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Mint Cooperative PNP

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COMPONENTS

35 White Mint tokens 7 Town cards OBJECTIVE


9 Red Mint tokens 9 Stunt cards
6 Hero cards 26 Trouble cards
3 Villain cards 3 Mayhem cards Protect Mintopia City and the other towns of Mortimer County
1 Action Die Reference card
1 Regional Panic card
6 Hero tokens
4 Dice
from the foul schemes of the Dominion of Halitosis!

SETUP 1. Place the Mintopia City card in the middle of the play area, then arrange the other 6 Town cards into the arrangement shown to
create the County Map.
2. Place 3 white mints on each town card in the three left-most slots on each town’s Freshness Track. Place the rest of the white and
red mints in separately piles next to the County Map.
THE MINTY FRESH COOPERATIVE GAME
N
Gumdrop Gully

3. Separate the Mayhem cards from the rest of the Trouble cards. Shuffle the Trouble cards, and then create three (3) piles of four (4)
cards each. Add one (1) Mayhem card to each pile of Trouble cards and shuffle the three piles individually. Then place all three stacks
on top of each other to form the Trouble Deck.
N N
Spearmint Springs Cinnamon Center
4. Shuffle the Stunt cards and place them facedown to the side of the playing area near the Trouble Deck.
Designers 5. Place the Regional Panic card and the Action Die Reference card near the county map.
JONATHAN GILMOUR & BRIAN LEWIS Mintopia City
N

1 2 3 4 5 6
6. Roll all four (4) action dice and place them near the Action Die Reference card.
7 8 9 10 11 12 13 7. Choose one of the Villain cards to be the antagonist for this game. We recommend Nick O’Teen for your first game. Place this card
Developers 14 15 16 17 18 19 20 next to the County Map. Place one (1) red mint on the Regional Panic track on the number indicated on the selected Villain card.
21 22 23 24 25 26
Complete any additional setup as indicated on the Villain card.
JUSTIN BLASKE & MEL PRIMUS
N N
Peppermint Pines Freshness Falls

8. If playing against Gorillic or Ginger, shuffle the remaining Trouble cards to create an Event Deck. Set the Event Deck far enough away
Mint 1 Mint 2
from the Trouble Deck so you don’t get the two confused. Otherwise, you can return the rest of the Trouble cards to the tin.
Run and Fly and

9. Give each player a Hero card (which shows the character’s name and Heroic Feat ability) and matching Hero token. Each character
Mint 1 Reduce Panic 3
N
Licorice Landing
Heroic Feat Special

place their token on the town card that matches its color and name. (ex. Citizen Cinnamight starts in Cinnamon Center).
10. The player with the freshest breath is starting player.
©2019 Five24 Labs, LLC 11. Deal 1 Stunt card to the first 3 players, beginning with the starting player and then dealing clockwise.
1-4 25 mins 13+ http://www.five24labs.com
WINNING & LOSING TROUBLE IS AFOOT! VILLAINS
To win, the players must reveal and resolve all three (3) of the Mayhem cards in the Trouble Deck without triggering any of the following losing conditions: When there is only one unused Action Die remaining, the Active Player rerolls all four (4) of the dice and places them next to the Action Die Reference card. The
1. The Regional Panic Track meets or exceeds 27. 2. Any special losing conditions defined on the chosen Villain card. results of this roll will cause all kinds of problems for the heroes to deal with. Depending on the values of the dice and the number of matching dice, one of the Nick O’Teen, the Tarnished Tooth Troublemaker
following will occur:
DOSSIER
No Trouble! – All dice have a face value of three (3) or less. Even if there are doubles or triples,nothing happens. The player takes their turn as normal.
Nick O’Teen 4
GAMEPLAY Trouble – None of the dice have matching values (but at least one die is four (4) or higher).
Double Trouble – Two dice have the same value. If there are two pairs (ex. 2 ones and 2 fives), only one Double Trouble is triggered.
The Tarnished Tooth Thief

