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Psychic Pizza Deliverers Go to the Ghost Town

Psychic Pizza Deliverers Go to the Ghost Town Rulebook

Table of Contents

Table of Contents

  • Terminology Across Editions
  • Components
  • Objective
  • Setup
    • 1. Choose the Mayor
    • 2. Give each Pizza Deliverer their items
    • 3. The Mayor builds the town
    • 4. The Mayor's record sheet
    • 5. Turn order
  • Order of Play
  • Player Map Boards and Note Taking
  • Move
    • Fence tile or outside the map
    • Space with a Ghost token
    • Space with a Teleporter tile
    • Space with a Pizza token
    • Space with a House token
    • Any other space
  • Attack
    • Space with a Ghost token
    • Space with no Ghost token
    • The deck
  • Special Actions (Psychic Cards)
    • Hop Step
    • Diagonal Move
    • Rook Teleport
    • Bishop Teleport
    • Back-to-Start Teleport
    • Point-Symmetric Teleport
    • Anti-Ghost Barrier
    • Stasis
  • Surrounding Report
    • 1. Fences adjacent
    • 2. Ghosts, pizzas and houses nearby
  • Game End
  • Optional Variants
    • Mayoral Victory
    • No Peeking
    • Animals On The Loose
    • 3 Little Pigs (One Draw edition)
    • Pizza-Loving Monkey Road (One Draw edition)
    • Transparent Crow (One Draw edition)
    • On a Closer Look, It's a Manhole Cover (One Draw edition)
    • Free variants
  • Tips

Terminology Across Editions

The Allplay edition renamed several pieces from the original One Draw edition. The rules are the same.

Allplay editionOne Draw edition
MayorGame Master (GM)
Pizza DelivererPlayer
FenceWall tile
MailboxSignboard tile (planned site)
Pizza BoxBox tile
TeleporterTeleport tile
GraveGrave tile
Start LocationStart tile
Psychic cardPsychic card
Player Map BoardMapping sheet
Mayor Reference PageAction History sheet

"Four adjacent spaces" means the spaces orthogonally adjoining a space — North, East, South and West. "Eight surrounding spaces" means those four plus the four diagonals.

Components

Allplay edition:

  • The box (its grid bottom is the map)
  • 12 Town Setup cards
  • Cardboard tiles: 4 Start Locations, 6 Graves, 4 Fences, 3 Teleporters, 5 Pizza Boxes, 5 Mailboxes, 2 Animals (1 Cat, 1 Pig)
  • Wood tokens: 5 Houses (2 Pepperoni, 2 Cheese, 1 Jalapeno), 8 Pizza Deliverers (2 each of 4 colors), 28 Ghosts, 5 Pizzas (2 Pepperoni, 2 Cheese, 1 Jalapeno)
  • 22 Psychic cards (18 blue starting cards, 4 purple cards)
  • 4 Player Map Boards
  • 4 dry erase markers
  • Town Building Guide page / Psychic Card Appendix
  • Mayor Reference page

One Draw edition:

  • 1 map board
  • 21 Psychic cards (7 white-framed starting cards, 14 black-framed cards)
  • 52 tiles, including 3 Start tiles, 6 Grave tiles, 3 Box tiles, 3 Signboard tiles, 4 Wall tiles, 3 Teleport tiles (plus round tiles used only in the variants)
  • 40 tokens, including 6 Player color meeples, 28 Ghost tokens, 3 Pizza tokens, 3 House tokens
  • 1 sheet of stickers (apply to the Pizza and House tokens)
  • Mapping sheets, Action History sheets, 4 pens, 4 summary cards (1 for the Mayor, 3 for the Deliverers)

The One Draw card deck holds three copies of each of seven card types — one white-framed starting copy and two black-framed deck copies: Hop Step, Diagonal Move, Rook Teleport, Bishop Teleport, Back-to-Start Teleport, Point-Symmetric Teleport and Anti-Ghost Barrier. The Allplay edition adds the Stasis card.

Objective

The players split into the Pizza Deliverers, who deliver pizzas, and the Mayor, who rules the ghost town. The Mayor builds the town, keeps it hidden, and tells the Deliverers what is around them as they explore. The Deliverers compete against each other to be the first to find a pizza and deliver it. The Mayor does not win, except under the Mayoral Victory variant.

The Mayor assesses and applies every action, so the role suits someone who has played the game before or an experienced board gamer. The Mayor should learn the assessment and token-placement rules in advance so play runs smoothly.

Setup

1. Choose the Mayor

One player is the Mayor. All other players are Pizza Deliverers. The Allplay edition supports 2-4 Deliverers; the One Draw edition supports 2-3.

