Cards, 6 Incentive Tokens, 6 Forklift Tokens
Setup
Shuffle the crate cards and deal six to each player. Players may look at their cards but should not show them to each other.
Draw one crate card from the deck and place it face up in the centre of the table. This is the popularity, which is shared by all players.
The popularity represents how big the craze is becoming for each toy.
Each player draws one crate card from the deck and places it face up in front of them. This is their warehouse.
Your warehouse represents how much of each toy you have in stock.
Return the remaining crate cards to the box.
Gameplay
In Overstocked players will place cards into their warehouse, increasing the number of toys they have to sell, and into the popularity, manipulating the value of all player's toys. At the end of the game, each player will score points for each of the four toy types they have in their warehouse, and the player with the most points wins.
Overstocked is played over six rounds. Each round, players simultaneously choose one crate card from their hand and place it face down on the table. Once all players have done this, all players reveal their chosen cards.
Turn order is determined by the numbers on the chosen crate cards. Players take their turns starting with the player who played the lowest number crate card and continuing in ascending order, finishing with the player who chose the highest numbered card.
There are six spaces on each crate card. Spaces may be empty, contain a toy, or contain a worker and a toy.
On their turn players choose whether to place their chosen crate card into either the popularity or their warehouse such that it is covering one or two toy spaces on previously placed cards.
When placing crate cards players may freely rotate them in increments of 90 degrees.
Crate cards should be placed such that their edges line up exactly with the edges of spaces they are covering.
Empty spaces on previously placed cards do not count towards the one or two spaces that need to be covered.
Crate cards must be placed such that they do not cover any worker icons on previously placed cards.
Burying workers would be a clear breach of health and safety regulations.
A round ends when all players have placed their crate card.
Game End
The game ends after six rounds, once all players have placed their final crate card.
Scoring
For each toy, find the number of matching toys in the largest connected area in the popularity, and in your warehouse.
Only visible toys of the same type orthogonally adjacent to each other count as being part of the same area.
Multiply these two numbers together and score that many points, with the following exception:
The toy with the largest connected area in the popularity scores negatively.
For this toy, the craze has peaked. Your supervisor would like to know why you ordered so much of it.
If multiple toys are tied for having the largest connected area in the popularity, whichever toy has more total crates visible in the popularity scores negatively. If still a tie, each player chooses which of the tied toys will score negatively for them.
Using the score pad provided, for each player, add together the points scored for all four types of toy. The player with the most points wins.
In the example given in the rulebook, the largest area in the popularity is tied between the blue Pocket Petz and the pink Furballs, each with four. There are more Furballs in the popularity overall, so the Furballs score negatively.
Additional Content
In this section you will find rules for the advanced variant, three mini-expansions, and the solo mode. The expansions and advanced variant can be played in any combination, however, we'd recommend you try them one at a time first!
Advanced Variant
For those familiar with the standard game who find themselves looking for a more serious challenge, this twist takes things to another level!
The advanced variant works the same as the standard game with the following additional rule:
During scoring, each player finds the toy with the largest connected area in their warehouse. This toy scores half points for them, rounding down, regardless of whether it scores positively or negatively.
If multiple toy types are tied for having the largest connected area in a warehouse, whichever toy has more crates visible across the entire warehouse scores half points. If still a tie, the player chooses which of the tied toys will score half points.
In the advanced variant, the scoring example from earlier scores as follows: Mandela's largest area is the blue Pocket Petz, so his score for Pocket Petz is halved, becoming six. His final score is also six (6+2+2-4). Anthony's largest area is the pink Furballs - the same toy as the largest area in the popularity. Anthony calculates the negative score for the Furballs as usual, and then halves it, giving him minus twelve. His final score becomes zero (8+2+2-12).
Pre-Order Incentives
The toy companies have stepped up and given you bonus content to giveaway in a marketing campaign. You could use these promos as a preorder incentive to drive sales of a specific toy, package them up to sell them separately, or give them to your warehouse workers to take home to their kids.
Contents
6 incentive tokens
Rules
During setup, place the four incentive tokens matching the four kinds of toy in the centre of the table, next to the popularity, within reach of all players. If playing with five or six players, also place the remaining two incentive tokens in the centre of the table.
