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FREQUENTLY ASKED QUESTIONS

We released our first edition of Coffee Time in 2023. Thank you for purchasing one of the first one thousand games in existence! We hope Coffee Time will develop a cult following, but we need your help to develop a list of frequently asked questions. If you have a question on game play, please email us at playcoffeetime@yahoo.com

Q: I'm playing Coffee Time for the first time. Can you explain how a turn is played for both heroes and villains? 

Heroes start each turn in the following sequence:

a. Choose if you will share an item card and/or heat

b. Choose if you will use one or more item cards in your possession. Announce the use of your item card and follow instructions on the item card(s). 

c. Follow instructions on your Player Card for movement. If you are in the Activation Chamber see instructions for Activation Chamber dynamics

d. Draw a Journey Card

- Enemies: Follow instructions for Battles and Attacking if you draw an enemy card

- Item cards: Immediately use or choose to keep an item card

- Duchess's Enchantments: Follow the instructions on the enchantment card

Roamer starts each turn in the following sequence:

a. Choose if you will use a function on your Trumpet card. Follow instructions on the Trumpet card.

b. Follow instructions on your Player Card for movement. 

c. If you reach a player, follow instructions on your Player Card for attacking. See instructions for Battles.

d. Follow instructions on your Player Card for Grave-Robbing.

e. Return Roamer to the grave.

King Tea starts each turn in the following sequence:

a. Decide if you will "Move" or "Battle" first. 

b. When you choose to move, go ahead and roll to determine how many hours forward to move the clock hand(s). Immediately after rolling, you can decide if you will implement your Overtime card.

c. When you choose to battle, follow instructions on your Player Card for battling. 

d. If you are in Tea World you may use Ice Storm at the end of your turn. 

Q: How does King Tea move through the 5 Worlds?

 

Begin by rolling the 12-sided die. Move the clock hand(s) forward that many hours. Begin with Coffee World, then proceed to Donut World and so on. For example, if it is 11 in Coffee World and King Tea rolls a 3, it becomes 12/Tea Time in Coffee World and 2 in Donut World. You do not have to move the King Tea piece: he can stay static on the board on his home space in the Realm of Time.

To win the game as King Tea you will need a total roll of 60 accumulatively (unless the the heroes move the clock hands back with Sleepy Time Tea, then you may need more than 60).

When you reach the 12th hour in a World, you are immediately moved into the next World. So it it's 11 in Coffee World and you roll a 1, then you will techinically finish Coffee World and be in Donut World at hour 0. 

Q: When exactly can a hero share heat / item cards?

 

At the beginning of a hero's turn, they may share heat or item cards. This means, before the player rolls to move.

Q: If I land on the Team Path Crossroads, am I on the Team Path?

 

Yes, you are immediately considered to be on the team path and your Team Path Power is immediately activated. Any space with a circle is a team path space. Also, the Activation Chamber is a team path space. After landing on a crossroads, on your next turn you would follow the purple path, or you can choose to remain on your original path and forgo further team path power sharing.

Q: What is the 0 value on the 10-sided die?

 

If you roll a 0 with the 10-sided die, it is valued at 10. 

Q: Can a hero be attacked on their start space?

 

Yes, technically a hero can be attacked on their start space, however their health gauge will remain full, so the attack is pointless. 

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