Bean to Bar
Bean to Bar Rulebook
Table of Contents
Table of Contents
- General Overview
- Components
- Symbol Overview
- Overview of the Components
- Setup
- Game Overview
- Final Scoring
- Action Tiles
- Sourcing (2x) — The player acquires cocoa and flavor tokens.
- Development (2x) — The player processes cocoa and flavor tokens into chocolate bars.
- Sales Event (1x) — The player sells a chocolate bar in the department store to earn additional income according to its value.
- Market (1x) — The player sells chocolate bars at local markets to gain points and additional income.
- Shop (1x) — The player sets up shops to sell their chocolate bars and thereby gain income every round.
- Recruitment (1x) — The player hires experts and trains them further to gain advantages when carrying out actions.
- Brand Policy (1x) — The player takes part in the annual competition and works together with confectionery shops to gain points.
- Expert Tiles
- Bonus Tiles
General Overview
Bean to Bar – The World's Finest Chocolate is played over twelve rounds. In each round, the players move their playing piece across the grid of action tiles and carry out up to three actions. But first they should carefully consider what they want to achieve, since both moving the playing piece and carrying out actions cost time.
The game board consists of four large areas, each of which we call a "tableau."
Partnering with Cocoa Farms
Before the players can begin making chocolate, they must obtain cocoa and flavor tokens from cocoa farms via the "Sourcing" action tile.
Players may work with several farms, but building a lasting partnership with individual farms can help strengthen their own brand.
Developing New Products
Once the players have sourced their ingredients, they use the "Development" action tile to combine cocoa and flavor tokens into truly delicious chocolate bars. The larger the chocolate bar and the higher its cocoa content, the more valuable it is. Players can refine the flavor of their chocolate bars to match the season and follow popular trends in order to earn additional income.
Managing Money
The players begin the game with no source of income, so one of their most important tasks is to secure the financial means they need to build their brand. Players can use the "Shop" action tile to open their own shops, creating a regular source of income and receiving bonuses for the flavor tokens on their chocolate bars. With the "Sales Event" action tile, players can display one of their chocolate bars in the department store to earn money according to its value. Note that only a limited number of entrants are accepted each round, and submitted chocolate bars are sold out until the next round. Players can also earn a small amount of money while strengthening their chocolate brand at the same time by choosing the "Market" action tile.
Hiring Experts
Hiring experts helps players make the best use of their limited time. Four different experts are available: buyers, who are especially good at sourcing cocoa and flavor tokens from farms; chocolatiers, who can help with developing chocolate bars; baristas, who can improve players' shops; and managers, who help coordinate the other hired experts.
Finishing Products and Collaborating to Strengthen Your Brand
Entering your own chocolate bars in the annual competition offers an excellent opportunity to make your brand known.
Chocolate bars with flavors that match the competition's trend have an advantage over the competition, so players should keep an eye on the current trend. Players can also work together with local confectioners, bakeries, ice cream parlors, and restaurants to generate interest in their own shops.
Focusing Your Actions
Almost every action requires players to spend tokens from their limited supply of player tokens. During the game, players do receive additional tokens, but they should still choose their actions carefully to get the most out of every decision.
