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VIDEO TUTORIALS

We released our first edition of Coffee Time in 2023. Here, you will find tutorial videos to help you learn how to play like a pro. If you still have questions on game play, please email us at playcoffeetime@yahoo.com

Tutorial 1

Opening the box | Game contents | Layout of cards and player pieces

Playing Coffee Time for the first time? See how pro players set up the game.

Tutorial 2-a

Hero rolling to move

Each player has unique movement capabilities. Roll the correct die and pay attention to additional spaces that a player can move forward depending on individual abilities or World perks.

Always pick up a Journey Card after each move.

Tutorial 2-b

Team Path Crossroads: Hero moving on the Team Path

If a player lands on a Team Path Crossroads, they are immediately considered to be on the Team Path. On their next turn, they can decide to either traverse the purple Team Path or continue to move along their original path.

Tutorial 3

Battle: Winning a battle / Losing a battle / Tying a battle against a common enemy crumpet

Win: Discard the enemy crumpet card to the bottom of the Journey Card deck.

Lose: Decrease your health gauge by one and discard the enemy crumpet.

Tie: Both sides roll again for the battle.

Tutorial 4

Battle: Losing a battle / Health is drained / Go back to start

Each time a player loses a battle (excluding those against King Tea or Royal Guards), their health gauge decreases by one. If a player’s health gauge is depleted, they must go back to start, where their health gauge will be fully replenished. 

Tutorial 5

Team Path powers

When heroes are on the Team Path (any space with a circle) or in the Activation Chamber, they share Team Path powers with each another. Each player should read aloud their Team Path power found on the individual player cards. Each power is unique. Only players on the Team Path or in the Activation Chamber benefit from shared powers. (However, if Donnette is on the Activation Button, the entire board is activated with Team Path power-sharing capabilities.)

Tutorial 6-a

Activation Button

Each hero has a unique and extremely valuable activation power that can be activated when that hero is on the Activation Button. See individual player cards for details. Only one player can be on the Activation Button at a time. See instructions on Activation Chamber dynamics.

Tutorial 6-b

Activation Chamber dynamics

Only one hero can be on the Activation Button at a time. If a hero enters the Activation Chamber, and they are the only one there, that hero immediately takes over the Activation Button. If a hero enters the Activation Chamber, and other heroes are already there, the incoming hero can choose to take over the Activation Button by pushing off another hero. If a hero starts a turn in the Activation Chamber, and another hero is on the button, the active player can choose to take over the button at the beginning of their turn.

Tutorial 6-c

Activation Chamber dynamics: Player on button is defeated

If the player on the Activation Button is sent back to start when their health gauge is completely drained (either by Roamer, a Royal Guard, King Tea, a Duchess card, or an enemy crumpet card), then any hero remaining in the Activation Chamber can immediately take over the Activation Button. In these situations, groups will take a consensus to decide which hero will take over the Activation Button.

Tutorial 7-a

Temperature: Ice card

When a hero draws an Ice card, their temperature gauge goes down by two increments. If the hero’s gauge reaches 0, they are frozen in place until reheated by a Fire card or by another teammate sharing heat.

Tutorial 7-b

Temperature: Not applicable to donuts

Donette is the only hero without a temperature gauge, so Donette cannot lose heat or become frozen.

Tutorial 7-c

Temperature: Frozen in place

If a player’s temperature gauge reaches 0, they will be frozen in place until they are reheated by using a Fire card or by another player sharing heat. When a player goes back to start, their temperature gauge is not replenished. 

 

When a player is frozen in place, they cannot draw Journey Cards, engage in battles, or play any card other than Fire. They cannot be attacked by Roamer or Royal Guards. 

Tutorial 7-d

Temperature: Frozen in place on the Activation Button

If a player is frozen in place while on the Activation Button, they cannot move or be moved until they are reheated. Their activation power stays in effect.

Tutorial 7-e

Temperature: Sharing heat

At the beginning of a coffee character’s turn, they may share heat (during the same period when cards can be shared). Each increment of heat given to a teammate takes one increment of heat from the player sharing. A player can share heat even to the point of becoming frozen in place themselves.

Tutorial 7-f

Temperature: Reheat with Fire card

Any hero with a Fire card may use it to completely recover their temperature gauge. If one player shares their Fire card with another player, that Fire card cannot be used until the beginning of the recipient's turn.

Tutorial 8

Card Protector

Thermos always begins with a Card Protector. He can choose to keep it or share it to another hero. Card Protector is used continuously throughout the game, but it can only be shared at the beginning of a player’s turn. Use this card by placing it horizontally over a single card to protect it from Roamer’s grave-robbing and Duchess’s enchantments.

Tutorial 9

Earth card

Use Earth as an offering to Roamer in order to avoid a single attack or grave-robbing. Use this card once. If Roamer chooses to attack you during his turn, you can use the Earth card and avoid the battle. Also, if Roamer wins a roll-off to steal a hero’s item card, the hero can choose to offer Earth instead and keep the other item card.