The active player takes one of the available Action Dice and performs its effect(s). This removes that Action Die from the Action Dice pool. Then play Triple Threat – At least three (3) dice have the same value.
Additonal Setup:
None.
proceeds clockwise. The effect of each die face is listed on the Action Die Reference and Stunt cards. When only one unused Action Die remains at Consult the Villain card to determine the effect of Trouble, Double Trouble or Triple Threat results.
the start of a players turn, all players discard their Stunt cards, used and unused. Salty from playing secondhand to his maniacal mother, Nick Vitus
New Stunt cards are then dealt to the first 3 players, starting with the active player. Then, the active player rolls all the Action Dice and check the TROUBLE CARDS now unleashes his own brackish brand of odiferous offenses!
A basic villain, good for newer players.
results. This may cause Trouble or Mayhem cards to be revealed (see Trouble is Afoot!) The most common effect when the Action Dice are rerolled is that one or more Trouble cards are drawn from the Trouble deck. Unless otherwise stated
Salty frombyplaying secondhand to his maniacal mother, Nick Vitus now unleashes
his own brackish brand of odiferous offenses!
Process all effects from these cards before that player takes their turn. another effect, these cards will remove mints from the Freshness tracks of certain towns when resolved. Cold Turkey! (special) – Reduce Regional Panic by 3.
Resolving a Trouble card:
Possible Actions
For each town on the Trouble card highlighted in red, remove the number of mints shown on the Trouble card from that town's Freshness track, starting with the Gorillic, the Sulfurous Simian
1. MINT 1 2. MINT 2 3. RUN & MINT 1 4. FLY & REDUCE PANIC 3 5. HEROIC FEAT 6. SPECIAL
right-most mint. If there are fewer mints on the track than there are printed on the Trouble card, just remove all of them.
DOSSIER
Mint (x): Place X white mints on your current Town’s Freshness Track, filling left to right. Once the track is full (five mints) you cannot add any more.
(ex. If Gumdrop Gully on has one empty slot left, Mint 2 will only add one white mint.)
Then increase the red mint on the Regional Panic track by the total number of visible Panic symbols in the targeted town if either: Gorillic
The Sulfurous Simian
2
Run: Move to an adjacent town. 1. There are no mints left in on the town’s Freshness track. 2. At least one new Panic symbol was revealed on the town’s Freshness
Additonal
track.Setup:
Fly: Move to any other Town. Set up the Event Deck. Resolve two Event cards.
Reduce Panic (x): Move the red mint back on the Regional Panic track a number of spaces equal to X. Resolving Event Cards:
Add one Event token to the Atown genetic
(notgenius,
into thethis derangedtrack.)
doctor sends his army of acrid apes
N
Gumdrop Gully
N
Gumdrop Gully
N
1 2 3 4 5 6
Heroic Feat: Perform the Heroic Feat listed on your Hero card. 7 8 9 10 11 12 13
freshness
14 15 16 17 18 19 20
to fling
Each Event token is treated an additional foulness
Panic symbolatwhen
Mintopia City’s unmutated urbanites!
resolving
Trouble and Mayhem cards. This villain adds Event tokens (red mints) to the County Map, which
STUNTS 21 22 23 24 25 26
A genetic genius, this deranged doctor sends his army of acrid apes to fling
A Trouble card 3 Mints are removed from One new Panic symbol Regional Panic foulness at Mintopia City’s unmutated urbanites! cause additional Panic.
Stunts are special actions that heroes can take. In order to perform a Stunt, the active player must take an Action die matching the die face shown is drawn. Gumdrop Gully, from right is revealed. increases by one.
on their Stunt card. Whenever the Action Dice are rolled, old Stunt cards are discarded and new ones are drawn. If there are not enough cards in the to left. Gene Therapy! (special) – Remove an Event token from your
Stunt deck, reshuffle the Stunt discard pile to create a new Stunt deck. current town. Reduce Regional Panic by 2.
MAYHEM CARDS EVENT CARDS
Note: It is wise for players to discuss and cooperate when deciding who will take what Action Die. Certain players may be closer to a town that needs Shuffled among the Trouble cards are Mayhem Cards. When one of these are Some villains use the remaining Trouble cards as an Event Deck. When a
protecting, or a specific player’s Stunt or Heroic Feat may be particularly useful compared to other option. revealed, perform the following steps. game effect instructs you to resolve an event card, draw from this Event Deck Ginger Vitus, the Mother of Mouth Disease
and use the ‘toxic’ icon on the card to determine where the villain’s specialD O S S I E R
1. Increase Regional Panic by the total amount of visible Panic symbols
across all towns.
Event takes place . Ginger Vitus
The Mother of Mouth Disease
4
CREDITS
2. Perform the special Mayhem effects indicated on the Villain card, if any.
1&2 PLAYER VARIANT Additonal Setup:
If this was the last of the Mayhem cards in the Trouble deck, and its effects did not If you are playing solo, choose and play three of the available Set up the Event Deck and the Event token.
heroes.
trigger a losing condition, the heroes have defeated the Villain and win the game! If playing a two-player games, each player chooses and plays Resolving
two heroesEvent
each. Cards:
Game Design Jonathan Gilmour, Brian Lewis TESTERS Move the Event token to the town. If there
Matriarch are Dominion
of the any heroesofthere, theythe mistress of mayhem’s
Halitosis,
become Captured. At the start of a Captured hero’s
vow ofreleases
vengeance turn, they must discard
Game Development Justin Blaske, Mel Primus themagainst Mort’s Candy Company will deliver
DOSSIER
Gorillic 2 a die and skip the rest of their turn. (This from Capture.)
Graphic Design Justin Blaske, David Li Additonal Setup:
The Sulfurous Simian N
Licorice Landing
N