Components
- 1 round marker
- 4 playing pieces (1 per player color)
- 4 time markers (1 per player color)
- 4 scoring markers (1 per player color)
- 72 player tokens (18 per player color)
- 16 shop tiles (4 per player color; simple side / extended side)
- 16 availability markers
- 9 action tiles
- 54 chocolate tiles (20 x 50%, 19 x 70%, 15 x 100%)
- 8 collaboration tiles (2 per type; front side / back side)
- 12 expert tiles (3 per type)
- 4 empty-plot tiles
- 6 entry tiles
- 3 award markers
- 42 cocoa tokens (18 x weight 3, 14 x weight 4, 10 x weight 5)
- 24 flavor tokens (2 per combination of flavor and season)
- 24 bonus tiles (3 x flavor, 7 x cocoa, 7 x time, 7 x money)
- 48 money tiles (24 x 1, 16 x 5, 8 x 10)
- 2 bags
- 4 player boards (1 per player color)
- 1 game board with 4 tableaus (Action tableau, City tableau, Farm tableau)
- 1 chocolate tableau
- 4 overview cards (1 per player color)
- 8 trend markers (2 per type; front side / back side — a blank tile means no trend)
Symbol Overview
- Cocoa
- Flavor (Fruity / Nutty / Floral)
- Cocoa token
- Chocolate tile
- Time
- Flavor token
- Competition
- Season (Spring / Summer / Fall / Winter)
- Money
- Expert tile
- Bakery
- Ice Cream Parlor
- Confectioner's
- Shop tile
- Restaurant
- Simple shop
- Extended shop (café)
- Finished chocolate bar
- Entry tile
- VP during the game
- VP at game end
Overview of the Components
Action Tableau
Time track – Players move their time marker on this track when they spend or regain time.
- No player can ever have more than 9 time.
Round track & action spaces – The round marker shows the current round and determines player order. Players move their piece on this track to carry out one or more action tiles in the row or column next to the action space where they stop.
Season – This symbol shows the season of the action space.
Spaces for action tiles
Space for entry tiles
Spaces for trend markers – The trend markers on these spaces show the trend of the competition each year.
Farm Tableau
Farm
Harvest area – This area contains the cocoa and flavor tokens that players can acquire during the game through certain actions. The tokens are refilled at the end of every round.
Contract track – Players use their player tokens to acquire cocoa and flavor tokens from a farm's harvest area.
Space for "Best Partner" – If a player has more player tokens on a farm's contract track than every other player, they may place one of their player tokens on the "Best Partner" space to gain 1 point every round.
Space for bonus tiles
City Tableau
Spaces for collaboration tiles – During setup, the collaboration tiles are placed on these spaces. The colored arrows pointing from these spaces to two or more streets nearby indicate which streets' shops can be collaborated with.
Space for shop tiles & bonus tiles – Players place their shop tiles on these spaces to receive bonus tiles and open new shops where they can sell their chocolate bars.
Streets – The city's four streets – North Street (white), East Street (green), South Street (red), and West Street (yellow) – each have spaces where players can open their own shops as well as popular confectionery shops they can collaborate with.
Space for trend markers – The trend markers on these spaces show the trend of each street.
Department Store – With the "Sales Event" action tile, a player places one of their player tokens on the space corresponding to the cocoa percentage (%) of their chosen chocolate bar.
Chocolate Tableau
Cocoa token
Season limit – The limit indicates how many different seasons of flavor tokens may be placed on a particular product area.
Weight
Season
Frequency – The number of chocolate tiles of this shape in the game.
Cost – The cocoa weight required to obtain this chocolate tile.
Player Board
Availability area – Once a chocolate bar is completed, an availability marker is placed in this area to show whether the product is for sale or sold out.
Product area – Chocolate tiles are placed in a product area to develop a chocolate bar. Once one, two, or all three rows are filled so that the chocolate tiles form a rectangle or a square, the chocolate bar counts as finished.
Value track – Players use their player tokens to mark the value of their finished chocolate bars. The value of a chocolate bar is determined by its size and its cocoa percentage (%).
Action Tile / Expert Tile
Action tile symbol
Action
Tier track
- Tier 3 – effect executed during scoring.
- Tier 2 – effect that can be executed once per round.
- Tier 2 – points gained during scoring.
- Tier 1 – effect that can be executed once per round.
- Tier 1 – points gained during scoring.
Setup
General Setup
The game board is placed in the middle of the play area. Below, the setup of each tableau is described.
- In a 2-player game, the Dominican Republic farm is not used, only in games with 3 or 4 players. This is why it is marked ••• & •••• at the top.
The round marker is placed on the Round 1 space of the round track.
The action tiles are shuffled and one is placed face down on each space for action tiles of the action tableau, so that they form a 3 x 3 grid. They are then turned face up.
