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Vespaw Rules - 111023a
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VESPAW ~ GAME RULES

2-4 players, 15 min/player, ages 12+

THE STORY

Welcome to the vibrant urban neighborhood of the late 20th century, where you will don the helmet of a fast and friendly Vespaw Delivery Company courier. Your mission? Race around on your trusty scooter in a bid to earn the most money. Admittedly, it's a ruff job, but fear not! Buttercup, the neighborhood's beloved old stray dog, is here to teach you some New Tricks. Will you become the ultimate Vespaw courier and give Buttercup the loving home she has always wanted?

GOAL

Earn the most money by the end of the game.

GAME OVERVIEW

The game takes place over 3 rounds. During each round, you will spend company resources (white cubes) and your own money to move around the board picking up and delivering packages. Players earn different rewards depending on how fast they can complete 5 deliveries each round. NOTE: You can win all 3 rounds and still lose the game. A key feature of the game is Buttercup’s New Tricks. These are special powers you may activate enabling you to deliver packages with far greater efficiency. It is possible to activate 2 New Tricks simultaneously, creating exciting and surprising combinations.

SETUP STEPS (in this order)

  1. Place the board in the center of the table.
  2. Pick a color, green, blue, orange, or pink. Sit near your color as shown on the board. Decide on the first player. SUGGESTION: whichever player most recently pet a dog. Give the golden fire hydrant to the first player.  Give each player the components that match their color; 1 scooter pawn, 5 delivery tokens, 1 bone, and 1 paw. Place your scooter on the street block on the board in front of you with the symbol of a scooter that matches your color. Place your delivery tokens, your bone, and your paw on the spaces provided on the board in front of you.  
  3. Give each player 5 white cubes and 2 money tracker rings. Place the 5 white cubes on the board in front of you in the white cube supply spaces provided. Place your money trackers so that you begin the game with $30.
  4. Select, either randomly or deliberately, 6 New Trick tiles. Shuffle and randomly place them face down on each of the 6 New Trick tile spaces on the board; 3 of 1 type and 3 of the other.
  5. Shuffle the deck of Bonus Challenge Cards. Draw a number of cards equal to the number of players +2 and lay them in a row, face down, above or below the board. Set this deck aside where it can be accessed later.
  6. Shuffle the deck of Pickup & Delivery (P&D) cards and deal each player a deck of 18 cards. Return the remaining cards to the box. Keeping the delivery address side down, place your deck on the delivery deck space on the board in front of you.
  7. Make a row of 5 cards in front of you by drawing from your P&D deck. Keep delivery address sides down. You may set aside up to 8 cards to draw from when setting up the final round.
  8. Place a delivery token, package side up, on each of the 5 matching address spaces on the board.
  9. Place any unused pieces back in the box.
  10. Whichever player goes last may now place Buttercup on any block on the board that does not have a package. NOTE: Placing Buttercup in this way only happens when setting up the first round.                

GAMEPLAY

Highlights

Components & Features:

Game actions:

Deliver Packages:

Reserve New Tricks with your bone:

Reserve New Tricks with your paw:

Activate New Tricks:

Gain money with your paw:


WHAT ARE NEW TRICKS?

END OF ROUND STEPS (in this order) 

  1. Gain $2 for each unspent white cube.
  2. Flip the Bonus Challenge cards face up.
  3. Repeat ‘SETUP STEPS’ 7 & 8 above.
  4. Gain rewards from the middle of the board according to the placement of your paw:
  1. Move your spent white cubes, P&D tokens, bone, and paw back to your supply. (Leave your scooter and Buttercup where they are on the board.)
  2. Return your completed P&D cards back to the box.
  3. After setting up round 3 you will have 3 P&D cards remaining. Return these cards to the box.

END OF GAME


APPENDIX

NEW TRICKS

See ‘Reserve New Tricks with your bone’ and ‘WHAT ARE NEW TRICKS?’ above for details on reserving New Tricks.  

Spend 1 white cube or $3 to place Buttercup on any block. Resolve any of your pickups or deliveries on that block.

 

Spend 1 white cube or $3 to move Buttercup, 1 block at a time, any direct path towards your scooter. Resolve each of your pickup or delivery tokens you encounter, 1 block at a time.

You may move either your scooter or Buttercup off the board at the end of any street and re-enter at the end of any other street. This costs 1 movement each time you perform this action.

 

Spend 1 white cube or $3 to move either your scooter or Buttercup up to the full length of any 1 street in any 1 direction. Resolve each of your pickup or delivery tokens you encounter, 1 block at a time.

 

You may enter any A or B subway and exit from any A or B subway. This costs 1 movement each time you perform this action.

 

Move through subways an unlimited number of times without spending any movements.

 

Spend 1 white cube or $3 to move your scooter and/or Buttercup up to 3 blocks.

You may move any scooter on the board as if it is your own. NOTE: Once you move another player’s scooter you may no longer use your own scooter for the rest of that turn. At the end of that turn, hand those scooters to those players. They may now place them anywhere on the board.

BONUS CHALLENGE CARDS

Pick 1 Bonus Challenge card at the end of round 1 and round 2. Cards are picked, 1 player at a time, according to the reward space you claimed in the middle of the board.

Bonus Challenge cards offer an ongoing opportunity to gain money at the end of each turn. Each card shows a block type. When *your scooter or Buttercup ends a turn on a block shown on your Bonus Challenge card, gain $1 for each match. FOR EXAMPLE: If, at the end of a turn, both your scooter and Buttercup match 1 of your Bonus Challenge cards but only Buttercup matches your other Bonus Challenge card, you gain $3 that turn. Alternatively, you may flip a Bonus Challenge card face down at any time during your turn, forfeiting its end-of-turn benefit in exchange for 1 immediate block movement on the board. Reset this card at the end of your turn by flipping it face up again. Below are examples of each type of card:

End your turn with your scooter and/or Buttercup on any block adjacent to this building shape.

End your turn with your scooter and/or Buttercup on any block on Akita Ave.

End your turn with your scooter and/or Buttercup on any block adjacent to either building shape.

End your turn with your scooter and/or Buttercup on any block adjacent to either subway.

End your turn with your scooter and/or Buttercup with your scooter and Buttercup on the same street to gain $2.

End your turn with your scooter and/or Buttercup on a block along any edge of the board.

End your turn with your scooter and/or Buttercup on a block with at least 1 other scooter or starting block.

End your turn with your scooter and/or Buttercup adjacent to any building shape whose address is between 1 and 7.

*When using the INVASION OF THE SCOOTER SNATCHERS New Trick, it is the location of your Scooter and not another player’s scooter that counts when resolving your Bonus Challenge cards at the end of your turn.