Campus Café
Campus Café Rulebook
Table of Contents
Table of Contents
Components
- 1 Cafeteria Board and 1 Rulebook
- 6 Scorekeeper discs (1 per player colour)
- 2 dice (blue and red) and 1 First Player token
- 35 Resource tokens: 9 Espresso Coffee, 8 Hot Chocolate, 7 Mint Shake, 6 Strawberry Shake, 5 Cupcake
- 6 Waiter cards (large) and 48 Customer cards (large)
- 15 Objective cards (small) and 1 Trophy card (small)
- 25 Discount tokens: 8 red, 8 blue, 8 white, 1 yellow
Setup
1) Cafeteria Supplies: place the Cafeteria Board on the side with the white Score Track (on the outer edge).
In the Advanced Game use the side with the yellow Score Track.
Place the Resource tokens within each of the relative 5 Resource Zones, according to the black numbers on the nearby chart (and on the Resource Zones), depending on the number of players.
In the Advanced Game use the red numbers instead.
| Players | Espresso Coffee | Hot Chocolate | Mint Shake | Strawberry Shake | Cupcake |
|---|---|---|---|---|---|
| 2 | 7 (Advanced: 6) | 6 (Advanced: 5) | 5 (Advanced: 4) | 4 (Advanced: 3) | 3 (Advanced: 2) |
| 3 | 8 (Advanced: 7) | 7 (Advanced: 6) | 5 (Advanced: 4) | 5 (Advanced: 4) | 4 (Advanced: 3) |
| 4 | 8 (Advanced: 8) | 7 (Advanced: 7) | 6 (Advanced: 5) | 6 (Advanced: 5) | 5 (Advanced: 3) |
| 5 | 9 (Advanced: 9) | 8 (Advanced: 8) | 7 (Advanced: 6) | 6 (Advanced: 5) |
2) First Player: the player who last visited a Cafeteria is nominated First Player: he (or she) receives the First Player token and the 2 dice. The player to his (or her) right is nominated Last Player.
3) Objective cards and Discount tokens: place 3 Objective cards face-up, one per colour, on the 3 spaces of the Objectives Zone (bottom left). With 4-5 players place the Trophy card on the Trophies Zone, on the side with the current number of players. Place the blue Discount tokens on the corresponding circular spaces on the Discounts Zone (bottom left).
In an Advanced game place also the red Discount tokens on the Discounts Zone and the white on the Bonuses Zone.
4) Customers to the tables: randomly sort 7 Customer cards and place them on the 7 tables of the Customers Zone of Cafeteria Board (bottom right), taking care to place the cards on the side showing the table with Customers.
5) Next Customers: take an amount of the left-over Customer cards, according to the black numbers on the left table, depending on the number of players, shuffle and place them on the Next Customers Zone to form the Customers deck.
In an Advanced Game use the red numbers instead (right column).
| Players | Basic Game | Advanced Game |
|---|---|---|
| 2 | 14 | 18 |
| 3 | 18 | 24 |
| 4 | 24 | 28 |
| 5 | 25 | 30 |
The amount of Customer cards to be taken is repeated also on the Cafeteria Board, within the Next Customers Zone.
Shuffle the remaining Customer cards and place them on the Parking Zone space to form the Last Customers deck.
Example: in the Basic Game, with 4 players, the Customers/Last Customers decks have 24/17 cards (and 7 on the tables).
Tip: to choose your Waiter, always keep in mind the Objective cards and the Customers at the tables.
6) Waiters: each player chooses 1 Waiter card and puts it in front of him, on the side with blue-striped dishes (if you prefer, you can assign the Waiter cards randomly).
In the Advanced Game, use the Waiter cards on the side with fully white dishes: randomly sort as many Waiter cards as the number of players +1. Then, starting from the Last Player, counterclockwise, each player, in turn, chooses and takes a Waiter card.
- Melissa, if chosen, receives the yellow Discount counter and puts it in her circular space.
- John, if chosen, starts with one of each Resource type (Espresso Coffee, Hot Chocolate, Mint Shake, Strawberry Shake and Cupcake) in his Tray, taken from the Resource Zones.
- Abigail, if chosen, receives 1 face-down left-over Objective card (the colour depends on the Customer card on top of the Customer deck: yellow/azure/gray for a group, respectively, of 2/3/4 Customers).
| Players | Waiter cards in the Advanced Game (sorted) |
|---|---|
| 2 | 3 |
| 3 | 4 |
| 4 | 5 |
| 5 | 6 |
Each player takes the Scorekeeper disc of his or her colour and puts it on the '0' of the Score Track.
