BIKE DELIVERY

Page 1

DELIVERY

2.0

A game of dice collecting and strategy

PRINT AND PLAY VERSION

Two size options (A4 and A3)

DELIVERY is a PNP* board game which you can print at home, assemble, and play.

You will print the game components using a printer and common standard sheets of paper (A4 - 8.3 x 11.7 inches): - A4 Game Board (smaller): One page to print - p.6; - A3 Game Board (larger): divided into 2 A4 sheets - p.7 and 8; - Miniatures: 4 color bicycle models to print with instructions for cutting and folding - p.9; - Tally Chart - A score keeping sheet (Player 1, 2 and 3) - p.5; - Dice: 12 white or color dice.

* PNP - abbreviation of Print and Play. This acronym refers to games whose material is made available at no cost by the creator(s) to be printed at home, non-commercially. This allows for a larger public outreach, the testing of new ideas, and spreading the gaming hobby (card games, board games and others). It is a format which has been gathering value and acceptance, with original creations and options for all gaming styles.

A simple, fast, and strategic game of collecting the most valuable dice and finding the best path. A game for 2 to 3 players, which lasts in average 6 to 10 minutes

DELIVERY

A game of dice collecting and strategy

SET UP

Dice must be placed one by one on the 12 available squares of the first half of the board (the first 3 columns).

Then the players dispute the die who starts the game. Whoever is first has the right to choose the exit point before others, but whoever makes the first move is the player who came in second and so on.

HOW TO PLAY

On their turn, each player may move along the paths in 2 different ways:

1) Along the asphalt streets (gray): they may move 1 square at a time, ahead or to the sides.

CHOOSING THE DICE

You must choose and collect dice, trying to pick up those which will provide the best total, and find the best trajectory to take them to their destination.

Choices must take into consideration the num ber and color of the dice, which grants special features to each of their number:

- Blue - Increase the number on the die by 1 (+1);

- Red - Reduce the number on the die by 1 (-1);

2) Along the fast bike lanes (brown): 2 squares at a time, ahead or to the sides

- Green - Allows an extra move (>1);

- Orange - Double the number of the next die to be picked up (x 2).

Characteristics of the color areas:

the die gets -1 to its value (-1).

Each player may make their move and collect the die at the door with a number equal to the die in the center.

In this case, the Player has reached door #3 of the green house and may collect the die with number 3.

Each player must choose their starting position

the die gets +1 to its value (+1)

allows an extra move (>1).

double the value of the next die you pick up (x2).

DELIVERY

game of dice collecting and strategy

CHOOSING THE DICE

Dice that are collected go to each player’s marker on the TALLY CHART..

TALLY CHART

END OF THE FIRST STAGE

When a player reaches any position of the 4th columnwhere there is a traffic light in the middle of the game board - the first stage of the game ends.

All the dice to the left of that column are removed and rolled again, comple ting the 12 squares of the second stage, from the 5th to the 8th column.

Players keep their current position and game resumes with the next player after the one who first reached the middle of the game.

Each player places the dice collected according to

colors

their scoring area:

In the movement above, the red player will rea ch the 4th column and conclude the first stage.

IMPORTANT DETAILS

Picking up 2 dice

In some cases, a player’s movement will allow them to pick up 2 dice (or more):

- When they pick up a green die and make an extra move, they may pick up a second die;

- If they reach a square in which both door numbers allow them to pick up both dice;

- On the fast lane, if they move 2 squares and pass by doors with the same numbers of the dice, they may pick up both.

Extra movement

Picking up 2 green dice only allows for 1 extra move. On the fast lane, picking up a green die also provides an extra move (i.e., a third move).

Changing direction

If a player wants to change direction during the game, they may spend one action/movement to make that inversion.

Doubled dice

The player who picked up an orange die will pick that one with its normal value and double the next die - even if that just happens on the next round. The die with doubled value will go to the gray area of dice tally.

Blocking

A player may not occupy the same square as another player. To move, they must go in a different direction. A player may also choose not to move.

Movement from the brown lane to the gray lane

When leaving the brown lane to the gray lane, a player doesn’t lose the second movement. It may be performed in the gray area. To have a second movement in the brown area, the first movement must be in that lane as well.

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DELIVERY

A game of dice collecting and strategy

ENDING THE GAME

One of the arrival points at the end of the game

To end a game, each player must have pi cked up at least 1 die of each color.

When a player reaches one of the arrival points, the game ends, and the other players may still play their last turn.

Besides the scoring from the dice, some Bonu ses* may also be acquired by players:

- First in Stage 1 (+2 points);

- First in the Final Stage (+2 points);

- Player with the most dice (+3 points). The total sum of dice and bonuses determines the winner. If they are tied, the winner is the player who collected the most dice.

Solo Mode - Delivery - CHALLENGE

The dispute is against an adversary who will also pick up dice and compete against you.

In this game mode, follow the General Rules of DELI

VERY, but play with a single bike.

