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Caf Race

Version 1.01
A game by Francisco Franco Garea
Players: 3 - 6
Age: 10 and up
Playing time: 15 minutes

Introduction
Caf Race is a race game set in an office. Players take the role of clerks who, after going up to the first floor
for a coffee, decide to have a race on their way back down with their cups full of coffee! The winner will be
the player who can not only get to the bottom of the stairs quickly, but also manage to spill the least coffee.

Game overview
At the start of every round, as many dice as there are players get rolled. The results of these dice will be the
different speeds available for the players clerks. Players bid for the speed dice in a blind auction, and will
move their clerks according to the results of the auction. After each move, a balance test must be done; a
failure means that some coffee has been spilt, resulting in the loss of some coffee tokens. The game
continues until one clerk has crossed the finish line. Points are then added up, and the player with the
highest score is declared winner.

Game contents

1 Game board, depicting a staircase


6 Clerks in different colours
6 Player boards, matching the clerks colours
14 Six-sided dice
36 Coffee tokens

Components description

Game Board: Represents a staircase between the first floor, where the coffee machine is, and the
ground floor, where the clerks work. There is a start zone (the largest rectangle, top left in the
diagram), a finish zone (the rectangle top right, divided by a dotted line), two landing zones (the two
lower corners, divided by two dotted lines each), and three flights of stairs (the spaces in between,
divided by solid lines). Each flight of stairs is comprised of seven spaces (steps), the landings have
three spaces each, while the finish zone has two spaces.

Game Board

Caf Race

Game rules

Players board: Each player has a smaller board matching his clerks colour. Its used to track the
players thrust and speed during their turn, and as a reminder of the players clerk colour.

Player Board

Clerks: One for each player, to be placed in the starting zone.

Dice: Each player gets one die to mark his thrust for the turn. Also, you will require one die for each
player in the game, plus two additional dice for balance tests.

Coffee tokens: Each player starts the game with 6 coffee tokens, representing the amount of coffee
left in their cup. Players must clearly show how many coffee tokens they have at any given time.

Later on you can find, at the Build your own Caf Race section, instructions to build yourself a copy of the
game.

Getting ready
Place the board in the middle of the table, and also place as many dice as there are players by the side of
the board. Each player receives 6 coffee tokens, one die, as well as a clerk and player board of the same
colour. They place their clerk at the starting zone. Two extra dice will be needed for balance tests.

Order of play
Rounds are played until one clerk crosses the finish line. Each round is divided in two phases, which must be
conducted in the order shown.
1. Set the Speed
2. Move the Clerks

Caf Race

Game rules

1. Set the Speed


Roll as many dice as there are players. Place them at the side of the board, where everybody can see
them. Its better to place them in order. The results of these dice are the available speeds for the round.
Every player secretly chooses a thrust level by placing his thrust die on the corresponding section of
his player board, with the chosen number covered by his hand.
Once everyone has chosen a thrust level, the dice are revealed simultaneously.
Speed dice are distributed in order, from the highest to the lowest, according to the players thrust. The
player with the highest thrust gets the highest speed die. The speed die is placed in the speed zone of
his player board. The player with the next highest thrust gets next highest speed die, and so on...

When two or more players have chosen the same thrust level, then there is a tie. Ties are resolved in the
following manner:

The player whose clerk is further behind in the race gets the higher die.

If there is still a tie, the player with less coffee tokens gets the higher die.

If the tie still remains, solve it with a die roll (re-rolling if necessary).

These tiebreaker rules are summarized in the player boards table, in the column marked thrust.
Example: Baldo, Montse, Sandra, Jaime and Fran are playing. Five dice are rolled, one for each of them,
with the following results: 6, 5, 5, 4 & 3. Each player secretly chooses a thrust level: Baldo sets 4,
Montse 4, Sandra 6, Jaime 5 and Fran 3. They reveal their thrust dice simultaneously. Sandra set the
highest thrust (6) and therefore gets the highest speed die (6). Jaime is next and takes one of the 5s.
Baldo and Montse set the same thrust level (4), a tie: Both have the same amount of coffee tokens and
their clerks are at the same position. A die roll resolves the tie: Montse gets the second 5 speed die and
Baldo gets the 4 (Baldo rolled a 2, Montse a 4). Fran has the lowest thrust, and gets the last die, with a
value of 3.
2. Move the Clerks
Each player has now two dice on his player board: one in the thrust zone and other in the speed zone.
The Clerk with the highest speed die moves first, and then turns are taken in speed order down to the
smallest speed die. Ties are solved this way:

Of the tied players, the player with higher thrust goes first.

