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Avanti

Avanti Rulebook

Table of Contents

Table of Contents

  • Materials and Set-up
  • Object of the Game
  • Course of the Game
  • The Delivery Run
    • Moving the car
    • Collecting Money
    • The Quitters of the Week
    • End of the Delivery Run
  • The Trip to the Dream Island
    • Successful Standings
    • Withdrawing Money
    • Investing in Happiness
    • Starting Signal for the Next Delivery Run
  • Ending and Winning the Game

Materials and Set-up

  • 27 Power cards
  • 1 gameboard (place in the middle of the table), with draw pile space, discard pile space, parking lots, and the island path
  • 5 playing figures in 5 colors for the island path
  • 84 bills (6 different bank notes: 14 each of 100, 200, 300, 400, 500 and 1,000 monetas) — the bank
  • 5 registration certificates
  • 1 event marker
  • 5 cars

Set-up:

  • Each player gets 2 bank notes of each color.
  • Shuffle the 27 Power cards well; each player gets three of them for his hand. Put the remaining Power cards on the light green space in the middle of the gameboard as a hidden draw pile.
  • Each player chooses a car, places the corresponding registration certificate face up in front of him and puts the playing figure of the same color on the starting space of the island path.

Whoever sat in a car most recently is the starting player of the first game round. He uses the event marker to mark any one road space as the start and the goal of the current delivery run. Each player positions his car on this space. Now the game can begin.

Object of the Game

To quickly line your pockets and then head off to the dream island!

Course of the Game

Players do several delivery runs in succession. Each delivery run consists of two repeating phases: moving the car and cashing in. At the end of each delivery run, the most successful deliverers move ahead on the island path.

The Delivery Run

Moving the car

Each player lays out a Power card face down in such a way that the number he wants to use for moving his car is oriented toward the gameboard.

The Power Cards. Each Power card shows three numbers between 1 and 7. The numbers determine the moving range of the cars.

Important: Only if you play a 1, 2 or 3 do you draw a new Power card from the draw pile at the end of your turn.

Beginning with the starting player, play proceeds clockwise, in turn.

Starting Player:

  • In the beginning of the game, the starting player is the one to have sat in a car most recently.
  • During a delivery run, the player who starts is always the player whose car is in last place (see Illus. 9). The quitters of the week (see below) are not considered.
  • When a new delivery run begins, the player who won the previous delivery run starts.

On your turn, you turn over your card in such a way that the number you have chosen is still oriented towards the gameboard. Then you move your car ahead the number of spaces that correspond to this number.

(Illus. 3) Example: Jack moves his car 3 spaces ahead. Isabella drives 2 spaces.

If there is a car on that space, you move your car again the same number of spaces. You repeat this until your car reaches an unoccupied space. There your turn ends.

(Illus. 4) Tina moves 3 spaces, encounters Jack's car there and, for this reason, drives another 3 spaces.

(Illus. 5) Steve plays the 6, encounters Tina there and puts himself in front, 6 spaces further.

(Illus. 6) Last but not least, William, with his "3," first encounters Jack, then Tina, and terminates his run 3 spaces behind Steve.

After playing Power cards, you lay them face up on the discard pile in the middle of the gameboard. Only if you have played a 1, 2 or 3 are you allowed to draw a new Power card.

If the draw pile has been used up, the discard pile is shuffled and becomes the new draw pile.

Collecting Money

When all players, in turn, have moved their cars, the owner of the leading car collects money from the other players. Each of these players pays him the amount shown next to his own car.

If your car is standing on a parking lot, you don't pay anything. What the player doesn't collect he doesn't get! Whatever space the car of the leading player is standing on doesn't play a role. If you are unable to pay, you must procure money (see below) and pay with that.

(Illus. 7) Example: After the first game round, Steve's minivan is leading. William pays 1000, Jack 100 and Isabella 300 monetas to him. Tina doesn't have to pay anything since she is standing on a parking lot.