2. Give each Pizza Deliverer their items

Each Deliverer receives:

  • a dry erase marker (One Draw: a pen)
  • a Player Map Board (One Draw: a mapping sheet)
  • a Pizza Deliverer meeple in their color
  • Psychic cards dealt at random from the starting cards — 1 card in the Allplay edition (blue background), 2 cards in the One Draw edition (white-framed)

Return the unused starting cards to the box. Shuffle the remaining Psychic cards into a face-down deck and place it within reach of all Deliverers.

3. The Mayor builds the town

The Mayor places the map where only they can see it. In the Allplay edition the town is built inside the grid in the bottom of the game box; in the One Draw edition the Mayor places the map board in front of them and stands the box cover upright in landscape orientation as a screen.

In the Allplay edition the Mayor either copies one of the 12 Town Setup cards or follows the Town Building Guide page. Some grid spaces need both a cardboard tile and a wooden token. The Mayor then takes the Psychic Card Appendix and the Mayor Reference page.

To build a town from scratch, place tiles and tokens in this order. Only one tile may go on a space.

  1. Starting Points. Place Start tiles equal to the number of Deliverers. Start tiles may not go on the outer perimeter of the map, and no other tile may be placed in any of the four spaces adjacent to a Start tile.
  2. Pizzas. Place Box tiles equal to the number of Deliverers, then place the matching Pizza token on each Box tile.
  3. Mailboxes (planned sites). Place Mailbox / Signboard tiles equal to the number of Deliverers, using the tiles whose icons match the Pizza tiles in play. A Mailbox tile may not be placed in any of the four spaces adjacent to the Pizza token with the same icon. Do not place House tokens on the Mailbox tiles during setup.
  4. Ghosts. Place the 6 Grave tiles, then place a Ghost token on each Grave tile.
  5. Fences. Place the 4 Fence / Wall tiles. Do not make any space unreachable by Move and Attack — a walled-off pocket of the map is an illegal layout.
  6. Teleport Zones. Place the 3 Teleporter tiles.

Finally, check the finished map for any illegal placement before play begins.

4. The Mayor's record sheet

The Mayor takes a pen and the Action History sheet (Mayor Reference page) and writes down each Deliverer's action as it happens. Accurate records let the Mayor check what a Deliverer did on a previous turn and make the game easier to run, and they let the group review the game afterwards.

5. Turn order

Starting with the player who most recently ate a pizza, the Deliverers choose their turn order; otherwise decide it by rock, paper, scissors. The Mayor places the Deliverer meeples on the Start tiles in turn order.

Order of Play

Pizza Deliverers take turns in clockwise order. Each turn cycles between the Deliverer announcing an action and the Mayor applying it:

  1. The active Deliverer announces one action: Move, Attack, or a Special Action (play a Psychic card).
  2. The Mayor assesses the action, applies it on the hidden map, and reports the result.
  3. The Mayor gives the Surrounding Report.

Play passes to the next Deliverer. A round ends once every Deliverer has taken one action. Rounds continue until a Deliverer delivers a pizza, or until the round limit runs out.

Player Map Boards and Note Taking

Each Deliverer takes notes on their own map board. Good notes on your moves and on the Surrounding Reports help you work out where you are in relation to your destinations, which raises your chance of winning.

By default you may look at another Deliverer's map board, but not in a way that slows the game down. The One Draw manual recommends against peeking; the No Peeking variant forbids it outright.

Move

The Deliverer announces which of the four adjacent spaces they move to: North, East, South or West. You may not announce a diagonal move.

The Mayor applies the action according to what is on the destination space.

Fence tile or outside the map

Report that the Deliverer has bumped into a fence (wall) and do not move the meeple. Do not say whether the obstacle is a Fence tile or the edge of the map.

Space with a Ghost token

Report that the Deliverer has bumped into a ghost and do not move the meeple.

Space with a Teleporter tile

Report "Teleporting" and move the meeple onto the next Teleporter tile. The Teleporter tiles carry icons and are linked in a fixed loop: circle to triangle to square and back to circle. Do not reveal the icons on the Teleporter tiles, and do not reveal where the Deliverer teleported to.

Space with a Pizza token

Report "It's a pizza" and move the meeple onto that space.

  • If the Deliverer does not already have a Pizza token, give them the Pizza token from that space. If they already have one, do not give them a second, and do not reveal the type of that pizza.
  • When a Deliverer takes a Pizza token, place the matching House token on the corresponding Mailbox tile.
  • Ghosts are out. When a House token is placed, check the eight surrounding spaces of the House token's space and place a Ghost token on every one of those spaces that holds no tile and no token.
  • Leave the empty Pizza Box tile on its space. From then on treat that space as an ordinary space and do not report "It's a pizza" there.

Space with a House token

Report "It's a house" and move the meeple onto that space.

