SIM WASECA · A FICTIONAL THREE-ROUND GAME

1899 Town Courier

Pack your bag. Plan your walk. Get the town’s parcels home before the clock runs out.

Earn the courier charter

Deliver at least 8 of 10 parcels, earn 16 points, and return to the post office in all three rounds. Reach 24 points for gold.

Load and deliver: 1 tick each. On-time delivery: 2 points; late: 1; missed: 0. Returning to the office before filing a round adds 2 points. Deadlines include the delivery tick. There is no real-time countdown.

The light bag holds 2 parcels. The large satchel holds 3, but every walking leg costs 1 extra tick. Choose a new bag at the start of each round. Nothing advances until you act.

Your route book

Courier progress saves separately from your main town and research. Export a copy to carry this run to another browser.

What comes from the maps?

The original 1899 sheets label the post office, Opera House, City Hall, courthouse, schools, church, and named avenues. The links beside destinations open those original sheets.

This game’s connecting paths, parcel contents, capacity, ticks, deadlines and scoring are invented. The board is a schematic, not a measured historical route or a reconstruction of postal operations. No real people or actual deliveries are represented.

Original sheet 2 · Original sheet 3 · Approximate joined comparison and limits