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Mint Delivery
1 - 5 Players
15 - 30 Minutes
Ages 13+

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

©Five24 Labs, LLC 2017 http://five24labs.com


Setup
1. The nine (9) Map cards are placed on the table with the map side up granting easy access to all
players.
2. Set all three types of Mint Tokens near the Map to create the Mint Supply.
3. All orders are shuffled, then three (3) are dealt to each player.
• Each player may keep any number of the orders dealt to them, so long as the total point
value of all kept orders is 6 or less.
• Orders kept this way are secret until the end of setup.
• They return the rest to the supply of Orders.
4. Shuffle all remaining Orders with the Orders discarded by players. Then a face down deck of
orders containing 7 orders will be created for each of the surrounding towns.
5. Each player will select a Truck Card and Token of matching color, then place their Truck Token
onto the Mintopia City action space and add four (4) Classic mints to their truck card.
6. Reveal two (2) Orders from each of the Order decks, and have each player reveal any orders that
they kept.
• If any player has kept more than 6 points worth of orders, have them return the lowest
value order to the game box, until they have 6 or less points worth of orders in front of
them.
7. The player with the freshest breath takes the starting player token and begins the game.

When everything is set up, the play area should look something like the diagram below.

©Five24 Labs, LLC 2017 http://five24labs.com


Gameplay
Players will take up to two (2) actions each turn doing either one or both of the following actions in any
order.

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.

©Five24 Labs, LLC 2017 http://five24labs.com


Fulfill Order
(Free Action - Available at surrounding towns)
The active player may complete any of the face up Incomplete Orders that they have in front of
them, to do this they must be on the Action space for the town listed on the Order, then remove
the required type and quantity of mints from their truck, and return them to the Mint Supply.
They then turn the order face down to signify that it has been completed. The requirements and
point value of the plan are secret; however, the quantity of complete orders is public
information.
Note: Fulfilling orders is a free action and may be performed before, during or after a player has
used any/all of their actions before they end their turn.

NOTE: Special 2-Player Rule when fulfilling orders


During a 2-player game, when the active player fulfills an order, they must choose one
of the face up Order cards in any of the four surrounding towns, and remove it from the
game. If that order had any mints on it, return them to the supply.
Then replace the removed order with a new one from that town’s Order Deck.

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.

©Five24 Labs, LLC 2017 http://five24labs.com


End of the Game
The game will always end at the beginning of the turn of the player that has the Starting Player Token.
This ensures that all players will have the same number of turns.
There are two possible game end triggers:
• Two of the surrounding towns have no Orders available. (face up)
• All of the surrounding towns have no Orders in their Order decks. (face down)

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!

©Five24 Labs, LLC 2017 http://five24labs.com


Advanced Variant Rules
After you have played a few games, consider adding some Advanced Rules to the mix.

Variant 1: Player Abilities


This is a randomly selected set of 3 player abilities that players can use to “Upgrade” their abilities. If
you are adding player abilities, during setup, before dealing out order cards. Randomly select 3 player
ability cards and set them face up for everyone to see. Then continue setup as per the normal rules.

Acquiring Player Abilities

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.

©Five24 Labs, LLC 2017 http://five24labs.com


Variant 2: Road Conditions
This mode allows players to randomly select 2-4 road conditions to be placed onto the map near the
surrounding towns to affect how players may choose to move around during the game.

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.

In this top example, we revealed


the Spearmint Sprints card first,
then the Freshness Falls card.
This means we put the token on
the Spearmint Sprints card, then
because Freshness Falls is
diagonal to Spearmint Sprints, we
place the token on the clockwise
space.

In this bottom example, we first


revealed the Freshness Falls card,
then the Peppermint Pines card.
This means we put the token
onto the Freshness Falls card on
the space towards Peppermint
Pines.

©Five24 Labs, LLC 2017 http://five24labs.com


Conditions Explained

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.

©Five24 Labs, LLC 2017 http://five24labs.com


Solitaire Mode
Setup
1. The nine (9) map cards are placed on the table factory side up within reach.
2. Select an AI to play against, and give them their truck.
3. Choose one of the remaining trucks to drive for yourself and collect its token and the Truck card.
4. Place the Truck Tokens onto the space in the order dispatch room at the top center of the
factory.
5. Randomly select 20 mints from the mint tin and add them to the conveyer belts until there are
10 mints on each belt.
6. The rest of the mints will not be used this game and can remain in the tin.
7. Shuffle the order deck, then deal out 4 stacks of 5 orders face down to the side of the map.
8. Reveal the top order of each order deck.
9. You begin as the starting player.