  • If the Deliverer holds the matching Pizza token, report that the pizza has been delivered. That Deliverer wins.
  • If the Deliverer does not hold the matching Pizza token, report that the pizza could not be delivered, and do not reveal the type of that house.
  • If a Deliverer moves onto a Mailbox tile that has no House token on it yet, do not report "It's a house."

Any other space

Any other space means: an empty space, a Mailbox tile with no House token, a Pizza Box tile with no Pizza token, a Grave tile with no Ghost token, or a Start tile. Report that the Deliverer moved to a space with nothing on it and move the meeple there.

Other Deliverers' meeples are ignored during a move. Never reveal any information about them.

Attack

The Deliverer announces an attack against one of the four adjacent spaces: North, East, South or West. You may not attack a diagonally adjoining space. The Deliverer's meeple never moves as a result of an attack.

The Mayor applies the action according to the attacked space.

Space with a Ghost token

Report that the Deliverer chased away a ghost and remove the Ghost token from that space. Leave the Grave tile on its space.

The attacking Deliverer draws the top card of the Psychic card deck into their hand. There is no hand limit.

A Psychic card may be drawn only immediately after an Attack removed a Ghost token. Removing a Ghost token through a Psychic card effect never earns a draw.

Space with no Ghost token

Report that the attack failed and that there is no ghost in that space. Nothing else happens.

The deck

If the Psychic card deck runs out, shuffle the used (discarded) Psychic cards into a new deck and draw from it. If there are no used cards either, no card can be drawn.

Special Actions (Psychic Cards)

The Deliverer reveals a Psychic card from their hand and announces its special action. After the action is applied, the used card goes face up beside the deck.

Two cards are exceptions. Anti-Ghost Barrier and Stasis are never announced as a special action on your turn; they are played in response to an appropriate Move action instead.

The Mayor applies the special action as follows.

Hop Step

Move 2 spaces North, East, South or West, in the direction the Deliverer announces.

  • Ignore whatever is on the space passed over.
  • If the destination holds a Ghost token, remove that Ghost. The Mayor removes it without reporting it.
  • If the destination is a Fence tile or outside the map, the Deliverer does not move. The Mayor reports that, and the meeple stays put.

Diagonal Move

Move to a diagonally adjoining space chosen by the Deliverer.

  • If the destination holds a Ghost token, remove that Ghost. The Mayor removes it without reporting it.
  • If the destination is a Fence tile or outside the map, the Deliverer does not move, and the Mayor reports that.

Rook Teleport

Keep moving North, East, South or West in the announced direction, all the way to the outer perimeter of the map.

  • Ignore whatever is on the spaces passed over.
  • If a Fence tile lies in the path, stop on the space just before it.
  • If the space stopped on holds a Ghost token, remove that Ghost, without reporting it.
  • If the move cannot be made at all in the chosen direction, the Mayor reports that and the meeple stays put.
  • Optional: the group may decide whether the Mayor reports how many spaces the meeple moved. Reporting it makes the game easier.

Bishop Teleport

Keep moving in a diagonal direction chosen by the Deliverer, all the way to the outer perimeter of the map.

  • Ignore whatever is on the spaces passed over.
  • If a Fence tile lies in the path, stop on the space just before it.
  • If the space stopped on holds a Ghost token, remove that Ghost, without reporting it.
  • If the move cannot be made at all in the chosen direction, the Mayor reports that and the meeple stays put.
  • Optional: the group may decide whether the Mayor reports how many spaces the meeple moved. Reporting it makes the game easier.

Back-to-Start Teleport

Return the meeple to that Deliverer's own Start space, then take one additional action: Move or Attack.

  • The additional action may not be a special action.
  • The Mayor gives no Surrounding Report for the return to Start; the report comes after the additional action resolves.

Point-Symmetric Teleport

Move to the space point-symmetric to the Deliverer's current space, using the center of the map as the center point.

  • If the destination holds a Ghost token, remove that Ghost, without reporting it.
  • If the destination is a Fence tile, or if the Deliverer is standing on the center space when this card is used, the Deliverer does not move. The Mayor reports that.

Anti-Ghost Barrier

This card cannot be used as a special action on your turn. Reveal and use it only when a Move would take you onto a space holding a Ghost token: the Ghost is removed instead of blocking you.

It may also be used on the extra Move taken immediately after a Back-to-Start Teleport.

Stasis

A card added in the Allplay edition. Like Anti-Ghost Barrier, it is not announced as a special action but played in response to an appropriate move action. Follow the text on the card and the Psychic Card Appendix that comes with the Allplay edition.

Surrounding Report

The Deliverers are psychics and can partly sense their surroundings. After applying each action, the Mayor gives two reports, out loud, so every player hears them.

1. Fences adjacent

Say which of the Deliverer's four adjacent spaces are fences.