Place the dice as usual on the 12 starting squares of the 3 first columns. Start the game by choosing the best starting point.

Special Marker:

It is recommended to use a marker that starts under the 3rd column and moves backwards, which will indicate the dice the Adversary will pick up. You and the Adver sary must use your own Tally Chart (1, 2 or 3). Every time you pick up a die, that marker indicates a die to be picked up on the column where it is, which goes to the Adversary’s tally.

Starting the Game

If you manage to pick up a die on your first move, the marker on the 3rd column indicates that the die with the highest number on that column will be picked up and placed on the Adversary’s tally chart.

On the next move, the Adversary’s marker will go to the previous column (2nd). With every move, it goes back one column.

Details of the Game:

- Even if you pick up 2 dice, the Adversary only picks up 1, but it’s always the one with the highest number on that column, and always going from the bottom up, if there are 2 dice with the same number.

Important: If you make a move and don’t pick up any dice, the Adversary won’t pick up any either.

After the end of the first stage, the Adversary will start to pick up dice from the last column back. Arriving at the 4th, it will go back to the 6th column.

- A die will have its number doubled after an orange die is picked up by you, but not by the Adversary.

If you pick up a die and the Adversary has no dice to pick up where its marker is, it jumps to the previous column. When it’s already on the first column of the game, it will go back to the last column on its next move.

End of the Game

When you finish the game, the Adversary picks up one last die, even if you haven’t picked up any die on your last move.

When the game ends, tally the dice numbers for each player. In this solo mode there are no extra bonuses. If you are tied, the Adversary wins

BONUSES:

1 2 3 TALLY CHART - 1 > 1+ 1- 1 > 1+ 1 x 2- 1 > 1+ 1 x 2 >>> EXTRA
- First in Stage 1 (+2 points); - First in the Final Stage (+2 points); - Player with the most dice (+3 points).
1 2 3 4 > 1 2 3 4 > 3 5 3 4 3 6 52 3 1 2 3 4 1 2 3 4 2 3 5 5 1 2 3 4 1 2 3 4 1 2 3 4 2 3 6 5 2 3 6 5 copyright © roberto tostesDELIVERY +1 1 1> 6 5 6 5 6 5 6 2 3 2 3 NEXT x2 NEXT x2 +1 +1 EXTRA MOVE -1 1 2 3 4 2 3 1 5 6EXTRA MOVE 1 2 2 3 1 5 6EXTRA MOVE 3 4 1 2 3 4 2 3 1 5 6EXTRA MOVE 1 2 3 4 2 3 5 6EXTRA MOVE 1 2 3 4 2 3 5 6EXTRA MOVE 1 2 3 4 5 6-1 1 2 3 4 5 6-1 1 2 3 4 5 6 2 3 -1 1 2 3 4 5 6 2 3 -1 1 2 3 4 5 6 2 3 -1 1 2 3 4 5 +1 6 1 2 3 4 2 3 +1 6 5 1 2 3 4 6 52 3 +1 1 2 3 4 2 3 6 5NEXT x2 1 2 3 4 2 3 6 5NEXT x2 1 2 3 4 2 3 6 5NEXT x2 1 2 3 4 2 3 6 5NEXT x2 >> > > > > > >
3 3 3 1 2 3 4 1 2 3 4 23 5 5 1 2 3 4 1 2 3 4 1 2 3 4 23 6 5 23 6 5 DELIVERY +1 1 6 56 56 23 23 NEXTx2 NEXTx2+1 EXTRAMOVE 23 123 1 1 2 3 4 23 56 EXTRAMOVE 1 2 3 4 56 -1 1 2 3 4 56 -1 23 1 2 3 4 5 +1 6 1 2 3 4 23 +1 6 5 1 2 3 4 23 6 5 NEXTx2 1 2 3 4 23 6 5 NEXTx2 >> >> > PARTE 1LARGER TRAYPRINT ON A4 AND JOIN WITH PART 2
1 2 3 4 > 1 2 3 4 > 3 5 3 4 3 6 5 23 6 5 6 5 copyright © roberto tostes DELIVERY 1 > 56 56 23 +1 -1 1 2 3 4 23 1 56 EXTRAMOVE 1 2 23 1 56 EXTRAMOVE 3 4 1 2 3 4 23 1 56 EXTRAMOVE 1 2 3 4 23 56 EXTRAMOVE 1 2 3 4 56 23 -1 1 2 3 4 56 23 -1 1 2 3 4 56 23 -1 6 5 1 2 3 4 6 5 23 +1 1 2 3 4 23 6 5 NEXTx2 1 2 3 4 23 6 5 NEXTx2 >> > PART 2LARGER TRAYPRINT ON A4 AND JOIN WITH PART 1

A4 Game Board

BIKES MODELS TO PRINT, CUT AND FOLD

Bike Assembly

cut and fold in half the lines

to get more bodied print on 180g white paper or paste on a harder paper

A3 Game Board

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