The entry tiles are stacked in ascending order. Tile 1 is on top, tile 6 is on the bottom. The stack is placed on the action tableau on the space for entry tiles.
The trend markers are shuffled and one each is placed face down on the action tableau and the city tableau on the spaces for trend markers. They are then turned face up, and all unused trend markers are returned to the box unseen.
In a 3-player game, one empty-plot tile is placed on every space for shop tiles of the city tableau that is marked ••••.
In a 2-player game, an empty-plot tile is additionally placed on every space marked •••.
The bonus tiles are shuffled. One is placed face down on every space for bonus tiles of the farm and city tableaus. They are then turned face up, and all unused bonus tiles are returned to the box unseen.
One bag is filled with cocoa tokens and the other bag with flavor tokens. Tokens are drawn randomly from the cocoa bag and placed in each harvest area of the farm tableau on the spaces with the cocoa symbol. The same is done with the flavor tokens, which are placed on the spaces with the flavor symbol.
The chocolate tiles are sorted by shape and color, then each stack is placed on the corresponding space of the chocolate tableau.
The small collaboration tiles are shuffled and one is placed face down on each small space for collaboration tiles. The same is done with the large collaboration tiles, and then all of these tiles are turned face up.
In a 3-player game, the collaboration tiles marked •••• remain face down. In a 2-player game, the tiles marked ••• also remain face down.
The corresponding number of expert tiles per type is placed in separate stacks next to the game board. Unused expert tiles are returned to the box.
- 2–3 players: 2 per type
- 4 players: 3 per type
The availability markers, award markers, and money tiles are placed as a general supply near the game board.
Personal Setup
Each player chooses a color and takes the player board, playing piece, time marker, scoring marker, eighteen player tokens, four shop tiles, and the overview card of their chosen color.
Each player receives 6 money from the general supply and then places eight of their player tokens into the general supply.
Each player sets their time marker on space 9 of the time track and their scoring marker on space 0 of the scoring track.
The scoring track is on the upper edge of the game board and is not shown here.
Determining Player Order
The player who most recently indulged in a chocolate feast is the starting player.
Starting with the starting player and proceeding clockwise, each player places their piece on the next free action space of the round track, starting from the round marker and moving clockwise.
- Later in the game, player order is determined by the order of the pieces on the round track, starting from the round marker and moving clockwise. If a piece is on the same action space as the round marker, that player is last in player order.
In reverse player order, each player places one of their player tokens on the leftmost space of a farm's contract track and another player token on that track's "Best Partner" space, and takes two tokens from that track's harvest area. The game is played over 12 rounds, divided into three years of 4 seasons each. A competition takes place at the end of rounds 3, 7, and 11. Each round consists of the following five phases, in this order.
- No player may choose the same contract track as another player during setup.
- Players pay no money into the supply during setup when taking tokens from the harvest area.
- Each player must place a player token on the "Best Partner" space during setup.
- Players may take a combination of cocoa and flavor tokens.
Game Overview
Phase 1: Movement
In this phase, each player takes a turn, one after another in player order.
In their turn, the active player carries out the following steps in this order:
- They move their piece clockwise on the round track to a new action space.
- They must move their piece at least one space.
- They cannot make a full loop on the round track to return to the action space where they started their turn.
- If an action space is occupied by another player's piece, they move to the next free space. The skipped spaces do not count toward the number of spaces moved.
- They spend time depending on the number of action spaces moved.
| Spaces moved | Time spent |
|---|---|
| 1 space | 0 |
| 2–3 spaces | 1 |
| 4–6 spaces | 2 |
| 7+ spaces | 3 |
Example: Movement. Green player moves their piece five spaces on the round track, spending 2 time for it. Then the next player takes their turn.
Note: The player lays their playing piece down after moving. At the start of their next turn, they stand it back up.
Phase 2: Actions
In this phase, players take turns in reverse player order. In each of their own turns, the active player carries out the following steps in this order. Instead of taking a turn, the player may pass, but must then know that they cannot take another turn until the next phase. This way, each player can take at most three turns and carry out exactly one action per turn, or pass. The phase ends once all players have taken three turns or passed.