Tutorial 10-a

Health card: Replenish health gauge

Health can be used at any point during a player’s turn. A hero can choose to replenish their health gauge before it reaches 0.

Tutorial 10-b

Health card: Do not go back to start

If a hero is defeated and their health gauge reaches 0, they can use this card to replenish their health instead of going back to start (similar to a fairy in the Legend of Zelda games).

Tutorial 11

Honey Bee Queen card

Dotty, the Honey Bee Queen, sends you directly to the Activation Chamber. A hero may use this card immediately upon picking it up or at the beginning of a future turn. 

After moving to the Activation Chamber, the hero picks up another Journey Card. (Heroes must pick up a Journey Card after each move to a new space—including a move to the Activation Chamber.)

Tutorial 12

Sprinkles card

The Sprinkles card can transform into any usable/shareable card. Once a player announces their chosen transformation, it is permanent. (See the game instructions for a complete list of usable/shareable cards.) The player can announce their chosen transformation immediately or choose to wait. If the player chooses to wait, they can announce the transformation at any time during any player’s turn. They could (for instance) declare it an Earth card to avoid an attack, or even a Card Protector to avoid the loss of an item card to the Duchess. A Sprinkles card could even be transformed into a Sprinkles card—Who knows what would happen!

Tutorial 13

Wind Feather card

The Wind Feather card creates a gust of wind that allows players' cards to be blown easily around. Heroes may trade cards without limitations at this time. Only use this card once.

Card Protector can also be moved between players and placed over any item card.

Tutorial 14-a

Sleepy Time Tea card: Choose the six hours

When a hero uses the Sleepy Time Tea card, they can turn back the clocks in the Realm of Time by six hours. In this case, King Tea loses the six hours that he most recently gained. Use this card once.

Tutorial 14-b

Sleepy Time Tea card: Roll for the number of hours

When a hero uses the Sleepy Time Tea card, they can choose to roll the 12-sided die to determine the number of hours that they turn back the clocks in the Realm of Time. King Tea loses this number of hours that he most recently gained. Use this card once.

Tutorial 15-a

Team Warp card: Move to the next Team Path space

The Team Warp card allows a hero to get to the Team Path easily. Upon drawing the card, a hero can immediately go to the next Team Path crossroads, or they can save the card for later use. Always pick up another Journey Card after each move.

Tutorial 15-b

Team Warp card: Move to the Activation Chamber

If a hero has already passed both of the Team Path crossroads on their individual path, then they can use the Team Warp card to move immediately to the Activation Chamber. Pick up another Journey Card after each move.

Tutorial 15-c

Team Warp card: Roll again

If a hero is already on the Team Path, then they simply get an extra roll, in the same manner as a Sugar Cube card. If they draw the card, they can immediately roll again. If they choose to save the card for later, the hero can use it at the end of a turn and take a second turn.

Tutorial 16

Sugar Cube card

The Sugar Cube card allows a player to immediately roll again after drawing the card. The hero must draw another Journey Card after each move.

If a player chooses to save the Sugar Cube for later use, the hero can use it at the end of a turn and take a second turn.

Tutorial 17-a

Duchess's Enchantment card: Health is drained, go back to start

When a hero draws this Duchess card, they are sent back to start, where their health gauge is fully replenished. Note: the temperature gauge is not replenished after going back to start.

Tutorial 17-b

Duchess's Enchantment cards: Not effective against Little Miss Hot Shot

Little Miss Hot Shot is the fastest hero, and so she can swiftly evade all Duchess’s Enchantment cards. If Little Miss Hot Shot draws a Duchess’s Enchantment card, she can simply discard it.

Tutorial 17-c

Duchess's Enchantment card: Lose all item cards

When a hero draws this Duchess card, they must discard all of their items cards to the bottom of the Journey Card deck. Any cards protected by Card Protector will not be lost.

Tutorial 17-d

Duchess's Enchantment card: Frozen in place

If a player’s temperature gauge reaches 0, they will be frozen in place until they are reheated by using a Fire card or by another player sharing heat. When a player goes back to start, their temperature gauge is not replenished. 

 

When a player is frozen in place, they cannot draw Journey Cards, engage in battles, or play any card other than Fire.

Tutorial 17-e

Duchess's Enchantment card: Battle Full Moon Roamer

When a hero draws this Duchess card, they must immediately battle Full Moon Roamer. When Roamer has the power of the full moon, he can roll the 12-sided die twice and add both numbers to get his total attack power.

If a hero loses the battle against Full Moon Roamer, their health gauge goes down by one. If a hero’s health reaches 0, they go back to start, where their health gauge is fully replenished.

