Bar Fight the Card Game
Bar Fight the Card Game Rulebook
Table of Contents
Table of Contents
Goal
Earn cocktail points by creating imaginative cocktails that cater to each judge's unique palate. Exhibit your flair to earn bonuses or fight to bend the rules in your favor. Each round, one judge will score all of the competitors' cocktails and award ribbons.
The first bartender to earn 10 ribbons will earn the title of Bar Fight Champion.
Game Contents
- 44 Spirit cards
- 52 Mixer cards
- 30 Twist cards (15 flair cards and 15 fight cards)
- 16 Judge cards
- 14 Participation Ribbons
- 6 Bar cards
Card Breakdown
Spirit
- Cocktail points: In a mixed cocktail these points are added together with cocktail points from mixers, twist and judge cards to calculate your cocktail score.
- Spirit type: The spirit's name, shown on the card.
Mixer
- Name: The mixer's name, shown at the top of the card.
- Abilities shorthand: A summary of the mixer's ability, showing the spirit names and the cocktail points they add or subtract.
- Abilities: Each Mixer card has a unique ability which adds or subtracts cocktail points when the conditions are met.
Twist
- Name: The twist's name, shown at the top of the card.
- Type: There are 2 types of Twist cards; flair and fight.
- Gameplay: What phase in a round you may play the card. (The example card in the rulebook is marked "PLAY ANYTIME".)
- Ability: Each Twist card has a unique bonus ability. Follow the directions on the card for what action to take.
Judge
- Ribbons: Awarded to the bartender with highest cocktail score.
- Name / credentials: The judge's name and credentials.
- Spirit preference: Cocktail points are added to mixed cocktails that use the Judge's preferred spirit.
- Recipe preference: Cocktail points are earned when you mix a cocktail using the 3 components listed.
Bar
- Bar name: The name of the bar the bartender represents.
- Starting spirits: Each bar has 3 unique starting spirits that you put into your hand at the start of the competition. Be sure to match the correct spirits AND the cocktail points.
- Bonus: Each bar has a unique bonus ability. Follow the directions on the bar card for when it can be used.
- Cocktail recipes: Each bar has 1 signature cocktail recipe and 2 classic recipes. Signature recipes are harder to make but are worth 4 additional cocktail points. All recipes are made with the 3 components listed.
Set Up
Each bartender (player) chooses the bar that they will represent and takes the corresponding Bar card. Return the remaining Bar cards to the box. Note: Each Bar card is unique and has its own starting spirits, bonus ability, and cocktail menu.
Each bartender takes the 3 starting Spirits from the Spirit deck with matching spirit name AND cocktail points listed on their Bar card.
Shuffle the Spirit, Mixer, Twist, and Judge decks and place them face down in the center of the table.
Place the Participation Ribbon cards in a stack.
Deal each bartender 4 Mixer cards and 2 Twist cards.
Make the judge's table by placing the top 3 Judge cards face-up next to the Judge deck. The first card is the current Judge, which competitors will be making their first cocktail to impress. The other 2 Judge cards allow you to plan for future rounds. There will always be 3 Judge cards at the judge's table.
Prepare to fight!
Starting Hand Example
NOTE: Each player starts with the Spirit cards on their Bar card, paying particular attention to the cocktail points. Each player will have ONE 4-point Spirit card and TWO 3-point Spirit cards.
Table Set Up
The rulebook's table set-up diagram shows a discard pile for each deck (Spirit, Mixer, Twist, and Judge), the Mixer, Twist, Spirit, and Judge decks, the Participation Ribbon stack, and the judge's table: two Future Judges and the Current Judge.
Game Play
Each round of gameplay consists of three phases: MIXING, SCORING, and RESTOCKING. Bartenders play simultaneously with all bartenders completing the current phase before the next phase begins.
Mixing
Bartenders each mix a cocktail by playing any 1 Spirit card and 2 Mixer cards (NO MORE OR NO LESS) face down in front of them. The cocktail points from these cards combine with bonuses from matching the current Judge card's preferences or creating a recipe from your Bar card.