  • Do not say whether a fence is a Fence tile or the edge of the map.
  • Do not report anything about the four diagonally adjoining spaces.

Example: "There is a fence to your North and a fence to your East." Or: "There are no fences adjacent to you."

2. Ghosts, pizzas and houses nearby

Say what Ghost, Pizza and House tokens are in the eight surrounding spaces.

  • The Allplay edition reports the exact count of each: how many ghosts, how many pizzas, how many houses.
  • The One Draw edition reports only the presence of each kind, with no count.
  • Never say where any of them is.
  • Never reveal the type of a Pizza or House token.
  • Do not report a Grave, Pizza Box or Mailbox tile that has no matching token on it.
  • Do not report other Deliverers' meeples.

Example (Allplay): "There are three ghosts, one pizza, and one house nearby." Example (One Draw): "A sign of Ghost and House in the surroundings."

Game End

A Deliverer must first find a pizza. On finding one they receive the matching Pizza token. They must then find the matching house. The first Deliverer to move onto a house that matches their Pizza token delivers it and wins.

The Mayor cannot win under the standard rules. In the One Draw edition every Deliverer who delivers a pizza wins and every Deliverer who does not, loses; if you want a ranking, rank the winners in the order they delivered.

The One Draw edition sets a hard limit of 20 turns (rounds): a Deliverer who has not delivered within 20 turns loses. In the Allplay edition the 20-round limit is the optional Mayoral Victory variant.

Note on pizza and house counts. With 2 or 3 Pizza Deliverers, each Pizza token has only one house it can be delivered to. With 4 Deliverers there are two of some pizza types, so those pizza tokens have two possible destination houses each.

Optional Variants

Mayoral Victory

If no Deliverer has delivered a pizza by the end of the 20th round, the Mayor wins. A round is all Deliverers taking one turn each. The Mayor tracks rounds as they finish.

No Peeking

For a harder, longer game, Deliverers must take notes on every player's turn and may not look at any other Deliverer's map board.

Animals On The Loose

During setup the Mayor places the 2 animal tiles (pig and cat) on the map. Their presence is never announced in the Surrounding Report.

If a Deliverer moves onto a space with an animal, the Mayor makes that animal's noise and then finishes resolving the move as normal. For example, moving onto the pig tile: the Mayor calls out "Oink!" and then moves the meeple into that space.

Animals let Deliverers cross-reference their own position against the spaces other Deliverers have explored.

3 Little Pigs (One Draw edition)

During setup, place 3 Little Pig tiles and 1 Parent Pig tile on empty spaces. Their presence cannot be detected through the Surrounding Report.

If a Deliverer moves onto a Pig tile, the Mayor says "oink". The Mayor may oink differently for the Parent Pig and the Little Pigs as a clue to position, or oink in a deliberately confusing way. You may also use more Little Pig tiles.

Pizza-Loving Monkey Road (One Draw edition)

During setup, place 1 Monkey tile on an empty space. Its presence cannot be detected through the Surrounding Report.

If a Deliverer moves onto the Monkey tile, the Mayor says "yack-yack" and gives that Deliverer the Monkey tile. While a Deliverer holds the Monkey tile and does not hold a Pizza token, any Surrounding Report that includes a pizza also states the pizza's exact location.

Transparent Crow (One Draw edition)

During setup, place 1 Crow tile on an empty space. Its presence cannot be detected through the Surrounding Report, nor by moving onto its space.

If a Deliverer attacks the space holding the Crow, the Mayor gives that Deliverer the Crow token and moves their meeple to the nearest space holding a Mailbox (Signboard) tile. If several such spaces are equally near, use this priority order: Shrimp, then Basil, then Cheese.

On a Closer Look, It's a Manhole Cover (One Draw edition)

During setup, place 3 Manhole Cover tiles on empty spaces.

In the Surrounding Report, a Manhole Cover is reported as though it were a pizza. If a Deliverer moves onto a Manhole Cover space, the Mayor reports that it looked like a pizza but on a closer look is a manhole cover, and gives the tile to that Deliverer. The Manhole Cover tile has no effect.

Free variants

The One Draw edition includes round tiles that the basic rules never use. The Mayor may assign them freely and invent rules for them, as long as those rules are explained to everyone before the game starts.

Tips

  • Take careful notes of your movement and location every turn — that is what lets you deduce the town map.
  • Write down what each Surrounding Report tells you. You may not know exactly where something is yet, but as more information comes in the location can become fixed.
  • After a teleport you may have to start a new, unconnected section of map on your sheet. As you learn more of the town layout you may be able to join your maps together later.
  • Try to find the boundaries of the town. Knowing how the 7 by 7 grid lines up tells you which areas you have explored and which you have not.
  • Listen to the other Deliverers' turns. You can learn about important locations, or work out that your paths have overlapped, and use that to fill in your own map.