CFB Rules Web
CFB Rules Web
CFB Rules Web
Everyone knows that capybaras love a nice cup of coffee, a delicious snack, and
a comfortable place to enjoy them! Build the coziest café to make your capybara
customers happy and score the most points!
CONTENTS
83 CAFÉ 12 SPECIAL GUEST 4 COUNTER
CARDS CARDS CARDS
COIN TOKENS
Make change as needed.
× 25 ×8
SETUP
1 Shuffle the Café cards into a face- 4 Each player takes seven Coins,
down deck in the center of the play draws four Café cards from the
area; reveal four into a face-up deck to form their hand (keep your
display beside the deck. Leave room hand secret), and chooses a Counter
for a discard pile beside the deck. card to place on the table in front of
themself, beginning their café.
2 Shuffle the Special Guest cards and
deal one per player plus one more 5 Choose a start player; we recommend
face up near the display; return the the player that can balance an orange
rest to the box. on their snout the longest, but any
method will do. The game begins
3 Make a supply of Coins. with the starting player’s turn!
PLAY AREA
Special Guests (one per player +1)
2
3 Coin supply
1
Discard Deck Display of four Café cards
EACH PLAYER 4
2
ON YOUR TURN
Choose one card from your hand, and either Add it to your café, or Serve its
customer. Then Refill your hand from the display, and play passes to the next
player clockwise.
FOOD DECOR
TYPE TYPE
CARD SPECIAL
COST CATEGORY
SCORE ?
ACTION SCORING
TEXT RULES
3
ADDING
Pay the card’s cost (by spending Coins into the supply), and add it to your café,
forming a horizontal row.
If the card has any action text, follow its instructions (any action that bestows an
ongoing effect is indicated by a symbol).
4
The banner on the top left indicates what kind of addition the card is.
FOOD
? The banner shows something to eat or drink that your café provides.
DECOR
? The banner shows a type of decor
that your café features. Your café
can include multiple different types.
You need decor to gain regulars (see
Gaining Regulars on page 7). RUSTIC RETRO MODERN
EQUIPMENT
These cards don’t provide food or decor, but they offer a
variety of special actions and/or scoring opportunities.
As the game goes on, you’ll continue adding cards to your row. Develop your café so
that it features a winning blend of food, decor, and equipment!
5
SERVING
The customer chalkboard displays the type of foods the customer wants, and
(usually) their preferred decor. Gain 1 (from the supply) for each desired food
that your café provides (notice that your café begins the game providing the Tea
and Coffee found on your Counter card).
• Customers don’t want specific foods from their desired types. For example,
a customer that wants a Snack will be happy with any Snack-type food.
• If a customer wants two of the same food, you can’t satisfy both with just
one matching symbol.
• Some customers want multiple Coffees. Your café must
provide that many Coffees in order to fulfill that desire, but it
×3
still only counts as a single food served, earning 1 .
• You may serve a customer that would earn you zero Coins (because you can’t
provide anything they want); in some rare situations this might actually be
your only option on your turn.
• Decor symbols do not earn Coins even if you match them; foods only.
When you serve a customer, discard the card into the shared discard pile.... unless
it has become a regular (see next page).
SPECIAL GUESTS
At any point on your turn if your
café meets the desires of any of
the remaining Special Guests,
claim that card and keep it in your
playing area. This is a free action in
addition to all the normal activities
on your turn. Each Special Guest
provides a nice scoring bonus.
For example, the first one with two Snacks
in their café can claim the Big Eater!
6
GAINING REGULARS
If you serve a customer every food it wants and your café has at least one instance
of the customer’s preferred decor, tuck it under your Counter card with just the
chalkboard showing; this customer has become a regular and will score you 4
at the end of the game.
7
REFILLING
Refill your hand to four cards by taking cards of your choice from the display.
Then fill each gap in the display with a new card drawn from the deck; your turn
is now over. If the deck ever runs out, shuffle the discard pile to form a new deck.
GAME END
If during your turn you gained your third Regular (fourth in a two player game)
and/or you claimed the last Special Guest, the game end is triggered. Each other
player gets one more full turn, and then the game ends.
Tally your scores for the following items (a pen and paper will be helpful):
The player with the highest score has the happiest capybara customers, and wins!
If it’s a tie, share the win!