The Best Booth
The Best Booth Rulebook
Table of Contents
Table of Contents
Contents
- 153 Product cards
- 10 Starter Product cards (for each player; they have no purchase cost and are the same on both sides)
- 35 Upgrade cards
- 2 Turn Summary cards
- 1 Rulebook
- 40 Value 1 coins
- 20 Value 5 coins
- 12 Value 10 coins
- 8 Value 20 coins
- 2 dice
Product cards: Card type, number that activates the card, card name, card image, card color, purchase cost, card property.
Upgrade cards: Card type, card name, card image, card cost, card property.
Goal of the Game
The goal of the game is to build the best kiosk by being the first player to buy all 6 available Upgrades: Freezer, Employee, Security Cameras, Coin Games, Bus Stop and Luxury Awning.
Before You Begin
Each player takes 3 coins, 2 Starter Product cards (one Croissant card and one Newspapers card), one Extra Income card and the 6 different Upgrade cards. All Upgrade cards are placed in front of the player with the gray side face up and are not available at the start of the game. The Extra Income card is placed next to them and is active from the start. If playing with fewer than 5 players, return the surplus Upgrade cards and Starter Product cards to the box.
Shuffle all the Product cards and place them as a face-down draw deck in the center of the table, leaving space next to it.
OPTIONAL: If playing the game with young children, you may, if you wish, remove from the Product deck all the Tobacco Products, Beers and Advertising Sign cards before starting.
Turn over the first card from the deck and place it in the space next to it. Then turn over a new card from the deck. If it is the same as a card that has already been turned over, place it on top of that card, creating a stack, but in such a way that the number of cards below can be seen. If there is no other identical card, create a new "stack" next to it. Continue drawing cards following this procedure until there are 12 different stacks of Product cards in the center of the table. These 12 stacks make up the Market.
Product cards have a number at the top. For greater convenience during the game, we suggest that the stacks in the Market be placed in numerical order.
Gather the coins into a pile on the table, easily accessible to all players. This is the Bank.
The player who most recently bought anything from a kiosk plays first.
Example setup for 3 players (image on the rulebook page; the layout is not reproduced in text).
Turn Description
On their turn, the player does the following:
- Rolls the dice
- All players check which of their Product cards are activated
- If they wish, they buy a Product card from the Market or an Upgrade card
- Passes the dice to the next player
Each step in detail:
-
The player rolls 1 die and the result activates the Product cards for this turn. If they have the Employee Upgrade and wish to, they may roll 2 dice instead of 1 — in that case the result is the sum of the two numbers rolled. If a property allows the player to re-roll their dice, they re-roll exactly as many dice as they rolled the first time.
-
All players check which of their Product cards have the number rolled and perform their property, taking the income shown on them. Depending on the color of the cards, some properties are performed on any player's turn (Blue), others only on the turn of the player who rolls the dice (Green and Purple), and others only on the turns of the other players (Red).
If a player has the same card several times, they receive income for each of them. In addition, several different cards may be activated at the same moment. In that case the cards are activated in the following color order:
a) Red b) Blue and Green c) Purple
If a player must pay money to another player and does not have enough, they give what they have without owing the difference in the future. A player's money cannot fall below zero. If a player must pay several players at the same time, they pay them in order, starting with the player to their right and continuing counterclockwise.
- The player may, if they wish, buy either a) one Product card from the Market or b) one Upgrade card.
a) If the player chooses to buy a card from the Market, they pay the Bank the cost shown on the Product card of their choice and place it face up in front of them. If they already have one or more copies of this card, they place it on top of them, leaving the number of copies visible.
Purple cards: A player cannot buy the same Purple card more than once.
If after buying a card the Market has fewer than 12 different Product cards, draw a new card from the deck and follow the procedure as at the start of the game, until 12 different cards are available. If the deck of Product cards runs out, no further cards are added to the Market until the end of the game.
b) If the player chooses to buy an Upgrade, they pay the Bank the cost shown on the Upgrade card of their choice and turn it over to its colored side.
The property of an Upgrade is in effect from the moment it is bought until the end of the game. There is no fixed order in which Upgrades must be bought. If, by buying this Upgrade, the player now has all 7 (the 6 they bought plus the Extra Income card from the start), the game ends immediately with this player as the winner!
- The player's turn ends and they pass the dice to the player on their left, who now takes their turn, and the previous steps are repeated.
The game continues until one player has bought all 6 Upgrade cards in front of them. As soon as this happens, the game ends and that player is the winner!
Card List
- Blue cards: Always activated, regardless of which player's turn it is.
- Green cards: Activated only for the player whose turn it is.
- Purple cards: Activated only for the player whose turn it is.
- Red cards: Activated only for players whose turn it is not.
- Upgrade cards: If purchased, they are always active on the turn of the player who rolls the dice.
- Turn Summary cards: These cards are placed near the players to remind them of the steps they must take each turn.
Card Clarifications
Ice Cubes: When several "Ice Cubes" cards are activated, the active player rolls the dice only once, using just the 2 dice. The result determines the income for each "Ice Cubes" card.
Bus Stop: At the start of their turn, the player may once re-roll all the dice they rolled, if they wish. For example, if the player rolled 2 dice, they must re-roll 2.
Coin Games: If the player rolls 2 dice and gets a double (for example 4+4), then when their turn ends they take a new turn. This process is repeated as long as the dice roll is a double.
Freezer: When the property of this card is used, a roll of 10 becomes 12, a roll of 11 becomes 13 and a roll of 12 becomes 14.