decades of doom to our harrowed heroes.


Set up the Event Deck. Resolve two Event cards. Matriarch of the Dominion of Halitosis, the mistress of mayhem's vow of vengeance
Art Thomas Tamblyn, Delapouite Resolving Event Cards:
Add one Event token to the town (not into the freshness track.)
against Mort's Candy Company will deliverThis villainofadds
decades doomantoEvent token (redheroes.
our harrowed mint) to the County Map,
Each Event token is treated an additional Panic symbol when resolving
Trouble and Mayhem cards.
A genetic genius, this deranged doctor sends his army of acrid apes to fling
signifying her location to capture heroes or be captured herself.
SPECIAL THANKS SOLO TESTERS
foulness at Mintopia City’s unmutated urbanites!

As per Gorillic’s Villain card, a red mint Infiltrate (special) - The hero becomes Captured.
Gorillic’s event takes place at Licorice Landing
After resolving 2 Trouble Cards, an Event Card is drawn for Gorillic. (the town with the ‘toxic’ symbol on the Event card.) is placed on Licorice Landing. Capture (special) – Capture her and releases all Captured heroes.

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


1 F

N N
Cinnamon Center Freshness Falls

Mintopia City
N N
Peppermint Pines

N N
Spearmint Springs Licorice Landing

N
Gumdrop Gully Mint 1 Mint 2

Run and Fly and


Mint 1 Reduce Panic 3

Heroic Feat Special


1 B

N N
Freshness Falls Cinnamon Center

Mintopia City
N N
Peppermint Pines

N N
Licorice Landing Spearmint Springs

Mint 1 Mint 2 Gumdrop Gully

Run and Fly and


Mint 1 Reduce Panic 3

Heroic Feat Special


2 F

1 2 3 4 5 6 Trouble: Nick O’Teen


Resolve a Trouble card.
Double Trouble:
7 8 9 10 11 12 13 Resolve two Trouble cards.
Triple Threat:
Resolve two Trouble cards. Then remove one action die from the pool
14 15 16 17 18 19 20 with no effect.

