VivaJava: The Coffee Game: The Dice Game: Game of the Year Expansion
VivaJava: The Coffee Game: The Dice Game: Game of the Year Expansion Rulebook
Table of Contents
Table of Contents
The Anger Expansion
To use the Anger Expansion, simply place the new Ability Disc of your choice into one of the Special spaces (the icon with the steaming coffee cup) on the WILD Coaster from the base game. Mix, match and randomize abilities to suit your own taste.
The Anger Expansion also introduces a new Anger Management Disc and Coaster combination. Place the Anger Management Disc onto an empty spot on the WILD Coaster. Then place the ANGER Coaster on the table and fill with Ability Discs not being used on the WILD Coaster. These can be Ability Discs from the Anger Expansion, from the base game, or a mix of both.
Anger Management
Gain a Token.
Activate: Immediately place a Token onto an Ability Disc on the ANGER Coaster. This Track immediately becomes this ability and provides all benefits. No other player may place their Token onto the chosen ability. When it is completed, score the appropriate PP, and return the Token to the supply.
Anger Expansion Ability Discs
Graduated Cylinder
Activate: You may reduce a Research Track by RP to gain the same amount of RP in another Track. (1RP/2RP)
Mine! Mine!
Gain a Token.
Roll: Return a Token to the supply to steal a Blend from another player. (This counts as "Blend" for your turn. Do not score PP for its creation.)
Creamer
Gain a Token.
Roll: On another player's Roll, return a Token to force that player to re-roll all their dice. No abilities may be used to further affect this roll this turn.
Lukewarm
Gain a Token.
Roll: Return a Token to the supply to force another player to degrade their Featured Blend by one bean.
Ability Swap
Gain a Token.
Activate: Return a Token to the supply to swap the location of two Ability Discs on the Main Coaster. (Cannot be used to swap with Re-Roll)
Get Angry!
Activate: Only when you gain this level, immediately challenge another player to a game of Angry Dice by throwing the Anger Arena Coaster onto the table. The winner of Angry Dice immediately gains PP. (1PP/2PP)
Slow-Roll
Score: Roll a coffee die. If the result is white, the player of your choice loses 1RP of their choice. If black, the player loses 1PP. (Roll 1x/2x)
Jolt!
Gain a Token.
Activate: Place Token onto one of your completed Research Tracks. You may now use the 1X level ability of this Track.
Called Shot
Score: Choose a bean color. Roll a coffee die. If that color is rolled, all other players lose 1RP in that color. (Roll 1x/2x)
Sweetener Scandal
Score: Return a Flavor Die to the supply to force another player to discard their Blend. (1x/2x)
Late, Late Nights
Activate: Lose PP. (-1PP/-2PP) (If you cannot lose all required PP, lose PP until returning to zero.)
The Dice Hate Me Signature Series
The Dice Hate Me Signature Series is an elegant set of miniature games that can be added to the base game of VivaJava Dice and is fully compatible with the Anger Expansion. It is recommended that players first experiencing this expansion choose one Disc and Coaster combination to insert into their game at a time. The Brew Crafters Coaster is an excellent starting point as it provides a simple-to-understand mechanic and promotes positive player interaction.
Brew Crafters
Premium coffee blends made by VivaJava CoffeeCo. deserve to serve a higher purpose. And that higher purpose is a rich, malty brew with hints of oak-barrel aging, just the right amount of carbonation, and high alcohol content; in other words, a VivaJava Coffee Stout.
Place the Brew Crafters Coaster into play at the start of the game. Place the Brew Crafters Disc onto the Main Coaster in one of the available spaces.
Brew!
Roll: Whenever you create a new Blend, you may place a Token onto the first stage of production (Brew!). Move any Tokens already on the production line one space forward. If a Token is ever pushed to the last space (Enjoy!), return the Token to the supply and the player of that color gains PP (1PP/2PP).