Game Mode
To learn the game we advise you, at first read, to skip the explanatory notes (blue boxes) and the advanced rules (red boxes), and to focus only on the main text and the game examples (green boxes). In this way, you can start playing the Basic Game, which is simpler, faster and more intuitive.
If you prefer a more complex, competitive and strategic game, read, at a later stage, the advanced rules and the explanatory notes to upgrade to the Advanced Game.
Goal
The game goal is to reach the closing time of the Cafeteria with the most $. You can earn $ in many different ways: preparing some resources, working as Cashier, serving Customers at the tables, using your Talent, collecting tips from satisfied Customers, obtaining Productivity Bonuses, conducting Careers and becoming Employee of the Month.
Game Flow
Starting from the First Player, and proceeding clockwise, each player performs his (or her) turn, going in this way for the entire game (the First Player never changes).
When the Customers deck runs out, it is immediately replaced by the Last Customers deck and the last round is triggered: the game ends as soon as the Last Player finishes his (or her) turn.
Player Turn
Each Turn of play is divided in Phases and Sub-phases.
- A. Production Phase
- Dice Roll & Placement Sub-phase
- Collecting Sub-phase
- Capacity Sub-phase
- B. Service Phase 4) Table Service Sub-phase 5) Check Sub-phase 6) Training Sub-phase
- C. Refresh Phase 7) Depletion Sub-phase 8) Customer Arrival Sub-phase 9) Restock Sub-phase
A. Production Phase
1. DICE ROLL & PLACEMENT: the active player rolls 2 dice and places them on 2 of the available Dice spaces (the red, green, blue and white squared spaces below the Resource Zones), according to the following constraints:
- On each space can be placed a single die.
- A die can only be placed on a space of its own colour (exception: white spaces can bear dice of any colour).
Abigail's Talent (1): in the Advanced Game I do not roll the dice, but I simply choose their colour, then I place them, according to the usual constraints.
The Training Bonuses are permanent benefits provided by the fulfilled Customer cards (see the Training Sub-Phase).
Some Training Bonuses are called Manipulators, and allow you to reduce the dice placement constraints, so decreasing the weight of the luck.
Example – Dice Roll & Placement: David rolls the dice and gets a red and a blue. After a quick evaluation, he places them on the red Resource space with 1 Mint Shake and 2$ and on the blue Resource space with 1 Strawberry Shake.
2. COLLECTING: after the dice placement, the active player resolves the effects of all the occupied Resource spaces (resolution order is irrelevant).
In fact, any type of occupied Die space provides a different benefit (but only Resource spaces are resolved immediately):
- Resource spaces: the player immediately collects from the Resource zones the resources depicted under the Resource space and adds it to his or her Tray (if some of them will run out, only the available ones and the $ are collected).
Some Resource spaces also include an amount in $: these extra $ will be gained in the Check Sub-phase.
- Cashier spaces: the player will gain the amount in $ ($6 or $4) in the Check Sub-phase.
In the Advanced Game the player will gain $7 or $5.
- Counter spaces: the player may do a conversion, that is to serve a Resource token instead of another in the Service Phase, as many times as indicated (1x, 2x or 3x).
Here are the 3 Counter spaces, from left to right:
- you may serve a Mint Shake or a Strawberry Shake on a dish with a Cupcake (1 time).
- you may serve an Espresso Coffee or a Hot Chocolate on a dish with a Mint Shake or a Strawberry Shake. You can do it up to twice.
- you may serve any resource on a dish with an Espresso Coffee or a Hot Chocolate. You can do it up to 3 times.
It is not possible to convert a resource into itself.
Example – Collecting (continued): David collects a Mint Shake and a Strawberry Shake from Resource zones. He will obtain $2 on Check Sub-phase.
Note: if there was not a Mint Shake in the red Resource space, David would still get $2 on the Check Sub-phase.
3. CAPACITY: each player's Tray starts the game with 5 Tray spaces, and can therefore contain a maximum of 5 resources.
In the Advanced Games, the Trays start with only 4 Tray spaces, and can therefore contain a maximum of 4 resources.
John's Talent (1): in the Advanced Game, I start with 7 spaces on my Tray (and not only 4).
