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Delivery Witches

Delivery Witches Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Actions
  • Movement
  • Accepting Deliveries
  • Upgrade Abilities
  • Upgrade Broom
  • Deliveries
  • Mastery
  • Medals
  • Ability Cards
  • Special Cases
  • Ending the Game
  • Single Player
  • Advanced Medals
  • FAQ

Components

  • Game board
  • Mastery board (2 pieces)
  • 108 order cards
  • 21 upgrade cards
  • 4 player boards
  • 4 wooden pawns
  • 4 large wooden cubes
  • 16 small wooden cubes
  • 30 acrylic gems
  • 32 punched cardboard medals
  • 32 punched cardboard spaces
  • 30 punched cardboard coins

Setup

The printed setup is a set of unnumbered callouts on the illustrated page; the numbering below is added for readability.

  1. Place the unfolded game board in the center of the play area.
  2. Next to the game board, unfold the mastery board and place a small wooden marker on the first space of each box for each player.
  3. Give each player a player board and the largest wooden cube of their color. This marker will allow you to track the actions you have each turn.
  4. Place the corresponding cardboard token on each symbol of the mastery board.
  5. Create one or several pools of coins, crystals, and green/red markers so that all players have tokens within easy reach.
  6. Separate the delivery cards according to their backs, shuffle them and form three decks.
  7. Place each player's colored pawn on the starting tile. From that spot you will start to play. If any of the players is color blind, you can change his pawn for the special tile.
  8. Separate the small tiles according to their backs and then place them in the corresponding game level, as shown in the picture.
    • For 2-player games, use only 4 house tiles (one of each color) and two order tiles per level. Place them only in the yellow squares.
    • For 3-4 player games, use every tile and fill every square.
    • ATTENTION! For the first game, it is advisable to use the layout shown in the picture. For subsequent sessions, shuffle the tiles by level and place them randomly.
  9. Shuffle the hazard tokens and place them on the circles of the board.
    • For 2-player games, place tokens only on the circles that connect two used squares. If the circle connects to an unused square, do not place it.
  10. Shuffle the deck of ability cards and display three cards next to it. These will be the available abilities.
  11. Group the medals (the larger square tiles) by type and place them in groups following this exact order (with the numbers facing down):

Actions

Each turn, you have 4 actions that you can use as you see fit, or save them for later turns. These are the different actions you can perform:

  • Movement
  • Accept delivery
  • Upgrade abilities
  • Upgrade broom

These actions (detailed below) can be performed in any order and as it best suits you. Additionally, any action you don't use in a turn can be saved for the next and added to the 4 actions of that turn.

You can have a maximum of 8 actions in a single turn. Sometimes it will be better to save some to make better use of the board's situation, or even all of them to have a more explosive turn. Think carefully about how you will use each action and when!

Although it's easy to track actions at the beginning of the game, it becomes more complicated as the game progresses. Using the marker on the game board, you can keep track of the actions you have each turn, the ones you have used, and the ones you save for later turns.

Don't hesitate to use it!

Movement

By using an action, you can move your pawn to any free tile connected to by a path.

You can move in any direction along any connected path. You can even move back to a tile after moving to another tile, although each move will always use up one action.

ATTENTION! The circular tiles are not spaces, they are OBSTACLES, so you do not count them for movement. Obstacles are explained in more detail on page 10.

If a space is occupied by another player's pawn, you cannot move to that space. The only exception to this rule is the starting tile (the village plaza), which is larger than the rest and has room for several players at the same time.

At the beginning of the game, you can only move through the spaces in the first level of the board. To access the second and then third levels, you must upgrade your broom. The broom functions are explained on page 7.

Example (page 5): In this example, the blue player can move to the green-marked spaces but not to the red-marked space:

  • The blue player can move to the space where the white player is because it is the starting tile and the only one that allows multiple players at the same time.
  • The other green-marked spaces are available, although one has an obstacle in the path.
  • Finally, the red-marked space is occupied by the pink player, so the blue player cannot move there.

Accepting Deliveries

Accepting deliveries is the main task in Delivery Witches and the action you will repeat most often along with movement. To do this, place your pawn on a delivery tile.

After doing so, by using an action, take a card from the pile corresponding to the level of the board where you are and place it on one of the available spaces on your player board.

On the side of the player boards, there is space for exactly three deliveries. If your board is full of pending deliveries, you cannot accept more until you have completed at least one of the three.

Once you have accepted a delivery from a specific tile, you cannot accept more from that tile until you move your pawn.

After any movement, you are free to return to the previous tile to accept another delivery or do the same in another delivery tile.

Delivery cards will always have packages to deliver, and those packages will ALWAYS be of the level where your pawn is located.

The Delivery Witches board is divided into three levels. The packages to be delivered will always be at the same level as the delivery.

Upgrade Abilities

You can acquire an ability card that will modify your abilities and allow you to be more effective during the game both in the starting tile and on the second level's shop tile.

