A HARBOR MYSTERY · SOLO TABLETOP

Velvet Quay

The Midnight Courier

An illustrated midnight harbor town with warm windows and two bridges
━ Walk┄ Tram··· Ferry◇ Possible courier station

YOUR NIGHT WATCH BEGINS

Follow the tickets.
Close the circle.

A mysterious courier is carrying the midnight envelope through Velvet Quay. Coordinate three inspectors and intercept the courier within 12 rounds.

  1. The courier moves first, leaving a Walk, Tram or Ferry ticket. Their position is hidden except on rounds 3, 6, 9 and 12.
  2. Move each inspector once. Select an inspector, then a glowing station or route button. Each route spends one matching ticket. Inspectors cannot share a station.
  3. Gold clue rings mark every possible courier station given the public evidence. Visiting an empty station rules it out. Cut off routes and converge after a sighting.
  4. Land on the courier to win. If all escape routes are blocked, you also win. After your last move on round 12, the courier escapes.

You may stay to guard a junction. All three inspectors must act before the courier moves again. Each case is deterministic; replay to try a better plan. This is a compact solo adaptation with an original 24-station map.