William's Talent (1): in the Advanced Game, I start with 5 spaces in my Tray (one more than usual).
Some Training Bonuses, called Extensions, allow you to add extra spaces to your Tray to keep more resources. Place Customer cards with these bonuses partially under your Waiter card, so that only the part with the same background (with the white oblique axes) is visible.
At the end of the Phase, the active player has to check the capacity of his or her Tray: if resources exceed the Tray space limit he or she must immediately discard excess resources (freely choosing which to put back in the related Resource Zones).
The Capacity Check has to be repeated each time the player gets resource in his or her Tray from occasional special sources, especially when they are received from:
- Productivity Bonuses (only in the Basic Game).
- Your Waiter Talent (only in the Advanced Game).
- In the Restock Sub-phase (via Supplier Bonuses).
Example – Capacity (continued): David collects a Mint Shake and a Strawberry Shake, but in his Tray there is only 1 free space. David puts back the Espresso Coffee in the corresponding Resource Zone to free up space.
Alternatively, David could also give up one of the two incoming resources, and take just one of them.
B. Service Phase
4. TABLE SERVICE: the active player can pass and immediately go to the next Sub-Phase. If he or she does not, he or she chooses one of the 7 Customer cards on the tables of Customers Zone and completes it, covering each dish on the card with Resources from his or her Tray and/or Discount tokens at his or her disposal.
Obviously, Resources can only be put on dishes that show the corresponding symbol (except for those converted by means of Counter spaces, that, if occupied, allow you to place a Resource on a dish that shows another one, as already seen in the Collecting section).
Destiny's Talent (1): in the Advanced Game I can choose to serve the table at the top of the Customer deck or Last Customer deck.
Samuel's Talent (1): in the Advanced Game, once per Service Phase, I can serve whatever resource on a dish with a Mint Shake or a Strawberry Shake and/or any resource on a dish with a Cupcake.
The rules to place Discount tokens depend on the Training Bonus, Productivity Bonus or Talent that put them in game.
There are 4 colours of Discount tokens (blue, red, white and yellow), but only the first one is used in the Basic Game.
Some Training Bonuses, called Multipliers, allow you to use Resources of a specific type as if they were double, triple or quadruple. Additional spaces are covered with special blue Discount tokens.
In the Advanced Game, some Training Bonuses, called Satisfiers, allow you to place the red Discount tokens on the dishes of a specific Customer type.
The same is true for Productivity Bonuses (see below), which provide one-shot white Discount tokens that you can place on the dishes of a specific Customer type.
Melissa's Talent: in the Advanced Game, once per Service Phase, I can choose not to pay the Resource on a dish of my choice, covering it with the yellow Discount token at my disposal (I can also cover a yellow common dish, which is the inner dish of a 5-Resources Customer card).
Example – Table Service (1) (continued): David pays from his Tray a Mint Shake, a Mint Shake and a Strawberry Shake to complete a table that requires two Mint Shakes and two Strawberry Shakes, taking advantage of the Training Bonus that doubles one of the paid Strawberry Shakes: basically, David covers the second Strawberry Shake dish with the Bonus blue Discount token.
If the completion of a Customer card triggers the effect of Waiter Talents or Productivity Bonuses, the player immediately receives any consequent extra Resource (and immediately performs a Capacity check on his or her Tray).
Abigail's Talent (2): in the Advanced Game I collect immediately a Mint Shake, every time I complete a Customer card with 2 Customers.
Destiny's Talent (2): in the Advanced Game I collect immediately a Hot Chocolate or an Espresso Coffee, every time that I complete a Customer card with 3 Customers, and I collect immediately a Mint Shake or a Strawberry Shake, every time I complete a card with 4 Customers.
In fact, some Customer cards show the Productivity Bonus symbol (a gift) near to the Client check total (the symbol colour may vary).
Typically these are tables that are significantly difficult to complete and they reward you with a Productivity Bonus.
When a player completes a Customer card for which a Bonus is provided, he or she immediately obtains extra Resources chosen from Mint Shake + Hot Chocolate, Strawberry Shake + Espresso Coffee, or Cupcake (as also reported on the Bonuses Zone of the game board).
It is evident that if some resources are not available, the choice of the Productivity Bonus can be restricted and/or reduced. In such cases no compensation is provided.
In an Advanced Game the Productivity Bonus does not give you immediate Resources, but a Discount token: when you receive a Productivity Bonus, you have to select and collect a white Discount token from a spot of the Bonuses Zone.