Tutorial 18-a

Roamer: Moving

At the beginning of each turn, Roamer draws a card from the shuffled Roamer Card deck and spawns where indicated. Roamer then determines the maximum number of spaces he can move by rolling the 4-sided die and adding 2 to that number. Roamer can traverse any hero’s path. (See two examples of Roamer moving in this video.)

Tutorial 18-b

Roamer: Attacking

If Roamer can reach any heroes within the number of spaces he moves, then he can choose to attack a single hero. This means that Roamer does not have to roll an exact number in order to reach a hero—the hero simply has to be within Roamer’s range of spaces.

Roamer attacks with the 12-sided die. If he defeats a hero in battle, the hero's health gauge decreases by one.

Tutorial 18-c

Roamer: Grave-robbing

At the end of Roamer's turn, he may attempt to steal an item card from any single hero. Go into battle (same as a regular attack). If Roamer wins, he may steal a card and discard it to the bottom of the Journey Deck. If the hero wins, the attempted grave-robbing fails and Roamer goes back to the grave to end his turn. Roamer may not steal a card protected by Card Protector. Roamer does not have to reach a hero to grave-rob.

Tutorial 18-d

Roamer: Attack as Full Moon Roamer

While King Tea is in Crumpet World, Roamer feels the power of the full moon and becomes Full Moon Roamer. Full Moon Roamer rolls the 12-sided die twice and adds the numbers rolled for both attacking and grave-robbing.

Tutorial 18-e

Roamer: Activation Chamber dynamics

Even Roamer has an activation power. If Roamer draws the card to spawn directly on the Activation Button, then he can steal one item card from every player at the end of his turn without battling for it. Roamer cannot steal any card protected by Card Protector. A hero in the Activation Chamber immediately reclaims the Activation Button at the end of Roamer’s turn.

Tutorial 18-f

Roamer: Trumpet card - part 1

Once per game, any time during Roamer's turn, he can use the first part of his Trumpet card. Instead of drawing from the regular Roamer deck, Roamer can announce that he is using Trumpet and spawn anywhere on the board to attack a single player. During this turn, Roamer both attacks and grave-robs as Full Moon Roamer. Roamer can also choose to spawn on the Activation Button and use his activation power.

Tutorial 18-g

Roamer: Trumpet card function 2

Sound the trumpets… Here come the crumpets! Once per game, before any player's turn, Roamer can use the second part of his Trumpet card. Roamer can announce that he is using Trumpet and mount a defense (of imaginary crumpets) that prevents the Realm of Time from being attacked. The defense lasts for an entire round of play. The Roamer player piece may be placed at the top of the Realm of Time as a reminder that this part of the Trumpet card is active.

Tutorial 19-a

King Tea: Moving

At the beginning of King Tea’s turn, he can choose to either move or battle first. If King Tea decides to move, he rolls the 12-sided die and then moves the clock hands forward that number of hours. To move the World Clocks, King Tea moves in order from left to right (starting in Coffee World and ending in Tea World). When King Tea reaches 12/Tea Time hour in a given world, he is immediately considered as being in the next world.

Tutorial 19-b

King Tea: Battling with Royal Guards (winning and losing)

At the beginning of King Tea’s turn, he can choose to either move or battle first. If King Tea decides to battle, he can choose any hero anywhere on the board and battle with a Royal Guard. Both King Tea and Royal Guards attack with the 12-sided die. If a Royal Guard wins, the hero’s health gauge is completely drained, and they are sent back to start. If a Royal Guard loses, that Royal Guard is defeated for the remainder of the game. If all of the Royal Guards are defeated, King Tea can no longer choose to battle; he must wait until a hero attacks him first.

Tutorial 19-c

King Tea: Overtime card

One of King Tea's most powerful abilities is his Overtime card. Once per game, after rolling to move the clock hand(s), King Tea can use this card to double the number of hours the clock hand(s) move forward. This card may only be used once.

For example, if King Tea rolls a 10, he would move the clock hands forward by 20 hours. 

Tutorial 19-d

King Tea: Ice Storm card

While King Tea is in Tea World, he can use his Ice Storm card at the end of each turn. Ice Storm covers the entire board and drops each hero's temperature gauge by one. If a hero's gauge reaches 0, they are frozen in place until they are reheated by a Fire card or by a teammate sharing heat.

Tutorial 20-a

Winning the game: King Tea wins

If King Tea reaches 12/Tea Time in Tea World, then it is Tea Time permanently and coffee is vanquished forever! The balance and harmony of the Five Worlds is now in disarray as crumpets and tea reign supreme. The game is over…until next time!

Tutorial 20-b

Winning the game: Coffee Time heroes win

If the Coffee Time heroes defeat all of the Royal Guards, then they can go into battle with King Tea himself. A hero must first reach the Activation Chamber and then wait until the beginning of their next turn in order to choose to attack King Tea. King Tea battles with the 12-sided die. If King Tea wins the battle, then the hero is sent back to start. However, if King Tea loses the battle, then the Coffee Time heroes are triumphant and save the day!

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