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Gamehelpcoffeerush

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Revision as of 21:21, 24 May 2025 by Yukonzach (talk | contribs) (General Rules for Coffee Rush)
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    • Game Goal**:

- The main goal is to **earn the most points**. - Points are earned by successfully **completing customer orders** and **activating upgrades**. - Points are lost for **penalty cards**.

    • Player's Turn Steps**:

1. **Activate Upgrades**

   *   Optional step at the start of your turn.
   *   Turn in **3 completed and “upvoted” cards** from your player board for an upgrade tile.

2. **Move**

   *   **Move your meeple up to 3 spaces** on the board.
   *   **Collect the ingredient shown on each space** you land on during your movement.
   *   You may pass over another meeple and collect the ingredient, but **cannot end your movement on a space with another meeple**.
   *   Use **Rush Tokens** to move **1 additional space** each. There is **no limit** to the number of these tokens you can use for movement.

3. **Pour Ingredients**

   *   Place the ingredients you collected **into your cups**.
   *   Once placed into a cup, **ingredients must remain in that cup**.
   *   You may return ingredients to the supply instead of placing them in a cup.
   *   You may **empty any number of cups**, returning all ingredients to the supply.

4. **Process Order**

   *   When an order is completed by matching ingredients in a cup to a card, **place the cup on the corresponding card**.
   *   Other players should verify the order.
       *   If **correct**, return ingredients to the supply and place the card face down in your **“up vote” area** (counts for score and upgrades).
       *   If **incorrect**, remove the cup from the card.
   *   If the completed card is a **Specialty Order**, receive a **Rush token**.
   *   Check how many orders you completed this turn. The **next 2 players** must **take that many new cards** and place them on Tab 1 of their boards.
   *   If there are **no more cards to take**, the **Starting Player Token** is turned over to the **“Closed” side**.

5. **Flow of Time**

   *   All order cards currently on your player board **move 1 tab down**.
   *   Cards that **fall off the board from Tab 4** are placed face down in your **“down vote” area** and become **penalty cards**.
       *   Take the **same number of Rush tokens** as penalty cards received this turn.
       *   If you receive a total of **5 penalty cards**, the **Starting Player Token** is immediately turned over to the **“Closed” side**.

6. **Check for Game End**

   *   Check the **Starting Player Token**.
       *   If on the **“Open” side**, your turn ends, and it's the next player’s turn.
       *   If on the **“Closed” side**, continue the round until **all players in the round have had a turn**.
    • How the Game Ends**:

- The game ends once the **Starting Player Token is on the “Closed” side** AND the current round is completed so everyone has had an equal number of turns. - The token flips to "Closed" when either:

   *   There are **no more new order cards** to distribute.
   *   OR a player receives their **5th penalty card**.
    • Scoring Points at Game End**:

- Each completed order card (“upvoted”) = **1 point**. - Each activated upgrade tile = **2 points**. - Each penalty card (“downvoted”) = **-1 point**.

    • Breaking Ties**:

- If players have the same score, the player with the **most completed order cards wins**. - If still tied, the player with the **most Rush tokens wins**.

    • Upgrades**:

- Special tiles earned by turning in 3 completed orders. - They provide unique abilities, such as:

   *   Receive 2 ingredients when your meeple is **in a corner space**.
   *   Receive 2 ingredients when your meeple is **on the same space as another meeple**.
   *   Your meeple may **move diagonally**.
   *   You may take **2 special ingredients** (Caramel, chocolate, tea leaves, or water) when on a special space.