During the current Table Service Phase, you may put the white Discount token to cover a dish in front of a Customer of the type shown on the chair corresponding to the chosen spot (the yellow dishes are not in front of any Customer).
If the player ends the Table Service Phase without covering any dish with the Discount token, he or she receives a $4 compensation to add to the Client check total.
In both cases, the white Discount tokens taken will be removed from the game during the Training Sub-Phase.
Example – Table Service (2) (continued): having to collect the Productivity Bonus for the just completed Customer card, David chooses to take a Strawberry Shake + Espresso Coffee. In this way David can satisfy the Customer card that requires two Strawberry Shakes, an Espresso Coffee and a Hot Chocolate. This card also provides a Productivity Bonus, and this time David opts for a Cupcake.
Once a Customer card is completed, the player chooses again whether to pass (and immediately go to the next Sub-Phase) or to complete another Customer card (assuming he or she can), and so on, until he or she chooses to pass.
Apart from the amount of Resources and/or Discount tokens owned, there is no limit to the number of Customer cards that you can complete in the same turn.
5. CHECK: at last, the player calculates the total of his or her check, obtained by summing the $ values of all his or her incomes in the turn:
- a) Dice: extra $ due to Resource and/or Cashier spaces.
- b) Service: the sum of the $ values of the Customer cards you served during the Table Service Sub-Phase (see Customer cards, centre down).
- c) Tips: 2$ per Customer of a specific type satisfied via the Satisfiers (see below).
- d) Productivity Bonuses: 4$ to compensate each white Discount token gained but not used in the turn.
In the Basic Game only, the Training Bonuses called Satisfiers provide you a $2 tip for each Customer of the type mentioned on completed Customer cards.
Each Satisfier gives you tips for only one of the 8 types of Customer.
Depending on the game mode, all possible sources of $ are shown in the Parking Zone of the game board.
Once your check $ value has been calculated, advance your Scorekeeper by the same number of steps on the Score Track.
Example – Check (continued): David sums:
- a) 2$ from the red Die placement.
- b) 14 + 11 = 25$ from the 2 completed Customer cards on the Table Service.
- c) 4$ from the Satisfier for the depicted Customer type (given that he served 2 on his second completed Customer card).
... for a total Check of 2 + 25 + 4 = 31$. Therefore David advances his Scorekeeper by 31 steps on the Score Track that runs around the Cafeteria Board.
6. TRAINING: now that the service is over, the active player:
- a) moves all the Resources from the dishes of the completed Customer cards to the Resource Zones.
- b) gets back all the Discount tokens on the dishes.
In the Advanced Game, any white Discount tokens, used or not, are now removed from the game.
- c) acquires any new Discount token, if present at the bottom right to the Client check, on the Customer card completed during this turn.
- d) takes possession of the Customer cards completed during this turn and places them in front of him or her, flipping them on the other side, the one that, instead of the table, shows extra Tray spaces (with or without the Cart) or the Menu (with a permanent Training Bonus).
Once flipped on the other side, only the owner of a Customer card can look at the additional information on the table side (Careers undertaken, Customers served, Resources served).
On the Menu side, some completed cards also present circular spaces for the new Discount tokens consequently acquired.
Each completed Customer card grants a Training Bonus, which upgrades the Waiter with new skills (see Appendix IV for a full Training Bonuses summary).
Since a player obtains the Training Bonuses only at the end of the Service Phase, you cannot take advantage of a Training Bonus just obtained to complete a subsequent Customer card in the same turn.
Example – Training (continued): finally, David:
- a) moves all Resources from the 2 completed Customer cards, in the respective Resource Zones.
- b) gets back the blue Discount token he used to complete the Customer card and puts it back on the red circular space on the Multiplier Bonus card.
- c) acquires a red Discount token via the first completed Customer card.
- d) takes the 2 completed Customer cards from the tables and flips them on the Menu side (and puts the just acquired red Discount token on the first card space).
C. Refresh Phase
7. DEPLETION: for each Productivity Bonus that you obtained during the Service Phase, you take from the respective Resource Zone a Resource of a colour matching the Bonus symbol, and place it on a free square space of the same colour in the Bonuses Zone. This Resource is removed from the game.
In the rare case in which the Resource Zone lacks Resources of that colour, you have to take it from a Tray of your choice (and so, if possible, from an opponent's Tray).
In the Advanced Game, the removed Resources must instead be placed on the still free spots on the Bonuses Zone.