The price of upgrades is ascending and indicated on your player board. Starting from the left to right, the first upgrade costs 5 crystals, the second 8 crystals, and the third 12 crystals.

When you acquire an upgrade, choose one from the three displayed and place it on your board. When doing so, you immediately gain the ability indicated by the card (the skill glossary is on pages 12 and 13).

You can have duplicate upgrades, although some effects are not enhanced by having two identical cards. Check the glossary if you have any doubts!

Both upgrades are obtained on this tile, but each upgrade you acquire will spend one action!

Upgrade Broom

As with the ability cards, to upgrade your broom, you must place yourself on one of the two upgrade tiles (either the starting one or the second level one) and by spending an action and paying the corresponding amount of coins, you can add a new broom to your player board. With the purple broom, you can access the second level of the board, and with the golden broom, the third level.

Deliveries

Delivery cards consist of three main elements alongside the illustration, each segment must be taken into consideration at different times during the turn:

  • Mastery and delivery restrictions
  • Crystals and coins earned upon completing the delivery
  • Package(s) to be delivered

To complete a delivery, you must deliver all the packages indicated on the card by passing through the board tiles that match the color of the packages. Simply stepping on those tiles will count as delivering the corresponding packages, as package deliveries do not spend actions.

ATTENTION! Delivering a package DOES NOT SPEND ACTIONS.

If you have to deliver multiple packages of the same color, passing over the corresponding tile once will deliver all the packages of that color. To track delivered packages on cards requiring multiple deliveries, place green markers on the packages that have been delivered.

Example (page 8): In this example, the pink player has passed over a purple package tile, delivering all purple packages. On the first card, a marker is placed on the delivered package, and the delivery remains pending until the second package is delivered. On the second card, as there was only one package to deliver, the delivery is completed.

Once all packages of a delivery are delivered, you will earn the rewards indicated at the bottom of the card. Every completed delivery will reward you with gold coins and crystals.

Additionally, if you have completed the delivery without breaking the mastery restrictions, you will advance in the corresponding mastery levels (mastery is explained on page 10).

Example (page 9): Upon completing this delivery, the pink player will earn 2 coins and 1 skill point. And since they did not pass through any rock obstacles, they can advance one point in either the blue or orange mastery, as they prefer.

Once a delivery is completed, remove it from the board and stack it to the side showing the colors of the delivered packages. These packages will be used later to earn medals.

ATTENTION! You can only accept one delivery per tile. To accept a new delivery, you must move to another order tile. If you want to accept two deliveries in the same tile, you must first accept one, move to an adjacent tile and then move back.

Mastery

All cards have a small mastery section in the corner, divided into two parts: hazards and rewards. The hazards will indicate how you need to move to ensure the package arrives in good condition and you are rewarded. There are three types of hazards:

  • Time marker (clock icon)
  • Mountain symbol (crossed out)
  • Water symbol (crossed out)

If a card has a mountain or water symbol, it indicates that you cannot pass through paths with those hazards. If you do, you will not fail the delivery, but you will lose the mastery bonus.

If a card has a time marker, from the moment you draw the card, you have a limited amount of actions to complete the delivery. If you do not deliver on time, you will lose the mastery bonus.

If you lose the mastery bonus at any point, place a red marker on the mastery section. The delivery continues, but you will no longer receive the mastery bonus.

If you complete the delivery while respecting the restrictions, you can advance one of the mastery markers indicated by the card. The cards may have one, two, three, or even all four options, sometimes allowing you to advance multiple times.

To advance on the mastery track, simply move your colored cube up one space in the corresponding mastery color.

Any player who reaches the central space will receive the reward shown on the side. Additionally, the first player to reach the central space will take the mastery token to their play area. They become the master of that type of package, and the token remains with the player until someone else overtakes them.

When another player's cube overtakes the current master's cube, the current master relinquishes control of the token to the other player.

If a player reaches the top of one of the colors and wants to keep advancing on that marker, instead of continuing to advance, they will move all other cubes one space backwards.

Medals

As you progress in the game, you will accumulate successful deliveries and improve your character. All these deliveries and all the normal actions you'll be doing during the game can reward you with medals.

When a player meets the condition for a medal, that player takes the top medal from the corresponding stack and places it on their player board, in one of the four designated spaces.

Receiving a medal is immediate and automatic. You cannot wait for later turns or choose whether to acquire the medal.

ATTENTION! A player cannot have two identical medals. Once a medal's objective is completed, nothing happens if the condition is repeated.

The medals listed above are recommended for a first game; see page 15 for information on advanced medals.

  • Awarded to players who deliver 4 packages of the same color, regardless of the level of those packages.
  • Awarded to players who deliver a package of each color at a specific board level. There are three medals, each corresponding to the colors of that level. The packages can be distributed in two, three, or any number of cards, as long as one of each is delivered.
  • Awarded to players who acquire three ability cards for their character.
  • Crow medals: Unlike the previous ones, this medal must be purchased by spending an action in the top space of the board. For 15 coins, you can place it on your player board. The crow medals are the highest recognition and generate the most points at the end of the game.