Only one Token may exist in each production space at any time. This means that players can collaborate to move each other's Tokens down the production line. A Token may only be scored when it is moved into the Enjoy! space. Be sure to remove that Token and reward the appropriate PP to the player of that color.
Compounded
Put on your goggles, and break out the test tubes, it's time to isolate the most important molecule of the coffee experience, Caffeine! Players will now have an opportunity to score extra PP and gain some research along the way as they create a Caffeine molecule. The amount of PP you score for completing the Track goes up for each part of the molecule you have created.
Place the Compounded Coaster into play at the start of the game. Place the Compounded Ability Disc onto the Main Coaster in one of the available spaces.
Science!
Roll: Use the correct combination of rolled beans to move your Token one space higher in the Compounded test tube. Gain RP of your choice. (1RP/2RP)
When you reach the first level of the Compounded Ability on your Research Track, place a Token onto the bottom ("2") level of the test tube. [Transcriber note: the printed text says "2" here, but the bottom level of the test tube on the Compounded Coaster is labelled "3". Transcribed as printed.] The Compounded Coaster shows a test tube track with labels that indicate what combination of beans is required to move up to the next space on the tube.
Instead of using beans to contribute RP to a Research Track or to gain Flavor Dice, you may use the correct combination of beans to move your Token upwards one step on the test tube. You will also gain RP of your choice equal to the stage of your ability (1RP/2RP) each time you move your Token. If multiple players are working on the Compounded track, make sure to stack the Tokens as there is no limit to the amount of players that can occupy a location in the test tube.
Completed Track
When you complete the Compounded Ability Track, score PP equal to your level on the Compounded test tube. (2PP to 8PP)
Belle of the Ball
Tonight is her night, and at this party, the Belle of the Ball has demands that must be met. Players will now have a new Blend to create that does not degrade and will allow them to make a special Request. Be careful though, as any new Americano blend will break apart the old, and Belle's Request will change hands.
Place the Belle of the Ball Coaster into play at the start of the game. Place the Belle of the Ball Ability Disc onto the Main Coaster in one of the available spaces.
Belle's Request
Score: Score PP when scoring the Belle's Request Blend (1PP/2PP).
During Roll, you may create a Belle's Request Blend by using any 3 beans of the same color combined with any 2 beans of a different color (an Americano blend). Like a Rainbow Blend, Belle's Request cannot be degraded during Scoring. Do not place dice onto the Coaster. However, like a Featured Blend, you must choose to skip these rest of your turn or Break Apart the Blend.
During Score, before deciding whether to Break Apart your Blend, you must place one of your Tokens onto a Request space on the coaster. If a Request has a Token on it, you must place a Token on a different Request. A player MUST complete a Request if they choose it. If it is impossible to do so (no Tokens left to place or unable to complete a Request), the Blend must be returned to the supply. This means that you may be forced to take an action you do not want to if you are not careful.
A Belle's Request Blend does not score PP unless you also have the ability Track.
You may then decide to keep the Blend or return it to the supply and take your turn as normal with all 5 Coffee Dice.
Requests
- Destroy a Rainbow Blend. Return it to the supply.
- Steal a Flavor die from another player.
- Share 2RP. You and another player of your choice gain 2RP of your choice.
- You lose 1PP.
Carnival
The Carnival Coaster offers players an opportunity to score extra PP by completing their mini-Carnival, while also providing a way to block other player's actions with Carnival Tickets. A player's Carnival is complete when they have placed one Token onto each of the three colored rides.
When you have a Token on each of the three Rides, immediately remove all Tokens and score 3PP.
Place the Carnival Coaster into play at the start of the game. Place the Carnival Ability Disc onto the Main Coaster in one of the available spaces.
Carnival
Score: 1x - Roll a Coffee Die, receive the benefit listed on the Carnival space. 2x - Roll two Coffee Dice, keep one die result and receive the benefit listed.