Example – Depletion (continued): during the Service Phase David obtained 2 Productivity Bonuses (shown as two gift icons, with the matching Espresso Coffee and Hot Chocolate on the Bonuses Zone). So he takes an Espresso Coffee and a Hot Chocolate from the Resource Zones and removes them from the game on the matching Bonuses Zone spaces.
As long as players receive Productivity Bonuses, the Resources available to the players will decrease more and more, making the game progressively difficult.
8. CUSTOMER ARRIVAL: refill every free Customer space with a new Customer card, from the top of the Customers deck.
If the Customers deck runs out:
- the current round is the last: the game ends at the end of the Last Player's turn (if his or her turn is in progress, the game ends abruptly at the end of that).
- the Last Customers deck becomes the new Customers deck: move it to the Next Customers Zone and use it to refill every still free Customer space.
Example – Customer Arrival (continued): in the Service Phase David completed 2 Customer cards, leaving 2 Customer spaces. In the Customer deck remains only 1 card, which David uses to refill one of the empty 2 Customer spaces. Since the deck runs out, the current round is the last (surely David will not play other turns) and the Last Customers deck becomes the new Customers deck: the card on top of it is immediately used to refill the last empty Customer space.
9. RESTOCK: some Training Bonuses, called Suppliers, give you Resources in this Sub-Phase (that is skipped if you do not have this type of Bonuses).
You receive (mandatorily) the Resources shown that you do not already own and place them in your Tray, then immediately perform a Capacity Check (see Appendix IV for a more detailed description of the Suppliers).
Since the turn is over, the player will be able to spend such Resources only from their next Service Phase.
William's Talent (2): in the Advanced Game, during each of my Restock Sub-Phases, I can supply an Espresso Coffee or a Strawberry Shake, or a Hot Chocolate or a Mint Shake, of my choice.
Example – Restock (continued): David has a Training Bonus with the symbol of a Mint Shake (obtained in this turn with the second Customer card completed). Since he finished his turn without having a Mint Shake in his Tray, he then received an additional Mint Shake.
In very rare cases it may happen that the new Customers deck also runs out before the end of the Game: if this happens, continue playing with some empty Customer spaces.
End of the Game
Once the final round is called, the game goes on until the Last Player round ends, then the game ends and final $ are scored.
In the Parking Zone on the board are printed all sources for extra $ scored at the end of the game.
Example – Scoring: David ends the game carrying a Tray with a Mint Shake and two Espresso Coffee, for a total value of: 3$ + 1$ + 1$ = 5$. Dividing by 2 and rounding down, finally David gets 2$ from Residual Resources.
RESIDUAL RESOURCES: first, each player adds the value of the Resources left in his or her Tray (whose value is reported on the Resource Zones), that are respectively: Espresso Coffee = 1$, Hot Chocolate = 2$, Mint Shake = 3$, Strawberry Shake = 4$, Cupcake = 5$, and receives half of this value (rounded down) in $.
Once counted, the Resources are returned.
CAREERS: secondly, each player discards all the Discount tokens in his or her possession and flips all his or her Customer cards.
All Career-type Training Bonuses, those showing the Cart symbol, score extra $ in multiple ways (see Appendix IV for a full Careers summary).
A player may follow and, so, score $ from multiple careers at the same time.
Note that every Career (with the exception of Delivery Man) also provides 1 extra immediate Tray space in the game.
Samuel's Talent (2): in the Advanced Game I double the extra $ scored by the Career that gives me less $ among the ones I followed.
Example – Scoring (2) (continued): during the game David completed 5 Customer cards, 2 of which with a Career Training Bonus (Entertainer and Women Responsible). David collected 2 Satisfied symbols for which he scores 6$ from the Entertainer Career. He collected also 1 full Women set for which he scores 6$ from the Women Responsible Career. In total, essentially, David scores 12$ from his Careers.
Employees of the Month
Finally, the Employees of the Month are rewarded: each of the 3 Objective cards in the Objectives Zone is scored separately. The $ scoring varies according to the number of players, as shown in the chart below (as well as on the game board, on the Trophies Zone).
| Players | Overall first (first column) | Tied for first (second column) | Second player(s) (third column) |
|---|---|---|---|
| 2 | 10$ | 7$ | - |
| 3 | 10$ | 7$ | - |
| 4 | 12$ | 9$ | 6$ |
| 5 | 15$ | 11$ | 7$ |
Each Objective rewards the players with a majority or minority of a given type of elements (see Appendix II for a full Objectives summary).