If there is still a tie, the clerk further behind moves first.

If the tie remains, the player with less coffee tokens gets to move first.

And if there is still a tie after all that, solve it with a roll of a die.

These tiebreaker rules are summarized in the boards table, in the column marked speed.
The player MUST move his clerk the exact number of spaces shown by the speed dice. The clerk cannot
move backwards. The players movement phase ends if his clerk finishes his movement on a landing
zone space.
If the clerk ends his movement on one of the steps of a stairs flight, he must perform a balance test to
make sure he didnt spill any coffee: The player rolls two dice, and the result must be equal or higher
than the total of the two dice on his player board (speed + thrust). If he fails the balance test (by rolling

Caf Race

Game rules

under his total) he loses a coffee token. If he passes the test (by rolling equal or higher), then he was
able to maintain his balance and didnt spill a drop!
When a player loses all of his coffee tokens, then his cup is empty, and he must start the next round at
the starting zone with 6 new coffee tokens (he had to go back upstairs for more coffee).
Each space in the race, whether it is a step or a landing space, only has room for two clerks. Obviously,
this does not apply to the starting zone, but it does apply to the 2 finishing spaces (see below).
If - at any point during his move - a clerk arrives at a space occupied by two colleagues, he must stop
in the space behind them, losing the rest of his movement. He must then perform a balance test, even if
the stop was made at a landing space (because he had to brake suddenly). No balance test is required if
a clerks full movement ends just before a busy space.
The finish zone has two spaces. If a clerk arrives at the finish zone and doesnt stop on either of these
spaces, then he must perform a balance test (he was going way too fast!). No balance test is required for
a clerk that finishes his movement in one of the two finish zone spaces.
Once a players movement and balance test (if required) are complete, the player places his speed die
back at the side of the board. This indicates that his turn is over.
Player
Baldo
Sandra
Jaime
Montse
Fran

Thrust
6
5
4
2
1

Speed
6
5
5
4
3

Example: In the following table you can see the thrust and speed levels of the
players for this example round.
Baldo moves first because he has the highest speed (6). After two spaces, he is
blocked by Sandra and Jaime standing on the same space, and so he only
moves 2 out of the 6 possible speed points. He must perform a balance test
against a total of 12 (thrust 6 + speed 6).

Although Sandras speed is the same as Jaimes,


she goes next because of her higher thrust die.
She moves 5 spaces onto the second landing. A
balance test is not required because her clerk has
finished moving on landing zone.

Now it is Jaimes turn. He ends his move on the


same space as Sandra (on the landing) and also
doesnt need to check his balance.

Montse goes next. She moves 4 spaces without any difficulty, but finishes her movement on a step, and so
she needs to perform a balance test against 6 (2 + 4).
Fran is the last player to move. He is blocked by Sandra and Jaime, so he will move just two out of his three
speed points. That forces him to roll a balance test against 4 (1 + 3), even though he finished his movement
in a landing space.

Caf Race

Game rules

End of the Game


As soon as one players clerk reaches or passes either of the two finish spaces, then this movement round
becomes the final round. The round is played out and the points are calculated.
Players receive points according to their position in the race and the number of coffee tokens they have left.
These points are added together and the player with highest total score is declared the winner. In the case of
a tie, the player with more coffee tokens is the winner. If there is still a tie, the player whose clerk is in a
better race position wins. If there is still a tie after all that, call it a draw!
Race Position
Players score points according to their position in the race, as shown in this table:
Position Points
1st
21
2nd
15
3rd
10
4th
6
5th
3
6th
1
If two or more clerks have finished the race on the same space, then they will both receive points for
that position. In other words, if two clerks finish tied for second place, they will both receive 15 points,
and the next player will receive 10 points for third position (not fourth), and so on.
Coffee Tokens
Players score points according to the number of coffee tokens they have left, as shown in this table:

Coffee Points
6
21
5
15
4
10
3
6
2
3
1
1

Variant 1: Auction
In this variant, the speed dice are auctioned in each round. Only the 1st phase of the game changes; the 2nd
phase and all other rules remain the same. This variant is recommend for players who want to add more
strategy (and a little more complexity) to their race down the stairs, as players will have a little more control.
As in the original game, as many dice as there are players are rolled and placed beside the board, in full
view of all the players. These dice show the available speeds for this round.
The players now bid with their thrust points in a once-round auction (each player will only get one bid). The
higher a players bid in thrust points, the more likely he is to get his desired die, but that could also make
balance tests trickier!