Each round, immediately after a player has placed a card into either their warehouse or the popularity, they may choose one incentive token from the centre of the table, place it in front of them, and score it as outlined below. Record scored points on the score pad in the row marked with this symbol.
Each player can only take and score one incentive token in a game.
Incentive Token Scoring
Find the size of the largest connected area of the matching toy in the player's warehouse and the popularity. Multiply these numbers together. The player scores that many points. The incentive token scores positively regardless of which toy has the largest connected area in the popularity.
Find the largest connected area of crates of any type with workers on in the player's warehouse. Score three points per worker in that area.
Find the largest connected area of empty crates in the player's warehouse. Score three points per crate in that area.
Industrial Mechanisation
Set your spatial stock stacking woes aside now that you have a truck to do the heavy lifting.
Contents
6 forklift tokens
Rules
During setup, place the six forklift tokens facedown on the table, and shuffle them. Randomly select tokens equal to the number of players. Flip the selected tokens face up and arrange them in order of how many points they are worth, from highest to lowest, in the centre of the table, within reach of all players. Return all unused tokens to the box.
Each round, immediately after a player has placed a card into either their warehouse or the popularity, they may take the forklift token worth the most points from the centre of the table, and place it in their warehouse. When placing a forklift token, follow all the normal rules for card placement (it must cover one or two crates on previously placed cards, and must not cover a worker).
Each player can have a maximum of one forklift token in their warehouse. If a player already has a forklift token in their warehouse, they cannot take another.
During scoring, all crates adjacent to the forklift token also count as being adjacent to each other for the purpose of finding the largest connected area of toys in a warehouse.
In the rulebook's example, the forklift token creates connected areas of four Yo-yos and three Fur Balls.
Quantum Accounting
Your accountant, Dr Schrodinger, has advised you that as long as the contents of your crates are not observed, they count as multiple kinds of toys for tax purposes.
Contents
6 quantum crate cards
Rules
During setup, place the six quantum crate cards near the centre of the table, next to the popularity and within reach of all players.
Each round, the player who selects the lowest numbered crate card returns it to the box, and selects one of the available quantum crate cards from the centre of the table to play instead. They may place their chosen quantum crate card into either the popularity or their warehouse as normal, and follow all normal rules for card placement (it must cover one or two toy spaces on previously placed cards and must not cover a worker).
If the chosen card has the X symbol, the player who placed it then chooses one toy on the scorepad and puts an X next to it. They cannot choose a toy symbol that already has an X next to it.
During scoring, all visible quantum crates in warehouses and in the popularity count as both of the types of toy that do not have an X next to them on the scorepad.
In the rulebook's example, the quantum crates score as both Fur Balls and Bean Bears.
Solo Mode
The solo mode cannot be used with any of the expansions or the advanced variant. In the solo mode, you will be playing against the bot.
Setup
Setup the game as if playing with two players. Place the six cards you would deal to the second player in a facedown bot deck without looking at them.
After finishing setup, check the crate cards in your hand. The bot scores two points for each card numbered between 1-20. Record this on the scorepad where another player's name would normally be written.
Overview
In each of the six rounds of the solo game, you will take a turn, and then the bot will take a turn. At the end of the game, points are calculated, and if you score higher than the bot, you win. Otherwise, the bot wins.
Your Turn
On your turn, you will choose and play one card from your hand into either your warehouse or the popularity, following all the normal restrictions.
Bot Turn
Nominate an empty area either directly above, below, to the left, or to the right of one card in the bot's warehouse. Draw the top card from the bot deck and place it in the nominated area such that the edges of the card match up exactly with cards in the bot's warehouse with no gap or overlap and in the same orientation as previously placed cards.
After six rounds, the bot's warehouse must be in a 3x2 pattern. You may not nominate an area that would make this impossible.
Scoring
You score exactly as in the multiplayer game.
The bot scores as in the multiplayer game, with the following two exceptions:
The bot does not score anything for the toy with the largest area in the popularity.
If multiple toys are tied for having the largest connected area in the popularity and those toys have the same number of total crates visible in the popularity, the tied toy type that would score the fewest points is the one that doesn't score for the bot.