The award in the first column is scored by a potential overall first, the award in the second column is scored by any players tied for the first place, but, in this case, there is no second place award. Finally, the award in the third column is scored from second player(s) (this award is never scored with only 2 or 3 players).
However, a player who does not have any of the element indicated by a Majority Objective, does not score $ from it.
Abigail's Talent (3): in the Advanced Game I have my own Secret Objective, revealed to other players at the end of game, and from which only I can score extra $ (the other players never score extra $ from this Objective).
Example – Scoring (2) (continued): assuming that the Objectives and the players' achievements are the following:
The table as printed (columns are headed by the icons: Cupcake, Customer-type pair, Customer-type pair, Customer card):
| Player | Cupcake | Customer-type pair | Customer-type pair | Customer card |
|---|---|---|---|---|
| David | 3x | 1x | 3x | 5x |
| Bree | 0x | 4x | 0x | 6x |
| Morgan | 0x | 2x | 2x | 5x |
| Daniel | 0x | 3x | 3x | 5x |
Printed inconsistency: the table has four columns, but the narrative covers three of them, and its second-Objective figures (Daniel with 6, the other three tied with 4) do not match the table as printed (Bree 4, Daniel 3). The narrative is kept as printed.
On the first Objective David prevails, with 3 Productivity Bonuses, scoring 12$. The other players do not score anything, because, despite being second, they did not serve any Productivity Bonus.
On the second Objective Daniel prevails, with 6 Customers of the depicted type, scoring 12$. The other 3 players tie for the second place with 4 Customers of the depicted type, and therefore score 6$.
On the third Objective David, Morgan and Daniel tie for the first place with 5 Customer cards, so they all score 9$. The second place does not score because there is more than one first place (remember that the second place is not scored with 2-3 players or if there is not an overall first).
Winning
The winner is the player who earned the most $, that is the one with the most advanced Scorekeeper on the Score Track.
In the event of a tie, the victory is shared.
Advanced Game
After some introductory games with the Basic Game, if you are competitive players, you can switch to the Advanced Game. Review the rules reading the text of all the red boxes to learn advanced rules.
In short, the main differences are the following:
- the Resources available in the Resource Zones are fewer.
- the cards of the Customers deck are more (to compensate the fact you can serve more orders).
- the Resource spaces can provide Resources of different colours (instead of just one colour).
- the Cashier spaces are slightly more profitable.
- the initial Tray spaces are fewer (4 instead of 5, but some Waiters have extra starting Tray spaces).
- the Waiter cards are used on the side with the (fully) white dishes, which shows a characteristic Talent (see Appendix III for a full Talent summary).
- the Satisfiers do not give you extra $, but red Discount tokens for a specific type of Customers.
- the Productivity Bonuses do not provide immediate Resources, but the white Discount tokens had to be used during the same turn, with a specific type of Customer (after which, they are removed from the game).
Note: 5 player-game downtime may significantly increase.
Promo Dislikes
You can find this promo at the fairs and events or download the print-and-play version from the Doppio Gioco Press website.
During the Setup, just before choosing the Waiter cards, each player randomly receives one of the 6 Dislike cards and places it face-up in front of him (or her).
For the entire duration of the game the player will apply the negative effect of the received card.
- For each Customer you serve of one of the 2 depicted types, you lose $2 during the Check Sub-Phase (you can go under $0). In the Advanced Game you cannot serve any Customer card with Customers of (at least) one of the 2 depicted types.
- For every Productivity Bonus you receive, you lose $4 during the Check Sub-Phase (you can go under $0). In the Advanced Game you cannot serve any card which gives you a Productivity Bonus.
- Your Tray starts with only 4 Tray spaces, one of which is reserved for an Espresso Coffee only and another reserved for a Hot Chocolate only. In the Advanced Game, if John receives this card, he starts with 2 extra Tray spaces (the 2 lateral, reserved to him).