- The player chooses an action tile in the row or column next to the action space where their piece stands.
- They cannot choose an action tile on which one of their own player tokens lies, but they can choose an action tile on which one or more other players' tokens lie.
- They spend time to carry out their chosen action. If they choose an action tile on which one or more other players' tokens lie, the time they spend is reduced by 1.
| Action cost | 1st action: 1 time | 2nd action: 2 time | 3rd action: 3 time |
|---|
- The player places one of their player tokens on the chosen action tile and carries out the corresponding action (see pages 12–14). Then the next player takes their turn, and so on until the end of the phase (see above).
Example: Actions. In their first turn of this phase, Blue player chooses the Sourcing action tile and spends 1 time to carry out the action. In their second turn of this phase, Blue player chooses the Recruitment action tile. Normally they would have to spend 2 time for their second action, but because another player's token already lies on this tile, the cost is reduced by 1. In their third turn of this phase, Blue player decides to pass.
FREE SIDE ACTION: At any time during the game except during Phases 1 and 2, any player may pay 5 money into the supply to regain up to 9 time.
- Once a player's time marker has reached the rightmost space of the time track, they cannot gain more time until they have spent some again.
Phase 3: Partnership
In this phase, each player receives 1 point for each of their player tokens on a "Best Partner" space of the farm tableau.
Example: Partnership. Blue player receives 1 point for their player token on the "Best Partner" space of the farm in Venezuela. Although Yellow and Red players each have a player token on the contract track of the farm in Madagascar, neither of them has a token on the "Best Partner" space, so neither of them receives a point.
Phase 4: Sale
In this phase, all players who have at least one shop tile on the city tableau and at least one chocolate bar for sale carry out the following steps in player order.
- Chocolate bars with an entry tile are also for sale.
1. Income
The player receives 2 money from the supply per own simple shop tile on the city tableau, and 3 money per own extended shop tile on the city tableau.
2. Trend Bonus
The player receives 1 money from the supply if the flavor of any face-up flavor token on one of their chocolate bars for sale matches the trend of a street on which they have a shop tile.
- They may take 1 money per different flavor token that matches a street's trend, but do not receive more money if they have more than one flavor token of a particular flavor (maximum 3 money).
3. Season Bonus
The player receives 1 money from the supply if the season of any face-up flavor token on one of their chocolate bars for sale matches the season of the action space on which the round marker stands.
- They do not receive more money if they have more than one flavor token of the matching season.
- The player can receive both bonuses for the same flavor token if its flavor matches both the street's trend and the season of the action space on which the round marker stands.
Example: Sale.
1. Income. Red player has two simple shop tiles on the city tableau, so they receive 4 money from the supply. Yellow player has one extended shop tile on the city tableau, so they receive 3 money from the supply.
2. Trend Bonus. Red player has a face-up floral flavor token on each of two of their chocolate bars for sale. This flavor matches the trend of South Street and West Street, so they receive a trend bonus. Since both tokens have the same flavor, they receive only 1 money from the supply. Yellow player has only a face-down flavor token, so they receive no trend bonus.
3. Season Bonus. The season of Red player's flavor token — Winter — matches the season of the action space on which the round marker stands. This earns them a season bonus, and they take 1 money from the supply. Yellow player has only a face-down flavor token and receives no season bonus.
Phase 5: Prep & Cleanup
The following steps are now carried out.
- One cocoa token from the cocoa bag is randomly placed on every empty space with a cocoa symbol in the harvest areas of the farm tableau, and likewise one flavor token from the flavor bag is placed on every empty space with a flavor symbol in every harvest area.
- All players regain spent time, depending on the number of players.
| 2–3 players | 4 players |
|---|---|
| 3 time | 2 time |
- Once a player's time marker has reached the rightmost space of the time track, they cannot regain any further time.