Caf Race

Game rules

In round one, the first bidder is chosen at random. For all other rounds, the opening bid will be made by the
leader of the race. In case of a tie, resolve it as follows:

The tied player with the most coffee tokens left bids first.

If it is still a tie, resolve it by rolling a die.

These rules are summarized in the auction column of the board.


The player that is opening the auction chooses which of the speed dice will be auctioned, and places it
clearly apart from the rest.
Then this player must bid (he is forced to do so) as many thrust points as he wishes. The minimum bid is 1,
and the maximum bid 6. No player may bet more than 6 thrust points!
The other players, in clockwise order, may increase the bid or pass. Its important to keep in mind that each
player has just one chance to bet or pass.
An auction may end in two ways:

A player makes a 6-points bid. That player immediately gets the speed die and the auction ends,
even if that was the opening bid, as no one is able to beat it.

All players have either bid or passed, but no 6-point bid was made. In this case, the highest bidder
gets the speed die.

The player who won the auction places the speed die onto his player board in the speed area. He must also
place a die in the thrust area of his player board, showing the number of his winning bid. Once a player has
won an auction, he doesnt participate in any more auctions in this round.
The bidding order of the next auction depends on the result of the last one:

If the last auction was not won by the opening bidder, he now starts the next one by choosing
another speed die to be auctioned.

If the opening bidder won the last auction, then the new opening bidder is the player whose clerk
out of the remaining clerks in the auction - is the furthest forward in the race. Ties are solved using
the same rules applied in the first auction round.

Auction rounds are performed until all of the speed dice have been bought. The game continues using the
standard rules.

Variant 2: Everybody finish


In this variant, the race doesnt end until all of the clerks have reached the finish spaces. This variant doesnt
add or change any rules, but it is recommended for players who would like the race to go on a little longer so
that they can improve their position!
Once a clerk arrives at, or passes, one of the finish spaces then it is removed from the board and its finishing
position in the race is noted.
Future rounds are played in the same way, rolling as many speed dice as there are players still racing.
Race position points are scored in exactly the same way, but this time there wont be any ties.

Caf Race

Game rules

Build your own Caf Race


You will need 6 different coloured clerks, 14 six-sided dice, and 36 coffee tokens. These components may be
obtained from other games or from your local hobby store.
Dice might be all the same, or you may use different ones (size, colour, shape) for speed, thrust, and
balance tests.
Coffee tokens can be plastic tokens, or even real coffee beans!
The Game Board can be printed on normal paper or onto card. You could also laminate it, making it a little
more sturdy and resistant to all that spilled coffee!
Player boards should be printed in colour, matching the colours of the clerks. That will make it much easier to
see which clerk belongs to which player. The player boards size is the same as standard CCG cards, so that
you can protect them with a plastic sleeve, adding an extra card for more sturdiness. You can use black &
white or colour versions.
If you use thrust dice that match the colour of the clerks, then you neednt use a player board at all. In this
case, make sure the speed dice are a different colour to all of the clerks to avoid confusion between thrust
dice and speed dice.

Game Credits
Game concept and design: Francisco Franco Garea (ffgarea@hotmail.com)
Design contributor: Baldomero Lara
Playtesters: Baldomero Lara, Sandra Gonzlez, Montse Lara, Jaime Gascn, Juan Bascu Bascuana,
Jonathan Delgado, Xavier Snchez, Mara Jos Gmez, Ricard Vega, ngela Boada, Enric Boada, Javier
Snchez, Paco Gradaille, Club Embajada de Al-Amarja de Barcelona (Jos Antonio, Carlos, Marco Antonio,
Daniel y Enric)
Spanish rules proof-readers: Jaime Gascn, Miriam Arroyal
English translation: Hugo Gonzalez
English proof-reader: Nick Fisk

Caf Race
Tie Breaks
Thrust

Speed

Auction

later position

+ thrust

first position

- coffee

later position

+ coffee

- cofffe
die roll

die roll
die roll

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