Appendix I: Frequency of Customers/Resources on Customer Cards
| Customer type | Cards |
|---|---|
| Teachers (male and female) | 18x each |
| Classical Students (male and female) | 18x each |
| Art Students (male and female) | 18x each |
| Athletes Students (male and female) | 18x each |
| Resource | Cards |
|---|---|
| Espresso Coffee | 46x |
| Hot Chocolate | 36x |
| Mint Shake | 29x |
| Strawberry Shake | 22x |
| Cupcake | 16x |
| Group size | Cards |
|---|---|
| Groups of 2 Customers | 16x |
| Groups of 3 Customers | 16x |
| Groups of 4 Customers | 16x |
Appendix II: Objective Cards
- Highest number of Customers of the depicted type (green up arrow, one card per Customer type): End the game by serving the highest number of Customers of the depicted type.
- Lowest number of Productivity Bonuses (red down arrow, gift icon): End the game with the lowest number of Productivity Bonus.
- Highest number of Customer cards with the exact depicted number of Customers (green up arrow, cards showing 2, 3 or 4 Customers): End the game by serving the highest number of Customer cards with the exact depicted number of Customers. Customer cards with 5 dishes, one of which yellow (common dish), are still considered 4-Customers cards.
- Lowest number of Tray spaces (red down arrow, Tray icon): End the game with the lowest number of Tray spaces (including the initial ones).
- Lowest number of Customer cards (red down arrow, card icon): End the game with the lowest number of Customer cards.
- Greatest number of Resources of the type indicated (green up arrow, one card per Resource type): End the game with the greatest number of Resources of the type indicated.
Majority Objective never assigns $ to a player that has not collected any element of the type indicated by the Goal, even if he or she is first or second.
Appendix III: Waiter/Waitress Talents
Abigail
During Setup she receives a random face-down Objective card (as reported in the Objectives Zone); the colour of this card depends on the number of Customers on the card at the top of the Customer deck: yellow, blue or gray if the card shows respectively 2, 3 or 4 Customers. At the end of the game only she can score $ from this Objective.
Abigail does not roll the dice: she chooses the colour instead and then she places them respecting the rules.
Every time Abigail completes a 2-Customer card, she immediately receives a Hot Chocolate or a Mint Shake.
Strategy: being able to choose the dice, Abigail can easily aim for Objectives and the cards useful for her Careers, as well as the most powerful Training Bonuses. Given the above and the scoring of her private Objective, she can recover several $ at the end of the game.
Melissa
Melissa starts the game with the yellow Discount token (place it on the proper space on the Waiter card).
During each Service Phase, Melissa can place her yellow Discount token on any dish of any Customer card.
Unlike the red and white Discount token, the yellow Discount token can also be placed on the common dishes (which, not surprisingly, are yellow) found on the 5-dishes orders.
Strategy: given the versatility of the yellow Discount token, Melissa's strategy is very flexible and the token also has the function of an extra Tray space. To be competitive, however, she should quickly aim for a set of useful and valuable Training Bonuses.
Destiny
Every time Destiny completes a 3-Customer card, she immediately receives an Espresso Coffee or a Hot Chocolate.
Every time Destiny completes a 3-Customer card, she immediately receives a Mint Shake or a Strawberry Shake.
Printed inconsistency: the Appendix prints "3-Customer card" for both bonuses; the Advanced Game Talent text on page 6 gives 4 Customers for the second one (the Mint Shake or Strawberry Shake bonus). The text is kept as printed here.
Destiny can also serve the Customer card on top of the Customers deck and/or on top of the Last Customers deck.
Strategy: if useful for her, Destiny is the only Waiter who can lengthen the game (by resolving as many orders as possible from the Last Customers deck). To take advantage of her Talent, she should always aim for 4-Customers orders, especially those with the Satisfied symbol.
Samuel
During each Service Phase, Samuel can serve (once per turn) any one Resource on a dish with a Mint Shake or a Strawberry Shake.
Also, during each Service Phase, he can serve (once per turn) a not Cupcake Resource on a dish with a Cupcake.
These conversions work like Counter spaces conversions.
At the end of the game, Samuel doubles the $ scoring from his Career that scored less $.
Strategy: with the conversion abilities Samuel can easily serve Customer cards that would be challenging for the others. Essentially, to be competitive, he should aim on Careers, but carefully avoiding those that he is not able to carry on successfully.
John
John's Tray starts the game with 7 Tray spaces (instead of only 4).
John starts with a full Resource set in his Tray: one Espresso Coffee, one Hot Chocolate, one Mint Shake, one Strawberry Shake and one Cupcake, too.
Strategy: John starts with a good boost, but if he does not properly use the starting Resources to create a $ income, he will soon be overtaken by the Talents of the others. On the other hand, the starting number of Tray spaces allows him to early aim for the strongest Training Bonuses.