- All players take their player tokens back from the action tiles of the game board and from the spaces of the department store on the city tableau, and place them next to their player board again.
- All availability markers and flavor tokens on the player boards are turned face up.
- The round marker is advanced clockwise on the round track to the next action space, and a new round begins. At the end of rounds 3, 7, and 11, the competition is held, as described below, before the round marker is advanced. At the end of round 12, final scoring takes place.
- If the round marker is moved to a space on which a piece stands, it is placed on top of the piece.
- At the start of rounds 5 and 9, each player takes four of their player tokens from the general supply into their personal supply.
Example: Refilling harvest areas. One cocoa and one flavor token are placed on the corresponding empty spaces in each harvest area of the farm tableau.
Example: Taking back player tokens. The player tokens are taken back from the spaces of the department store on the city tableau.
Competition
The following steps are carried out at the end of rounds 3, 7, and 11.
- The values of all chocolate bars with an entry tile are compared and ranked from highest to lowest value. If a chocolate bar has a face-up flavor token whose flavor matches the trend of the current competition, its value is increased by 1 until the end of the competition.
- In case of a tie, the involved chocolate bar with the lower-numbered entry tile has the higher rank.
- Players receive points depending on the rank of their chocolate bar entered in the competition.
| 1st place | 2nd place | 3rd place | 4th place | 5th place | 6th place |
|---|---|---|---|---|---|
| 6 points | 5 points | 4 points | 3 points | 2 points | 1 point |
- The player whose chocolate bar is ranked first takes an award marker from the general supply and places it on the next free space of that chocolate bar's value track, increasing its value by 1.
Example: Award marker. The chocolate bar would normally have a value of 4, but because of the award marker its value has risen to 5.
- A chocolate bar with an award marker can no longer take part in any further competition. If the value of a chocolate bar increases further after it has won an award marker, the award marker and the player token are moved to the corresponding spaces of the value track.
- All entry tiles are returned to the space for entry tiles on the game board and are stacked there in ascending order.
Example: Value. Red player's chocolate bar has size 6 and a cocoa content of 70%, giving it a total value of 4. If they enter it in the competition in Year 2, its value would rise to 5, because the flavor of a face-up flavor token on the bar matches the year's competition trend.
Value = Size ÷ 3 + Cocoa percentage ÷ 50%
Final Scoring
At the end of the game, players calculate their points as described below.
- Each player receives points as shown by their scoring marker on the scoring track.
- Each player receives points equal to the total value of all their finished chocolate bars on their player board.
- Flavor tokens have no effect on the value of chocolate bars at final scoring.
- Each player receives points for each of their expert tiles.
- Each player checks which streets are indicated by the Confectioner's collaboration tiles on which one of their own player tokens lies. For each own open shop tile along one of these streets, the player receives 2 points, and 3 points for each own extended shop tile along one of these streets. This scoring is repeated for the Bakery, Ice Cream Parlor, and Restaurant collaboration tiles.
- Each player receives 1 point for every 5 money they possess. The money scored is returned to the general supply.
The player with the most points is the winner.
- In case of a tie for the win, the tied player with the most money remaining after it has been converted to points wins. If there is still a tie, the tied player whose time marker is higher on the time track wins. If there is still a tie, the tied players share the win.
Example: Scoring expert tiles. Yellow player has two expert tiles. Their Buyer is at Tier 2, for which they receive 2 points. Their Manager is at Tier 3, so they receive 2 points for each of their own expert tiles.
Example: Scoring collaboration tiles.
Yellow player has a player token on Confectioner's collaboration tile 1, which indicates North Street, South Street, and West Street. They have a simple shop tile on North Street (3) and another on South Street (4), for which they receive 2 points each, so 4 points total. Yellow player also has a player token on Ice Cream Parlor collaboration tile 2, which indicates South Street and East Street. They have a simple shop tile on South Street (4), for which they receive 2 points, and a simple shop tile on East Street (5), for which they receive 3 points, so 5 points total.
