Beasty Bar


The parties in the Beasty Bar are legendary. Neither the big beasties nor the small ones want to miss them. You can get in if you leave enough guests waiting in line behind you. All the animals are already pushing and shoving and baring their teeth. Will the crocodile bite its way ahead? Or will the skunks‘ odor cocktails be too overwhelming? And the chameleons will probably make complete monkeys of themselves! Even the manes of party lions stand up when the next best seal opens up a new way in…


Let's start

Choose a color by selecting one of the cocktails. Empty cocktails were already chosen by your opponents.


Game objective

Your animals want to go to the party. They all line up in front of the Beasty Bar. Whenever the line consists of five animals, the first two in line gain admission – and the last in line is excluded. The player who gets the most animals into the bar wins.


What's on the screen?

(1) Those are the animals on your hand. You always have 4 to choose from. Play one of them and a new one will be added while stocks last.

(2) This is the queue. The Animals are waiting here to enter the bar. There are exactly 5 places.

(3) This is the strength of an animal - the higher the number, the stronger the animal.

(4) This is the entrance to the bar. The two animals closest to the entrance will enter the bar when the queue is completely filled.

(5) This is the drain. When an animal is kicked out, it falls into the drain. When the queue is completely filled, the last animal will fall into the drain. An animal that fell into the drain has no chance of returning to the game.

(6) Some animals need additional interaction after you played them. They sit next to the Jostling area and wait for your choice, like the chameleon in this example.

(7) Those buttons appear when further interaction is needed after playing an animal. In this case you have to decide which animal shall be imitated by the chameleon. Just tapclick on a button to choose one.


Gameplay

You play in turns.
Each player owns every one of the 12 animals exactly once. The first 4 animals are chosen randomly. When you play one, it is replaced by a remaining one on your hand. Each animal can be played exactly once by each player.

On your turn, the following four actions are performed in this order:
1 - Play an animal
2 - Execute the animal action
3 - Carry out recurring animal actions
4 - Five animals check (open the bar and enforce the exclusion)


1 - Play an animal

TapClick on an animal on your hand and it will tell you, what it will do. Tap it again to place it in line. If the queue is empty, the animal opens a new waiting line.

The queue:

All played animals form a waiting line. Each played animal has to get in line, that means, at the end of the queue. There can never be more than 5 animals.

Example:
You play your giraffe; it has to go to the end of the line.


2 - Animal action

Now the action of the animal you just played is executed if possible.

Example:
The giraffe you just played walks over weaker animals, so it moves past the parrot.


3 - Recurring actions

Four kinds of animals show this card symbol:  - giraffe, hippo, crocodile, and zebra. Their actions will be carried out again on every turn of each player if possible. The giraffe only repeats its action, when it was not played in the current turn.
The animal closest to the entrance begins and the animal closest to the drain ends.

Example:
The recurring action of the hippo has no effect, as it stands at the very front already. The red giraffe jumps over the monkey. The yellow giraffe doesn‘t, since it was just played in the current turn.


4 - Five animals check

After carrying out all recurring animal actions, it is checked whether the waiting line consists of 5 animals. If there are less than 5 animals in line, nothing happens. The next player can make their turn.
If the waiting line consists of 5 animals, the bar opens and the exclusion takes place:
The two animals that are closest to the entrance have managed to gain admission to the bar! They enter the bar and stay there until the end of the game.
The last animal in queue is excluded: It falls into the drain and stays there until the end of the game. Bad luck – the party takes place without this animal!
The animals remaining are shoved towards the entrance in unchanged order.

Please note:
Animals can also have to go "directly" from the queue to the drain due to actions of other animals. In this case, the remaining animals are also shoved towards the entrance.

Example:
After all recurring actions have been carried out, there are 5 animals present in the Jostling area. The entrance opens for the hippo and the red giraffe and allows them to enter the bar. The parrot is excluded since it is the last of the 5 animals waiting in line, and it lands in the drain.


Overview: All animals

The lion

… considers itself the only true number 1 (Strength 12)

If the lion doesn‘t encounter a member of the same species, it scares off all monkeys into the drain. Then it positions itself ahead of all the other animals at the entrance.

If there is already a lion in queue, the new lion lands in the drain.

The hippo

… thick-skinned, tramples everything aside that tries to get in the way (Strength 11)

A hippo pushes towards the front of the line in the direction of the entrance. However, it is not able to pass a member of its own species, lions or zebras.

The hippo carries out its action recurringly – on every turn of each player.

The crocodile

… likes to eat its way through the line at the expense of other animals (Strength 10)

A crocodile eats all weaker animals that are placed in front of it. If it encounters a stronger animal or zebra while eating, the crocodile immediately stops. Eaten animals are discarded in the drain.

The crocodile carries out its action recurringly – on every turn of each player.

The snake

… loves order – because it likes long lines (Strength 9)

A snake sorts all animals immediately by strength: The strongest animal is placed next to the entrance. The other animals are positioned behind it. Members of the same species don‘t change their order.

The giraffe

… smugly strides over smaller animals (Strength 8)

A giraffe passes one weaker animal that stands directly in front of it. If there is no weaker animal, the giraffe stays where it is.

The giraffe carries out its action recurringly – on every turn of each player. Giraffes can pass only one animal per turn.

The zebra

… considers its stripes as a great braking signal (Strength 7)

Zebras are recurringly active. They can never be passed by hippos and cannot be passed or eaten by crocodiles. Consequently, all animals that are in front of a zebra are always protected from being passed by hippos or eaten by crocodiles.

The seal

… makes a new order (Strength 6)

A seal swaps the beginning and end of the waiting line.

Please keep in mind: If, through its action, the seal gets in front of crocodiles or hippos, it is eaten or passed.

The chameleon

… imitates another animal (Strength 5)

The chameleon carries out the action of a species that is present in the queue. For this action and this action only, the chameleon takes on the strength of the imitated species.
But as soon as the recurring animal actions are carried out (even on the same turn), the chameleon morphs back to being a chameleon with a strength value of 5.

The monkey

… is, together with his mates, obnoxious (Strength 4)

A single monkey in line has no effect.
If an additional monkey is played by another player, this band of monkeys shoos all waiting hippos and crocodiles into the drain.
Then the new monkey pushes its way past all the other animals to the entrance, gathering its monkey mates behind it – now in reverse order.

The kangaroo

… is always a big leap ahead (Strength 3)

A kangaroo jumps over the last or the last two animals in line. The strength of the animals doesn‘t matter.

The parrot

… annoys all … snitches on everyone … disparages many … chases away any (Strength 2)

A parrot shoos an animal of your choice out of the queue into the drain.

The skunk

… has a strong smell and finds this swell (Strength 1)

A skunk expels all animals of the two strongest currently waiting species – but never other skunks. The expelled animals are put in the drain.

If a chameleon is played as a skunk, it remains a skunk (with a strength of 1) until the two strongest species have been chased away.


End of game

The game ends when less than five animals are remaining in the game, so the queue cannot be filled anymore. The player who got the most animals in the Beasty Bar wins.

If several players end up in a tie, the one with the weaker animals wins. The animal's strengths are turned around and are summed up for this. There can be more than one winner.

Example:
A lion has strength 12, but only counts as 1 during a tie.
A hippo has strength 11, but counts as 2.
...
A skunk has strength 1, but counts as 12.


Revenge

The starting player changes for every new game.

Play Beasty Bar on elo.