William
William's Tray starts the game with 5 Tray spaces (instead of only 4).
During each Restock Sub-Phase, he does the supply with an Espresso Coffee or a Strawberry Shake, or a Hot Chocolate or a Mint Shake.
The William's Talent restock works like the usual Supplier symbols (see Appendix IV).
Example: if William finishes his turn with an Espresso Coffee in his Tray and chooses to restock an Espresso Coffee, he takes only a Strawberry Shake.
Strategy: with his habitual restock of Resources, William starts his turns (except the first) with extra Resources to early serve big orders, provided he has expanded his Tray with proper Extensions. To compete, he has to avoid the Suppliers and aim for the Multipliers.
Appendix IV: Training Bonuses
Extensions: you have 1 or 2 Extra Tray spaces: each of them can carry 1 more Resource.
Arrange the card under your Waiter's card, so that only the upper part is visible (the one with the little tray).
Manipulators: in each turn you can place one of your dice (ignoring the rolled colour) on a Dice space of the indicated colour.
In each turn you can place one of your dice of the indicated colour on any Dice space (ignoring the space colour).
In each turn you can stack one of your dice on top of the other die (after this has already been placed regularly), provided at least one of them is of the indicated colour.
Abigail chooses the colours, but she had to place the dice regularly, so she can use the stacking, but other Manipulators are useless for her (except for the Manipulator Career).
Multipliers: when you receive a Multiplier card, take the number of blue Discount tokens shown on the card.
If you serve at least one dish with the indicated Resource, then you can serve 1, 2 or 3 extra dishes with the same Resource, covering them with those blue Discount tokens.
The Multiplier cards show, as icons, which Resource each one multiplies and how many blue Discount tokens it provides; the rule above applies to all of them.
A converted resource, which is served as another Resource, counts for its original type (for example: you cannot duplicate a Cupcake, if you have served it using a Mint Shake converted to a Cupcake).
Example: if you have a Hot Chocolate multiplier (x3) and you serve a Hot Chocolate dish, then you can take up to 2 more dishes with a Hot Chocolate using the 2 blue Discount tokens provided by the Multiplier.
Satisfiers: every time you complete a Customer card add $2 to its Check value for each Customer of the type indicated (the $2 symbol value is also shown on the game board blackboard).
In the Advanced Game the Satisfiers work differently: when you receive a Pleasure, you get also a red Discount token, as shown on the card.
During each turn, you may not serve a dish in front of one of the Customers of the indicated type, covering his or her dish with the red Discount token provided by the card.
In the 5-dishes orders, you cannot cover the common (yellow) dish: because it is not owned by a specific Customer.
Suppliers: during the Refresh Phase (Restock Sub-Phase), you receive (mandatorily) these Resources, provided you do not already have them in your Tray (immediately do a Capacity Check).
The Restock symbols, if repeated on different Suppliers (included the William's Talent) are not cumulative. Basically you never sum the symbols on different cards, but apply them in sequence (the order is indifferent).
Example: if you have 2 Suppliers (Espresso Coffee, Espresso Coffee and Hot Chocolate) at the end of your turn, you receive up to 2 Espresso Coffee in your Tray (the minor Supplier is substantially useless).
Careers:
- Manipulator: you score $3 per Manipulation and Conversion symbol on your Customer cards. Ignore the Conversion symbols on the Samuel Waiter card.
- Entertainer: you score $3 per Satisfied symbol on your Customer cards. Ignore the Satisfied symbol on the Melissa Waiter card.
- Restocker: you score $3 per Supplier symbol on your Customer cards. Ignore the Supplier symbols on the William Waiter card. Customer cards with 2 Supplier symbols score $4.
- Delivery Man: you score $2 per extra Tray space provided by your Customer cards. Customer cards providing 2 extra Tray spaces score $4.
- Barman: you score $3 per Customer card with at least a Hot Chocolate and 2 Cups (Espresso Coffee / Hot Chocolate).
- Refresher: you score $3 per Customer card with at least a Strawberry Shake and 1 Shake (Mint Shake / Strawberry Shake).
- Confectioner: you score $3 per Customer card with at least a Cupcake.
- Specialist: you score $3 per Customer card with only identical dishes (= same Resource).
- Men Responsible: you receive $6 for every full set of all 4 types of male Customers.
- Women Responsible: you receive $6 for every full set of all 4 types of female Customers.