Procuring Money. If you are not able to pay, you have to move backward on the island path. For each space you leave, the bank pays you half the amount indicated on that space. If you cannot move back because you are standing on the starting space, you pay all you have and the bank pays the rest.

(Illus. 8) Example: Steve must pay 1000 monetas to Isabella. Since he has only 300 left, he has to move backward on the island path and gets 500 monetas for this. He gives this money, along with his 300 monetas, to Isabella immediately. The 200 monetas that Steve now still owes Isabella are paid to her directly from the bank since Steve cannot move further back on the island path.

After the money has been collected, the delivery run is continued by playing new Power cards. (Moving car, Collecting money, Moving car … and so on.)

(Illus. 9) Since Isabella is in last position, she is now the first to turn over the Power card she just played and to move her car. Then, in clockwise order, Tina follows …

The Quitters of the Week

  • If you are unable to participate any more in the current delivery run because you have no Power cards left, you have to tell the other players immediately.
  • If you want to quit the current delivery run voluntarily, you don't announce this until it is your turn. Then you put the unused Power card you have played on the discard pile, and no longer participate in the current delivery run.

If you have quit …

  • you turn your car sideways (see Illus. 10). The car occupies this space until the delivery run ends.
  • you may go on collecting money as long as your car is in the lead.
  • you go on paying the amount indicated on your space to the leading player until the end of the current delivery round.

End of the Delivery Run

After the collection of the money, the delivery run ends …

  • if at least one player has reached the event marker, or
  • if no player can play or wants to turn over a Power card, or
  • if only the player of the leading car has Power cards left.

The Trip to the Dream Island

Successful Standings

The player whose car is leading after the delivery run is finished wins this delivery run and advances his playing figure 3 spaces on the island path. The player in second place moves ahead 2 spaces and the player in third place moves ahead 1 space. In the three-player game, only the players in first and second place advance on the island path.

(Illus. 11) Example: Tina's car reaches the event marker. After that, William passes Tina and goes in the lead. Finally, Jack makes use of Steve's parked vehicle, advancing to third place. William collects 100 monetas from Jack and 300 from Steve. After that, the delivery run ends.

(Illus. 12) Now William moves his playing figure 3 spaces ahead on the island path. Tina, in second place, advances 2 spaces, and Jack, in third place, advances 1 space.

Withdrawing Money

After the players in first, second (and maybe third) place have moved forward on the island path, the players withdraw money: On each parking lot there is an ATM machine with a sign that shows the amount that can be withdrawn at this machine. Each player gets money from those machines that are standing between his car and the car immediately behind. The money from occupied parking lots goes to the owner of the car standing there. The money is taken from the bank.

(Illus. 13) Example: William and Jack don't withdraw any money. Tina gets 400 and Steve 1,100 monetas from the bank. Isabella is paid for the parking lots "300," "500" and "200".

Investing in Happiness

Now, a financial investment can also bring players closer to their dream island: In order to get to the next space of the island path, you pay the amount indicated on that space to the bank. You may advance several places if you pay the respective amount for each space. Spaces on which no amount is indicated cannot be reached by using money.

(Illus. 15) Example: Tina wants to move ahead two spaces on the island path. She pays 1,000 monetas for the first space. For the second space, she has to pay another 2,000 monetas to the bank.

Starting Signal for the Next Delivery Run

  • Place the event marker on the road space on which the car in last place (from the delivery run just finished) is standing.
  • Place all the other cars next to it.
  • Reshuffle all Power cards. Again, each player gets 3 for his hand. Lay the remaining Power cards as a draw pile face down on the light green space in the middle of the gameboard.

Now the new delivery run can begin.

Ending and Winning the Game

When one or more players have reached the dream island, the game ends. Withdrawing Money and Investing in Happiness are not done any more. The player who is furthest ahead on the dream island wins. In case of a tie, the player who was in a better position in the last delivery run wins.

(Illus. 16) Example: Isabella and Steve reach the dream island in the same game round. In the end, Steve is further ahead and thus wins the game.