Ability Cards

Ability cards will modify your witch's abilities, allowing greater mobility, better rewards, or specific abilities to improve deliveries.

First upgrade: Costs 5 crystals. Second upgrade: Costs 8 crystals. Third upgrade: Costs 12 crystals.

Once acquired, the improvement is available immediately. Here is a glossary of all card effects:

  • Increases the number of actions per turn from 4 to 5. The effect is immediate, and you can perform the additional action the same turn you acquire this card.
  • Each time you pick up a new delivery, draw two cards. You must accept both deliveries unless you only have one space available on the player board, in which case you draw only one card.
  • Allows you to leap over tiles occupied with other players. You can move to any tile adjacent to the player you are leaping over. Leaping does not allow access to higher areas without the necessary brooms. The leap only costs one action, even if the movement is two spaces.
  • When accepting a new delivery, draw three cards, look at them, and choose one. Place the other two at the bottom of the deck in any order.
  • Every completed delivery grants 2 additional coins.
  • Every completed delivery grants 2 additional crystals.
  • Allows accepting new deliveries without using actions. The restriction of one delivery per tile remains. It is not mandatory to accept deliveries when passing over a delivery tile if you have this upgrade.
  • Allows ignoring mastery restrictions of mountain passes and water areas. You can move on any path and always obtain mastery rewards. Timed deliveries continue to work the same way.

Special Cases

Some abilities, when combined, create synergies that allow for even more effective gameplay. Here are the possible cases and how they act when added to your witch.

  • Adds as many actions, coins or crystals as the sum of the cards indicate.
  • Having multiple of these cards does not provide additional benefits. Once the first card is acquired, you have that ability until the end of the game.
  • When accepting a delivery, draw 3 cards and choose one, placing the other two under the deck. Then, draw another 3 cards and repeat the process.

Ending the Game

When a player has four medals on their board, the final round begins immediately. That player finishes their turn, and all other players (except the one who triggered the end) get one additional turn. After that round, the final scoring is conducted.

To perform the final scoring, place your colored cubes on the scoring track, place a red face token on any undelivered package (if any), and start counting the following elements in order:

  1. Each delivered package adds one point. Count the individual packages, not the delivery cards. A delivery card can have multiple packages.
  2. Subtract one point for every undelivered package of any uncompleted deliveries. Then, add one point for each delivered package from the same uncompleted deliveries.
  3. Flip every tile of your player board and add the points indicated on the back.
  4. Do the same thing with the mastery tiles if you have any.
  5. Finally, every three unused coins or crystals add one point each.

The player with the most points after scoring is the winner. In case of a tie, the player who completed more deliveries is the winner. And if there is still a tie, the tied players share the victory.

Single Player

To play the single player variant, first set up the board and all the tiles as if you were setting up a full game. After this, shuffle the cards from the single player deck, and place them within your reach.

A single player game will run in the same way as normal games, but with an additional phase at the start of each turn; the upkeep.

At the start of each turn, flip a card from the single player deck and place the pawns in the indicated positions (only on the board level you are on), advance the cubes in the indicated masteries and discard the crossed out ability card. After this upkeep phase, you can play your turn normally. When you are done, flip another single player card and repeat the whole process.

There are 9 cards in the single player deck, and each flipped card is a game turn. Once you get the four medals and do the score, you can record the points you have scored and the number of turns here. Try to beat your own scores!

Advanced Medals

Next to the regular game medals, you will find these other ones. After the first game, feel free to swap one for another to make the games feel more varied:

  • This medal is awarded after earning 20 coins.
  • This medal is awarded after completing four timed deliveries.
  • This medal is awarded after reaching the maximum level of any mastery.
  • This medal is awarded after earning 20 crystals.

FAQ

Can I move to lower levels after ascending? Yes. If you have pending tasks, want to obtain the color medals from previous levels, or simply want to avoid interference from your rivals, you can descend at any time using the paths.

Can I have two identical medals? No. Once you obtain the first medal, you will not get more, even if you fulfill the requirements multiple times. Medals requiring the delivery of one package of each color are considered different, as each requires packages of different colors.

Can I accept two deliveries without moving spaces if in different turns? No. If you accept a delivery in the last action of your turn, you cannot accept a second delivery in the next turn until you move your pawn. Once you do, you can accept more deliveries from that space or any other.

What Are the "2P" Paths For? These routes are only used in two-player games.

How Many Spaces Do I Advance on the Mastery Board? If you complete a delivery respecting the mastery board restrictions, you can choose ONE package type and advance the indicated amount. Usually, it's a single move, but if the card indicates, you can advance two spaces.

  • 2 players: 3, 1
  • 3 players: 5, 3, 1
  • 4 players: 5, 3, 2, 1
  • The player who has most recently received a package starts the game.