Red player has a player token on Bakery collaboration tiles 1 and 2, which together indicate East Street, West Street, North Street, and South Street. They have an extended shop tile on each of East Street (3), West Street (4), and North Street (5), for which they receive a total of 9 points.
Green player has a player token on Restaurant collaboration tile 1, which indicates North Street, East Street, and West Street. They have a simple shop tile (2) on South Street, but none on the streets indicated by collaboration tile 1, so they receive no points.
Blue player has a simple shop tile on West Street (1) and East Street (2) each, but no player token on any collaboration tile, so they receive no points.
Action Tiles
Sourcing (2x) — The player acquires cocoa and flavor tokens.
Whoever chooses this action tile carries out the following steps:
- The player places one of their player tokens on the leftmost free space of a farm's contract track. If a bonus tile lies under this space, they take it from the track and immediately carry out its effect (see page 16). If they now have more player tokens on a farm's contract track than every other player, they may place one of their player tokens on the "Best Partner" space to gain 1 point every round.
- The player must have at least one player token to carry out this action.
- A player token cannot be placed on a fully occupied contract track.
- If a player no longer has more player tokens on a farm's contract track than every other player at any point during the game, they must remove their player token from the "Best Partner" space and place it next to their player board.
- No player is forced to place a player token on the "Best Partner" space when carrying out this action and the condition is met.
- The player may take up to two tokens from the harvest area above the track on which they placed their player token, and must pay 1 money into the general supply for each token taken.
- The player may take a combination of cocoa and flavor tokens.
Example: Sourcing. Blue player takes a 70% chocolate tile and a 100% chocolate tile — each costing 6 — from the chocolate tableau, and then returns three cocoa tokens with a total weight of 13 to the general supply.
Development (2x) — The player processes cocoa and flavor tokens into chocolate bars.
Whoever chooses this action tile carries out the following steps:
1. Process Cocoa
The player may take up to two chocolate tiles from the chocolate tableau and must return cocoa tokens to the bag whose weight is at least equal to the total cost of the tiles taken.
- If the total weight of the cocoa tokens paid into the bag exceeds the total cost of the chocolate tiles taken, the excess cocoa is lost.
- The player cannot take a chocolate tile they cannot fit onto their player board.
2. Develop Chocolate Bars
The player places their just-taken chocolate tiles into product areas of their player board. The tiles may not overlap, and all chocolate tiles in the same product area must have the same cocoa percentage (%). Any chocolate tile may be placed into an empty product area, but all further tiles in that area must have the same cocoa percentage (%).
- Once placed, chocolate tiles cannot be moved again.
- If the player took two chocolate tiles in the previous step, they may place them in the same product area or in two different ones.
- The player must have at least one player token to place a chocolate tile in such a way that it completes a chocolate bar.
3. Refine Flavor
The player may place flavor tokens on chocolate tiles on their player board. Note that each chocolate tile may hold at most one flavor token. No flavor tokens can be placed on chocolate tiles with 100% cocoa content.
Every product area has a season limit determined by the cocoa percentage (%) of the chocolate tiles it contains. Product areas with chocolate tiles of 50% cocoa content are limited to at most two different seasons of flavor tokens, while product areas with chocolate tiles of 70% cocoa content are limited to one season of flavor tokens.
- Once placed, flavor tokens cannot be moved again.
- The player may carry out this step even if they took no chocolate tile in the first step.
4. Announce New Products
When the bottom row (size 3), the bottom and middle rows (size 6), or all three rows (size 9) of a product area are filled so that the chocolate tiles form a rectangle or square, that chocolate bar is finished. The value of the chocolate bar is determined by adding the stars corresponding to its size and its cocoa percentage. Then one of the player's own player tokens is placed on the corresponding space of the value track below the chocolate bar. Then an availability marker is taken from the general supply and placed face up in the area above the chocolate bar to show that the product is now for sale.
