VeloCity
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
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Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
Designer |
Kevin G. Nunn |
Publisher | ABACUSSPIELE |
Players | 3-7 |
Suggested Age | 8 |
A tactical dice game. Each player manages a team of bicycle messengers and tries to get as many of his own riders as possible to the goal.
When rolling a die to move one of your messengers you can land on three different types of fields on the board:
- most fields have no special effect
- some give an energy boost (a vitamin drink)
- some are obstacles which require you to use a vitamin drink, or slow you down.
Vitamin drinks can be played for other benefits in the game.
Instead of selecting a single messenger, one can also roll multiple dice for an entire group of riders. This allows a player to choose the most beneficial result, but in turn means that opponents' riders will also move.
The game ends as soon as all 3 messengers on a team reach the goal or eight total messengers have reached the goal. The team that has the most messengers at the goal wins. In the case of a tie, the player whose messenger crossed last wins. This is important, since during the end phase players may hold back messengers to avoid reaching the goal too soon.