Professional Documents
Culture Documents
Contents
• Rules
• 38 Mint Tokens (20 Classic, 10 Sugar Free and 8 Cinnamon)
• 40 Order Cards
• 9 Double Sided Map Cards
• 5 Truck Cards
• 5 Truck Tokens
• 15 Ability Tokens
• 13 Unique Abilities
• 6 Road Condition Tokens
Overview
Now that Mort has managed to build up a solid engine for producing mints, he has taken to delivering
them to the surrounding areas. The more he can deliver, the better the profits! Players take the roles of
mint delivery drivers, focusing on taking mints made at Mort's factory and delivering them around the
region where demand is highest. The player that does the best job will become employee of the month!
Cards
Orders Map
• Destination • Name
• Requirement • Actions
• Point Value • Action Space
• Movement Spaces
Truck
• Mint Capacity
When everything is set up, the play area should look something like the diagram below.
Move
To Move, a player may place their truck on any movement space adjacent to where their truck is
currently located.
Note: Multiple trucks are allowed to occupy the same space.
Activate Location
Depending on the part of the Map that the player’s truck is located, they have access to a variety of
actions that they can perform. As long as they are on one of the Action spaces of a location, they may
perform one of the following Actions:
Take Order
(Available at surrounding towns)
The active player may select one of the face up Orders from the town they are at, and place it in
front of them. They then add one Classic Mint Token to the order that they did not take in that
town. Then replace the one they took with one from that town’s Order Deck.
If the order that was chosen had any Mint Tokens on it, the player may load any number of
those into their truck for free, as long as they have room to do so.
Note: Players may not take any Orders if they will have more than three (3) incomplete orders in
front of them as a result of the action.
Note: If as a result of this action there are now two towns with no Orders available, or all
surrounding towns’ Order Decks are depleted, the game will end at the beginning of the
upcoming turn of the player holding the Starting Player Token.
Load Truck
(Available at Mintopia City and Warehouses)
The active player will load mints into their truck by the amount specified on the Map card that
they are located. The player places as many of the mints as they can into their truck, but may
not load their truck beyond the maximum capacity.
• In Mintopia City, the amount of mints loaded is four (4)
• At warehouse locations, the amount of mints loaded is two (2)
Note: The mint supply is limited. If you try to gain a type of mint and it is not available, then the
action is wasted.
Unload Truck
(Available at Mintopia City and Warehouses)
The active player may remove any number of mints from their truck and return them to the
mint supply.
Upgrade Mints
(Available at Mintopia City and Warehouses)
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 into the mint supply,
then 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.
Note: The mint supply is limited. If you try to gain a type of mint and it is not available, then the
action is wasted.
Scoring
Count the total number of Points each player earns from Orders that they have completed.
The player with the most Points has done the best job and has the honor of becoming Employee of the
Month!
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 most total value of Mints loaded in their truck wins (Classic =
1, Sugar Free= 2, Cinnamon= 3). Still tied? Then the tied player whose age is closest to 42 wins!
A player may use one of their actions on their turn 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 have
remaining actions (or it’s a persistent/free action ability.)
A player must have the appropriate amount of unspent complete orders to acquire an ability, and then
will spend them on this action. Spent 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
tokens, and place it on top of an amount of completed orders to mark them as spent, and to show that
they now have access to that 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 turn.
Ability Types
Action – These types of abilities work just like all of the other normal actions that a player can take.
Using one of them will cost one of the two action points that a player can spend on their turn.
Free Action – These types of abilities work similar to Action abilities, however they do not have an
associated action point cost. They can be performed multiple times on a turn unless otherwise noted.
Persistent – These types of abilities are “always on” and give their benefits automatically, at all times or
when triggered.
Setup
After step #2 of the normal setup perform the following steps, then continue on with step #3 of the
normal setup.
1. As a group decide how many road condition tokens you would like to play with during the game.
We recommend trying 3 if you’re having hard time coming to a consensus.
2. Go through the order deck and select one order from each of the four surrounding towns, now
mix those four cards and select one at random. The town that the order belongs to is the card
that will get the first token.
3. Now randomly select one of the remaining three cards, the town on this second card will dictate
which space on the card to place the token. The token will be placed in the space that is closest
to the second town. If by chance the second town is diagonal across the map, then place the
token on the clockwise space from the initial town card. See below for examples.
4. Once a card and space has been selected, randomly select a road condition token and place it
onto the specified space. Now repeat steps 2-4 until the desired number of tokens have been
place.
Note: Only one token should ever be placed on any given city card.
Below are the images and descriptions of the 6 road tokens included in the base game.
Road Closed
Players cannot enter or go through the space containing this token, effectively
shutting 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. The mint lost 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
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 has a direct path to and from Mintopia City, providing
a nice shortcut between the city and the nearest town.
When everything is set up, the play area should look something like the diagram below.
• Moving for the AI: The AI will always choose the shortest path, and will only move when
required to do so via their current motivation (see page 2)
• Mints can only be loaded from one of the front 4 mints on each belt.
• One action grants you the ability to load mints of the same type into your truck.
• Classic Mint – up to 4
• Sugar Free – up to 2
• Cinnamon – up to 1
• Players can only load from the one belt they are next to. The AI can load from either and will
only load from its specific AI Only loading space.
• If any gaps are created on a belt, shift mints back to fill the gap.
• The AI will load mints from Right to Left on an order, starting with their oldest order.
• The AI will not load mints if they do not need them.
• An order must be delivered to the loading bay on the space for the town of the order.
• When an order is completed by either the player or the AI, take all of the mints for that order
and place them at the back of the belts in whichever order you see fit, so long as neither belt
has more than 10 mints.
AI Motivation
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 needed to fulfill all of the orders it has, it will attempt to fulfill them. Once it
has fulfilled all of its orders then it’s motivation becomes Get 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. Once the AI has all of the required mints for its current orders its motivation
becomes Complete Orders.
If there are no mints that the AI desires accessible to it on the belts, the AI will use the Shift Mints action
and move one mint from each belt to the back.
It’s possible for the AI to be unable to fulfill its current motivation, if this is the case then the AI will stall
out until it can fulfill its current motivation. Getting the AI to stall out is key to defeating it.
Special Thanks
The amazing Kickstarter board gaming community that believed in Mint Works, and encouraged me to
expand to other mechanisms.
Setup
Rules
The game ends when three of the four order decks are empty. The AI will have the last
turn.
You and the AI both score all of the stars on your orders. The AI will also gain one extra
point for each order delivered to their home town.
AIs
Name: Derek
Hometown: Cinnamon Center
Order Preference: Cinnamon Center, Peppermint Pines, Spearmint Springs,
Freshness Falls
ONE WAY
Spearmint Springs
LOAD
Cinnamon Center
ORDER
LOAD
Freshness Falls
LOAD
UNLOAD
STOCK MINTS HERE
ONE WAY