- Even after a chocolate bar is finished, further chocolate tiles and flavor tokens can still be added to improve it further. If this increases the size of the chocolate bar, the player token is moved to the matching space on the corresponding value track. If, however, the chocolate tiles no longer form a rectangle or square, the availability marker is removed from the corresponding area and returned to the general supply. The player token is then removed from the value track and placed next to the player's own player board.
- No chocolate tiles or flavor tokens can be added to chocolate bars with an entry tile.
Example: Development.
1. Process Cocoa. Blue player takes a 70% chocolate tile and a 100% chocolate tile — each costing 6 — from the chocolate tableau, and then returns three cocoa tokens with a total weight of 13 to the general supply.
2. Develop Chocolate Bars. Blue player places the 70% chocolate tile into the left product area of their player board, increasing the size of the chocolate bar already there from size 3 to size 6, so the player token on the value track is moved one space further, raising its value to 4. They place the 100% chocolate tile into a product area that already has another 100% chocolate tile.
3. Refine Flavor. Blue player's left chocolate bar already has a Fall flavor token. Since product areas with chocolate tiles of 70% cocoa content are limited to flavor tokens of a single season, no flavor token of another season can be added. Fortunately, Blue player has another Fall flavor token, which they place on the newly added chocolate tile.
4. Announce New Products. Blue player does not place an availability marker over their second chocolate bar, since it is not yet finished.
Sales Event (1x) — The player sells a chocolate bar in the department store to earn additional income according to its value.
The player chooses one of their chocolate bars for sale and takes money from the general supply according to its value. They then turn the availability marker of this chocolate bar to its back side to show that the product is now sold out. Then they also turn all flavor tokens on this chocolate bar to their back side. Finally, they place one of their player tokens on the department store space of the city tableau that corresponds to the chocolate bar's cocoa percentage (%).
- The player must have at least one player token to carry out this action.
- The player cannot choose a chocolate bar whose space in the department store — corresponding to its cocoa percentage (%) — is already occupied.
- The player cannot choose a chocolate bar on which an entry tile lies.
Example: Sales Event. Red player would like to carry out the Sales Event action tile. They cannot choose their 50% or 70% chocolate bar, because the corresponding department store spaces for those cocoa percentages are already occupied. Nor can they choose their 100% chocolate bar, because an entry tile lies on it. Since they have no eligible chocolate bar, they cannot carry out this action tile.
Market (1x) — The player sells chocolate bars at local markets to gain points and additional income.
If the player has at least one chocolate bar for sale, they receive 2 money from the general supply and 1 point. Even if they have several, they receive only 2 money and 1 point. No bars are given up.
- The availability marker(s) and flavor tokens of the chocolate bar(s) are not turned over when this action tile is carried out.
Shop (1x) — The player sets up shops to sell their chocolate bars and thereby gain income every round.
The player may carry out the following steps in any order when they choose this action tile.
A. Grand Opening
The player may pay 10 money into the general supply and then choose a free shop space on the city tableau. They remove the bonus tile lying there, immediately carry out its effect (see page 16), and then place one of their shop tiles face up on the chosen space.
- Shop tiles must always be placed on a shop space on the street indicated on the tile.
B. Reopening After Renovation
The player may pay 6 money into the general supply to turn one of their simple shop tiles to its extended side.
- The player may carry out step A, choose a shop space with a bonus tile that gives them 1 money, and then use that money together to carry out step B.
Example: Shop.
A. Grand Opening. Red player pays 10 money into the general supply, regains 2 time from the bonus tile on their chosen shop space, and then places a matching shop tile on the space on West Street.
B. Reopening After Renovation. Red player pays 6 money into the general supply and then turns their shop tile on East Street to its extended side.
Recruitment (1x) — The player hires experts and trains them further to gain advantages when carrying out actions.
The player carries out the following steps in any order when they choose this action tile.
A. Recruitment
The player may pay 3 money into the general supply to take an expert tile from those laid out next to the game board. They place the tile next to their player board and then place one of their player tokens on the Tier 1 space of the tier track.
- The player must have at least one player token to carry out this action.
- The player cannot take an expert tile identical to one they already have.