The Carnival Coaster spaces give these benefits:
- Place a Token onto the Carnival Ticket.
- Move any Token on the Carnival Coaster to another location on the Carnival Coaster.
- Place a Token onto the Yellow (Roller Coaster) Ride.
- Place a Token onto the Green (Bumper Cars) Ride.
- Place a Token onto the Orange (Carousel) Ride.
- Place a Token onto any Ride.
NOTE: A player may choose not to complete these benefits. Any Tokens placed onto the Carnival Coaster may be moved to new locations if an Ability requires a Token.
Ride Complete
When you have a Token on each of the three Rides, immediately remove all Tokens and score 3PP. You score NO points if you reach the end of the Carnival Research Track, so be careful.
Carnival Ticket
A Token placed onto the Carnival Ticket may be removed during any player's Score phase to activate one of two abilities:
- Re-roll a Coffee Die used to roll for the Carnival Coaster. (You may use this ability on your turn OR another player's turn to cause a re-roll.)
- Block another player's Ability. Remove a Token and return it to the supply to prevent a player from using a Research Ability. For example, you can prevent another player from Re-rolling for one turn. (If the blocked ability requires the use of a Token, that player may not use that Token Ability that turn, but may then use it on his next turn.) A Ticket Action may not be used to Block any Carnival Action.
The Great Heartland Hauling Co.
Supply and Demand; that's what hauling is all about. The Great Heartland Hauling Coaster now allows players an alternative way to score PP during the game and interact by delivering the proper Flavored Research to other players. The player with a Research Demand on the Great Heartland Coaster gains 1RP and you Score 1PP for delivering a Research Point with otherwise wasted Flavor Dice.
Haul!
Roll: Turn a Flavor Die on the Great Heartland Coaster to the face of your choice. (1x/2x)
Remove the Flavor Coaster from the game.
Place the Heartland Hauling Coaster into play at the start of the game. Place the Heartland Hauling Disc onto the Main Coaster in in one of the available spaces. [Transcriber note: "in in" is printed twice in the source; transcribed as printed.]
Divide all Flavor Dice among players as evenly as possible (1 per player in a 3/4-player game, 2 per player in a 2-player game) and place the remainder in the Distribution Center (the paper at center marked with a flavor die image). Players then roll their Flavor Die (Dice) and place them near their colored note on the Heartland Hauling Coaster. The die result represents a Research demand for that particular player.
Flavor as Usual
The Heartland Hauling Coaster functions the same as the normal Flavor Coaster. This means that players are still able to donate Flavor to other players to help create Featured Blends and may roll them on their turn along with their Coffee Dice as normal. However, when you gain Flavor Dice with RP during Research, you choose which Flavor Dice to take and from what location on the coaster.
Deliver Flavor
During your Roll, after Blending or Researching, you may fulfill another player's Research Demand with any unused Flavor Dice. This Flavor die result must match the result of another player's Flavor Die on the Great Heartland Coaster.
You score 1PP and the player with the Demand receives 1RP in that color. Then return your Flavor Die to the Coaster in the section of your choice.
For example, the Red player's Flavor Die shows a brown bean in his section on the Great Heartland Coaster. The Yellow player rolls a brown bean on a Flavor die, but does not use the resulting bean to create a Blend this turn. The Yellow player announces that they are fulfilling Red's demand. Red receives one RP in Brown if possible, and Yellow receives 1PP, returning her die back to the Coaster in any location of her choice.
You may fulfill a Demand of more than one player on a turn, but you may not fulfill more than one Demand with one die. You cannot fulfill your own Demand. You cannot fulfill a Demand in the Distribution Center. WILD Demands may be fulfilled with any color RP (even black, which will result in delivering a Flavor Die to the player).
Returning Flavor
When you return Flavor Dice to the Coaster for any reason, they are rolled once by the active player (whomever's turn it is) and placed in the section of his choice (even the Distribution Center).