The mixing diagram marks the Spirit card and the 2 Mixer cards as MANDATORY, and a Twist card as OPTIONAL.
You also have the option to add any number of Twist cards to increase your cocktail points, harm others or gain ingredients. There are 2 types of Twist cards; Flair cards (played with your cocktail during the mixing phase) and Fight cards (played anytime).
Once everyone has mixed a cocktail, bartenders flip their cocktails face up at the same time. You can't remix a cocktail once it is on the table.
NOTE: You do not need to mix a specific cocktail recipe. You can make any cocktail taste good.
Scoring
Bartenders determine their cocktail score by adding individual cocktail points from their played cards and the current Judge card (the Judge furthest from the Judge deck). The Bartender with the highest cocktail score keeps the Judge card, thereby claiming its ribbons.
Cocktail points come from:
- The Spirit and Mixer cards in your mixed cocktail
- Played Twist cards
- Mixing one of your bar's cocktail recipes
- Matching any of the current Judge's preferences
Keep in mind, some Mixers or Twist cards may influence a judge to lower an opponent's cocktail score.
In a tie, discard the Judge card. Each tying player gets a Participation Ribbon card.
Scoring Example
The example has Carol James as the current Judge, with a Gin +1 cocktail point preference and a Lime Sour +5 cocktail points recipe preference (Whiskey, Lime, Simple Syrup).
Bartender 1 (Ralph's bar): Gin, Absinthe, Orange Bitters
- Spirit: 3
- Mixers: 1
- Judge preferences: 1
- Cocktail recipes: 0
- Bonus: 0
- Negative effects: 0
- Total: 5
- Bar bonus: 1 participation award for lowest scoring drink.
- Note: Draws one Twist card during restock phase.
Bartender 2 (Desperado): Tequila, Lime, Simple Syrup, plus Ralph's Absinthe as a negative effect
- Spirit: 4
- Mixers: 4
- Judge preferences: 0
- Cocktail recipes: 4
- Bonus: 0
- Negative effects: -2 (from Ralph's Absinthe)
- Total: 10
- Bar bonus: Tequila is returned to their hand.
Bartender 3 (Black Tie Affair): Whiskey, Lime, Simple Syrup, plus Adorn
- Spirit: 3
- Mixers: 2
- Judge preferences: 5
- Cocktail recipes: 0
- Bonus: 0
- Negative effects: 0
- Total: 10
- Bar bonus: Wins in a tie.
- Note: Adorn protects from Ralph's Absinthe.
Black Tie Affair wins Carol's three ribbons!
Restock
Once cocktails have been scored and you award ribbons, bartenders can restock for the next round.
Take draw actions from Mixer or Twist cards.
Discard all played Spirit, Mixer, and Twist cards.
Each bartender draws 3 cards of their choice from the Spirit, Mixer, or Twist decks. Be sure to have at least 1 Spirit and 2 Mixers in hand for the next round.
Advance the two remaining Judge cards and flip a new Judge in the space closest to the Judge deck.
If you run out of Spirit, Mixer, or Twist cards, shuffle the discard pile back into the draw deck.
Winning
The first bartender to get enough ribbons wins!
In the event that you run out of Judge cards the bartender with the most ribbons wins.
Ribbons come from Judges and Participation Award cards.
THE FIRST BARTENDER TO EARN 10 RIBBONS WINS.
Each Round (Quick Reference)
Mixing
- Mix a cocktail with 1 Spirit and 2 Mixer cards.
- Twist cards are optional.
- Any number of Twist cards may be played.
Scoring
- Add up points from your Spirits, Mixers, Twists, Bar Card recipes, and matched Judge preferences.
- Bartender with the most cocktail points keeps the current Judge card.
Restocking
- Take actions from played cards.
- Discard used cards.
- Draw 3 cards from the Spirit, Mixer, or Twist decks.
- Flip a new future Judge card.
Winning
- First Player to 10 Ribbons wins.
- Ribbons come from Judge or Participation Award cards.