COLD TURKEY!
21 22 23 24 25 26 Reduce Regional Panic by 3.

Trouble: Ginger Vitus Gorillic


Resolve a Trouble card. Trouble:
Double Trouble: Resolve a Trouble card.
Resolve two Trouble cards. Then resolve an Event card. Double Trouble:
Triple Threat: Resolve two Trouble cards. Then resolve one Event card.
Resolve two Trouble cards. Then resolve three Event cards. Triple Threat:
INFILTRATE Resolve two Trouble cards. Then resolve two Event cards.
The hero becomes Captured. Reduce regional panic by 5.
RELEASE GENE THERAPY!
If you are in the same town as the Event token, release Reduce Regional Panic by 2 and return one Event token
all Captured heroes. from your current town to the tin.
2 B

DOSSIER
Nick O’Teen 4 1 2 3 4 5 6
The Tarnished Tooth Thief

Additonal Setup: 7 8 9 10 11 12 13
None.
14 15 16 17 18 19 20
Salty from playing secondhand to his maniacal mother, Nick Vitus now unleashes
his own brackish brand of odiferous offenses!
21 22 23 24 25 26

DOSSIER DOSSIER
Gorillic
The Sulfurous Simian
2 Ginger Vitus
The Mother of Mouth Disease
4
Additonal Setup: Additonal Setup:
Set up the Event Deck. Resolve two Event cards. Set up the Event Deck and the Event token.
Resolving Event Cards: Resolving Event Cards:
Add one Event token to the town (not into the freshness track.) Move the Event token to the town. If there are any heroes there, they
Each Event token is treated an additional Panic symbol when resolving become Captured. At the start of a Captured hero’s turn, they must discard
Trouble and Mayhem cards. a die and skip the rest of their turn. (This releases them from Capture.)
A genetic genius, this deranged doctor sends his army of acrid apes to fling Matriarch of the Dominion of Halitosis, the mistress of mayhem's vow of vengeance
foulness at Mintopia City’s unmutated urbanites! against Mort's Candy Company will deliver decades of doom to our harrowed heroes.
F
3

N N N N N
N N N N N
N N N N N
N N N N N
3 B
F
4

N
!
MAYHEM
N
!
MAYHEM
N N N
N N
!
MAYHEM
4 B
F
5

Assemble! I’ve got this! The Super Spear


Perform any two of the
following three actions: In either order, you may Fly
Choose any town. Fly two heroes to another town and activate
-Reduce Panic by 3.
there and add 3 mints. the villain’s Special effect.
-Fly to any town and add 2 Mints.
-Fill your current town with mints.
I’m on my way! Got a bad feeling... Citizen Cinnamight General Gumdrop
Up to 3 times, run to Add mints to your current town
Fly to any other location and add Reveal the next 3 Trouble cards
another location then Mint 1. until no is exposed.
mints until no is exposed. then place them back on top of
Add 1 additional mint to Then reduce Regional Panic by
the Trouble deck in any order.
your final destination. the number of mints added.
I’ve got a plan! For great justice! Peppermint Pizzazz Liberty Licorice
Reveal a Trouble card and process Perform the effect.
it by adding rather than removing Add 4 mints to any
Then reroll the action die used
mints, then discard it. combination of your current Reduce Regional Panic by 6.
If a Mayhem card is revealed for this Stunt and add it back to
and adjacent towns.
return it to the top of the deck. the pool.
This should help! Don’t Panic! Roll Out! Fantastic Freshman
Reduce Regional Panic All players may Run to a Reroll any of the dice still
Add mints to each adjacent by 7. valid location. in the action pool. This does not
town equal to its exposed Reduce Regional count as a Trouble roll.
Panic by 2.
MAN
IC FRESH
FANTAST
E
INT PIZZ
AZ LICORIC
PEPPERM LIBERTY
IGHT ROP
CINNAM L GUMD
CITIZEN GENERA
R
ER SPEA
THE SUP
B
5

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