When everything is set up, the play area should look something like the diagram below.

©Five24 Labs, LLC 2017 http://five24labs.com


Solitaire Specific Rules
You and the AI get up to 2 standard actions on your respective turns.

Moving one space is a standard action.

• 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)

Loading mints is a standard action.

• 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.

Shifting mints is a standard action.

• One action allows up to two mints to be shifted.


• Shifting a mint moves it from the front of the belt it is on, to the back.
• The player may only shift mints on the belt they are next to.
• The AI will shift one mint on both belts.

Taking an Order is a standard action

• The Player can only have up to 3 active orders.


• The AI will have its own limit of active orders determined by its Workload.
• When an order is taken, reveal the next order in that stack.
• An AI will follow its order preference when selecting an order. In the case of a tie, they will take
the order with the highest score, if there’s still a tie, they take the left-most of the tied orders.

©Five24 Labs, LLC 2017 http://five24labs.com


Unloading Mints to complete an order is a free action.

• 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.

©Five24 Labs, LLC 2017 http://five24labs.com


AI Card Explained

End of the Game


• 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.
• Highest score wins! Use the same tiebreaking rules as the standard game.

©Five24 Labs, LLC 2017 http://five24labs.com


Credits
Game Design: Justin Blaske
Game Development: Five24 Labs
Graphic Design: Justin Blaske
Art: Thomas Tamblyn, Delapouite
Testing: [TBA]
Solitaire Testing: [TBA]

Special Thanks
The amazing Kickstarter board gaming community that believed in Mint Works, and encouraged me to
expand to other mechanisms.

©Five24 Labs, LLC 2017 http://five24labs.com


Mint Delivery Solo Mode

Setup

1. Use the provided solo mode map


2. Select an AI to play against
3. Choose a truck to drive for you and the AI
4. Place the truck tokens chosen onto the order selection space, and take the
matching card for each of you.
5. Shuffle the order deck, then deal out 4 stacks of 5 orders face down to the side of
the map.
6. Reveal the top order of each order deck.
NOTE: Whenever a new order is revealed, take mints from the supply and stack them into
the rack 1 at a time reading left to right across the order. Start with the mint rack parallel to
the location of the order, then move down one rack each time you place a mint, wrap
around to the top of the racks as needed.
7. You begin as the starting player
8. Select one of the four face up orders to keep, then reveal a new order and stock
it’s mints.
9. Have the AI select one of the four face up orders according to it’s preferences,
then reveal a new order and stock it’s mints.
Both you and the AI will each choose one more starting order, then play will
begin.

Rules

You and the AI get 2 actions on your respective turns.

Moving one space is an action.

Loading a mint is an action.


• When you load a mint from either of the two loading spaces, you can take any single
mint from either of the two adjacent racks and place it into your truck, as long as you
have room.
• When the AI loads from it’s AI load position, it will load an entire order’s worth of
mints, starting with the order it’s had the longest. The AI’s truck does not have a
capacity.

Taking an Order is an action


• Both the Player and AI can only have up to 3 active orders
• When any order is taken, always reveal the next order and add it’s mints to the
supply racks.
• An AI will follow its order preference when selecting an order. In the case of a tie,
they will take the order with the highest score, if there’s still a tie, they take the top
most of the tied orders.

Unloading Mints to complete an order is a free action.


Game End

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.

Highest score wins!

AIs

We will run with just one AI for now.

Name: Derek
Hometown: Cinnamon Center
Order Preference: Cinnamon Center, Peppermint Pines, Spearmint Springs,
Freshness Falls
ONE WAY
Spearmint Springs

STOCK MINTS HERE


UNLOAD LOAD

LOAD
Cinnamon Center

STOCK MINTS HERE


UNLOAD
AI
AI
ONLY ONE WAY
TAKE NEW LOAD
Peppermint Pines

ORDER

UNLOAD STOCK MINTS HERE

LOAD
Freshness Falls

LOAD

UNLOAD
STOCK MINTS HERE
ONE WAY

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