Kevingston Boardgames. Cambridge, England
This is a different game from Special Delivery but still based on courier companies collecting and delivering parcels and using the same components. Other than the initial deal of cards there is no luck involved, it is all strategy.
In this game you are allocated a series of contracts that you have to complete. You are paid for delivering parcels and you are paid more for long distance deliveries, but of course these take longer to do. You can take contracts off other players, increasing your revenue but making it easier for them to finish, and end the game
Next Day is for 3 or 4 players only, best with 4. The rules below assume 4 players, but the corresponding figures for 3 players are given in brackets. You will need a couple of sheets of paper to record scores and contact values.
To end the game with the most money.
Money is gained by completing contracts. Long distance contracts are quite lucrative, but take time. Short distance contracts don't pay very well but can be done quickly so you can go after other players' contracts or try and end the game (and claim a bonus) before others have had time to deliver. Money may be spent on moving blockages, to delay or divert others, or to get them out of your way.
In the setting up phase you create contracts for another player.
Each player works on their own and has one Van and one Motorbike. Chose a colour and place one Van and one Motorbike at Kevingston. Keep the spare tokens handy.
Place the Diversions, Roadworks, and Police Checkpoints (previously "Speed Traps") at the locations specified in the Special Delivery rules.
Deal the 36 Town Cards between all the players. (The Delivery Cards are not used.) Each player sets up 4 (6) contracts for the player on their right, as follows:
Select 4 (6) pairs of cards being a collections and a delivery address. Each card pair is a "Contract". Place these face up with the collection address on the left and the delivery address on the right. Discard any spare card. Place 8 (11) parcels on these 4 (6) contracts with at least 1 parcel per contract.
Contract No. of ------------- Parcels Ugley to Duck Street 2 Olivers Battery to Sheepwash 1 NB At least 1 per contract Three Holes to Wigtwizzle 3 Braintree to Two Gates 2 --- Total 8
Pass the contracts to the player on the right (or move one place to the left!). Move the parcels to the corresponding collection towns on the board.
Calculate the delivery price for each parcel. This is 5 times the shortest distance between the collection and delivery addresses, counting each place as one. Record these prices on a sheet of paper. The price applies to each parcel delivered, and there is an initial minimum price of 20 credits.
Contract Distance Price ------------------------------------------------- Ugley to Duck Street 15 75 Olivers Battery to Sheepwash 4 20 NB The Diversion is ignored Three Holes to Wigtwizzle 3 20 NB Minimum of 20 applies Braintree to Two Gates 9 45
Each player is initially credited with 100 credits. The accounts and all other information are public knowledge. Roll a die to see who starts.
Each individual vehicle may move up to 10 movement units each turn. Unused units are not carried forward nor transferrable to the other vehicle.
The places on the map are described as Villages, Towns, and Cities. Villages are the round dots with small italic text names (e.g. Roadwater). Towns are the places with larger text (e.g. Sheepwash). The four Cities are in block text, and are Kevingston, Simonsbath, Fobbing, and Puddinglake.
Moving a vehicle into a Village costs 1 unit, moving into a Town costs 2 units, and moving into a City costs 4 units.
It costs more to move if there is traffic congestion. Every vehicle already in a place adds 2 units to the cost of moving into that place; however, a vehicle may always move one space regardless of traffic congestion (and roadworks).
Roadworks affect Vans only. A Van must come to a halt just before the roadworks, and (on the subsequent go) at the place just after the roadworks. (Consider the roadworks as absorbing 9 movement units).
Diversions may not be passed.
Police Checkpoints may not be passed by a vehicle carrying an "illegal load" (see below).
If a moving vehicle stops to make a collection or a delivery, to swap parcels with another vehicle, or to bid for a contract, that vehicle's move is ended. These actions may be performed before a vehicle begins to move.
Vehicles may be moved in any order, but must be moved one at a time (as the first one moved may cause congestion that will delay the second one moved), and only once each.
Blockages may be moved at any time during your turn. Moving a Diversion costs 60 credits, moving a Roadworks or Police Checkpoint costs 30 units. You may share the cost with other players. Repeated moves within a turn are acceptable provided each is paid for.
Diversions may not be placed so as to isolate any section of the map.
Police Checkpoints act like Diversions for vehicles carrying illegal loads, however, the above restriction does not apply to these.
Only one blockage may be placed on any one road section.
Collecting, Loading, Delivering, and Transferring Parcels.
Vans can legally carry two parcels, Bikes one. However, a player may choose to load one parcel beyond the legal capacity. Vehicles carrying such "illegal loads" may not pass Police Checkpoints.
Loads may be transferred between stationary vehicles at the same location.
When making a collection take the corresponding parcel token(s) and use them together with the spare van/bike tokens to indicate on your cards which parcels are currently in which vehicle. The delivery address must be visible to the other players.
When a contract has been completed (this may take more than one trip) discard the corresponding cards, but keep the parcel tokens as a record of the number of parcels delivered.
While stationary at the collection address of another players contract you may bid for the remainder of that contract provided no parcels relating to that contract are currently in transit.
The bidding is an auction, with the lowest bid getting the contract. Only two bids from either side are allowed, the first bid must be by the challenger and must be lower than the existing price for that contract. (In effect you are offering the other player's 'customer' a lower price. The 'customer' contacts the original contractor to try and get the price down further).
Regardless of who wins the contract the new price is recorded and it is this price that is credited when subsequent parcels are delivered. If the challenger wins the contract the cards are handed over.
The game ends when a player who has no contracts left to fulfil has got both vehicles back to Kevingston, and declares the game to be finished. That player (only) gains 5 credits for each parcel they have delivered.
The winner is the player with the most credits at the end of the game.
Copyright Kevingston Games