Rules to The Parcel
Overview
In the Parcel, 2–6 private gumshoes compete to secure the parcel for their clients using their wits and a variety of items.
Contents
21 Item Cards
12 Contract Tokens
1 Cloth bag
Decoding the Braille
The first number on a card represents the rank of the card. At the end of the card are one or two numbers. The first number is for the number of copies of that card in the main version of the game and the second number is for the traditional version of the game. If there is only one number, it is the same.
Setup
1. Give each player a reference card and return any remaining reference cards to the box. Reference cards list the values, effects, and quantity of each character card type.
2. Shuffle the 21 character cards to create the deck. Place the deck facedown on the table within easy reach of all players.
3. Take the top card of the deck and set it aside facedown without looking at it. If you are playing a two-player game, take three more cards and set those aside faceup.
4. Deal each player one card from the deck as their starting hand.
5. The player who most recently hand-wrote a letter takes the first turn.
Playing the Game
The Parcel is played over several game rounds in which you use items to secure the Parcel for your client. The card in your hand represents the items that you currently have, but you only have two hands and these items might shift. To win a round, you must either have the highest-value card at the end of the round ensuring that you're in the best position to get it or be the only player left in the round.
Player Turn
Take turns in clockwise order. On your turn, draw one card from the deck. Then, choose and play one of your two cards, resolving its effect. The played card stays in your play area faceup, and you keep the other card in your hand.
Out of the Round
Some card effects take you out of the current round; you have been compromised and are not going to be able to secure the Parcel. When this happens, discard your hand faceup in front of you (without resolving card effects). Until the next round, you cannot be chosen for card effects, and your turn is skipped.
Played and Discarded Cards
Played and discarded cards are public information. Any player who wishes to know this can look at the cards.
End of a Round
The round can end either A. when the deck runs out or B. when there is only one player left.
End of the deck
After any turn, if the deck is empty, all players still in the round reveal and compare the cards in their hands. If you have the highest-value card, you are in the best position to get the Parcel and win the round. Collect one contract token; you have secured the Parcel. If there is a tie, all tied players win the round and each gains one contract token.
The Loneliest Number
If you are the only player still in the round (all other players are out of the round due to card effects), the round ends immediately; you win and gain a token for completing a contract.
Starting the Next Round
To start a new round, repeat steps 2–4 of setup (shuffle the item cards, set some aside, and deal each player a card). The round starts with the player who won the previous round. If there was a tie in the previous round, the player who last had a turn starts the round.
Winning the Game
The game ends when one player has completed enough contracts to win (based on the number of players—see table below). Multiple players can win at the same time.
Players |
2 |
3 |
4 |
5 |
6 |
Contracts to Win |
6 | 5 | 4 | 3 | 3 |
Card Effects
Each card features an item to help find the Parcel(or the Parcel itself). A set of dots on the left side of each card shows how many of that card are in the deck (with the unfilled ones indicating what to remove for classic play). The text on each card is a brief summary of the card’s effect. The following section provides the complete rules for each item.
9. Princess
If you either play or discard the Princess for any reason, you are immediately out of the round.
8. Disguise
The Disguise has no effect when played or discarded. You must play the Disguise as the card for your turn if you have evidence such as the Camera or the Notebook in your hand.
A Disguise can also be played without having the Camera or Notebook. When you play the Disguise, don't reveal your other card;
The Disguise effect does not apply when you draw cards for other effects (Lens).
7. Notebook
Pick another player to trade hands with.
6. Lens
Draw two cards from the deck into your hand. Of the three cards choose one to keep in your hand and place the others facedown on the bottom of the deck. You may choose the order of these cards. If the deck only has one card in it you will draw it and return one card. If there are no cards left in the deck at all this card has no effect.
5. Camera
Pick player (yourself included). That player's hand is discarded without effect and they draw a new hand. If there are no cards left in the deck, the player chooses the card set aside at the beginning of the game. If a player discards the Parcel because of this they are out of the round.
4. Badge
When you play this you cannot be targeted by any card effects. If on another player's turn they play a card that has to target someone and everyone is protected then those cards are discarded without effect. The exception to this is the camera since they are allowed to choose yourself. They will enjoy the selfie.
3. Revolver
Pick a player. You and that player secretly show each other your cards without revealing them. Whichever player's who's item has the lower value is out of the round. If there is a tie then neither player is out.
2. Binoculars
Pick a player and look at their card without revealing it.
1. Radio
Pick a different player and name an item other than Radio. If the player you picked has that item in their hand they are out of the round
0. Coffee
Playing the coffee card has no immediate effect but at the end of the round if you are the only player still in the round who has played coffee you collect a contract. This does not win the round, it is merely a bonus token. Using 2 coffee cards does not increase this benefit.
Traditional Version
For a tighter 4 player version of the game remove 1 radio, both coffee cards and the lens cards