B. Train Further
The player may move their player token on one of their expert tiles up one tier, and must then pay 4 money into the general supply if the token is now at Tier 2, or 5 money if it is now at Tier 3.
- The player may carry out the effect of the expert tile after completing step B, even if they have already used the tile this round.
Brand Policy (1x) — The player takes part in the annual competition and works together with confectionery shops to gain points.
The player carries out the following steps in any order when they choose this action tile.
A. Enter the Competition
The player takes the top tile from the stack of entry tiles on the game board and places it on one of their chocolate bars for sale, in order to enter it in the next competition.
- The player cannot choose a chocolate bar on which an entry tile already lies, or one that has an award marker.
- Chocolate bars with an entry tile are still for sale.
- Up to six chocolate bars may enter each competition.
- The player may carry out this step even if they are already entering a chocolate bar in the next competition.
B. Collaborate with a Confectionery Shop
The player chooses a collaboration tile from the city tableau, pays the amount of money shown on it into the general supply, and then places one of their player tokens on it.
- The player cannot choose a collaboration tile on which another player's token already lies.
- The player must have at least one player token to carry out this action.
Example: Enter the Competition. Yellow player carries out the Brand Policy action and decides to enter one of their chocolate bars in the competition. Chocolate bars that are already sold, or that have an award marker, or on which an entry tile already lies, cannot be entered in the competition, so they can only enter with their chocolate bar farthest to the right.
Expert Tiles
Expert tiles offer numerous useful effects. Note that the effects change depending on tier, and only the effect at the tier where the player token lies is active.
Buyer
Tier 3: At final scoring, the player receives 2 points per chocolate bar on their player board with a value of at least 4.
Tier 2: Once per round, after carrying out the first step of the Sourcing action, the player may pay 1 money into the general supply to draw a random cocoa token from the cocoa bag. At final scoring, this tier is worth 2 points.
Tier 1: Once per round, the player may reduce the time required to carry out the Sourcing action to 0. At final scoring, this tier is worth 1 point.
Chocolatier
Tier 3: At final scoring, the player receives 2 points per different season of their flavor tokens on their player board.
- The player does not receive more points if they have more than one flavor token of a particular season.
- The player receives no points for flavor tokens not on their player board.
Tier 2: Once per round, after carrying out the Process Cocoa step of the Development action, the player may draw a random flavor token from the flavor bag. At final scoring, this tier is worth 2 points.
Tier 1: Once per round, the player may reduce the time required to carry out the Development action to 0. At final scoring, this tier is worth 1 point.
Barista
Tier 3: At final scoring, the player receives 2 points per extended shop tile on their player board.
Tier 2: Once per round, the player may reduce the amount of money to be paid by 2 when carrying out the Reopening After Renovation step of the Shop action. At final scoring, this tier is worth 2 points.
Tier 1: Once per round, the player may reduce the time required to carry out the Shop or Market action to 0. At final scoring, this tier is worth 1 point.
Manager
Tier 3: At final scoring, the player receives 2 points per own expert tile, including this one.
Tier 2: Once per round, the player may reduce the amount of money to be paid by 2 when carrying out the Train Further step of the Recruitment action. At final scoring, this tier is worth 2 points.
Tier 1: Once per round, the player may reduce the time required to carry out the Brand Policy action to 0. At final scoring, this tier is worth 1 point.
Example: Manager's Tier 2 effect. Yellow player decides to carry out the Recruitment action. They skip step A but carry out step B, moving their player token on their Buyer expert tile up one tier on the tier track. Since their Buyer has now reached Tier 2, they must pay 4 money into the general supply. However, the player decides to use their Manager's Tier 2 effect, reducing the cost to 2 money. They may use their Buyer's effect again on their next turn, even though they have already done so this round.
Bonus Tiles
- The player draws a random cocoa token from the cocoa bag.
- The player draws a random flavor token from the flavor bag.
- The player takes 1 money from the general supply.
- The player regains 2 time.
After a bonus tile is used, it is removed from the game.