


Coffee Rush - Grab & Go
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The FroGames card
Ingredient cards are scattered in the center. You count to three, and then it's chaos: you grab, you assemble, you shout the name of the drink, you grab another one. When it's over, someone laughs, someone else curses because they got the takeout order wrong.
WHAT IT'S ABOUT
Improvised baristas in a chaotic 15-minute filler
Coffee Rush: Grab & Go is the portable, real-time version of Coffee Rush, designed by Daryl Chow for Korea Boardgames. Cards, small box, rules in five minutes: everything designed for playing anywhere, from lunch breaks to bar tables.
You assemble coffee, tea, and iced drink orders by grabbing ingredient cards from a common deck, one at a time, with one hand. Takeout orders are played face down: you have to remember what you put underneath, because if you make a mistake, you lose revenue. The first to complete five orders ends the round, then the money is counted. The one who sold the most wins.
What they say abroad
"The same caffeinated competition as the original, now in a fast, on-the-go format."
The same caffeinated competition as the original, now in a fast, on-the-go format.
— Korea Boardgames
It's a newly released game, with few recorded plays on BGG and few verifiable international reviews. This card is an initial reading based on official data and the mechanics declared by the publisher. We will update the content as feedback from the table arrives.
— FroGames
Coffee Rush: Grab & Go
Your counter
What's in front of you during the round
Open orders
Two visible order cards, each with a recipe: latte macchiato, iced tea, hot chocolate. You have to complete them before others.
Takeout orders
Order cards that you complete face down: you can't check, you have to remember what ingredients you put underneath. It's worth more points but you risk making mistakes.
Ingredient cards
Coffee, milk, water, tea, ice, chocolate: you draw them from the common deck one at a time with one hand, you slide them under the right order.
Revenue
Each completed order has a dollar value. At the end of the round, you count the money: perfect orders pay in full, errors and missing ingredients cut into profit.
Recommended sleeves 137 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 70 × 70 mm | 104 |
| 63.5 × 88 mm | 33 |
| Total cards | 137 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each round
A round is a single block of simultaneous play, without turns. Everything happens together until someone finishes.
Each player takes two open order cards. The ingredient deck goes face-down in the center of the table. Count to three.
Everyone plays together, in real-time. You draw an ingredient card from the deck with one hand, look at it, then slide it under the order that requires that ingredient. If you don't need it, discard it and draw again.
When you have collected all ingredients for an order, you complete it and take a new order from the deck. Takeout orders are completed face-down: you cannot check what you put in, you must remember it.
The first player to complete five orders stops the round. Everyone reveals their orders and counts their earnings: perfect orders are worth full price, mistakes and missing ingredients reduce the profit. The player with the most money wins.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Lightning Setup
Everyone receives two open orders, the ingredient deck goes to the center of the table. There's nothing else: no boards, no tokens. Count to three and the round starts immediately, with no tactical explanations.
Chaos Begins
Everyone draws together, one card at a time with one hand. You grab milk, slide it under the correct order, draw again. The fastest players take ingredients others needed, and the first loud comments begin.
Takeout Orders
Someone takes a takeout order: they complete it face-down, without looking at what they've slipped underneath. It's worth more money but you have to remember which ingredients you used. Memory starts to fail.
Someone Yells
A player completes their fifth order and announces it loudly. The round stops, everyone counts their earnings. Anyone who made a mistake on a takeout order discovers they put ice in hot coffee, and loses half the value.
Counting and Laughter
Earnings are compared: perfect orders pay in full, mistakes cut the profit. The one who sold the most wins, but everyone wants to play again because 15 minutes have passed and the box is still open.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things to consider
One hand only
The rule requires drawing with one hand: it limits speed and prevents holding multiple cards together. If someone cheats and uses both hands, the game loses its balance. Social agreement is needed before starting.
Selective memory
Face-down takeout orders reward those who remember what they slipped underneath. If you have a poor memory or are tired, avoid them: better less money than wrong orders. Those with photographic memory dominate this mechanic.
Cards only
There are no boards, tokens, or 3D components like in the original Coffee Rush. It's a cards-only game, designed for travel: after three or four consecutive rounds it can become repetitive. It works better as a filler between longer games.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The round ends when a player completes five orders. Then the earnings are counted, and whoever earned the most wins.
Victory
- Complete five orders before others (ends the round, but doesn't guarantee victory)
- Total more earnings than opponents: perfect orders pay in full, correct takeout orders are worth more
- Optimize the choice between open orders (slower but safer) and takeout orders (faster but riskier)
How to lose earnings
- Mistake ingredients in an order: each error cuts the drink's value
- Leave orders incomplete at the end of the round: missing ingredients reduce profit
- Complete too many takeout orders without remembering what you put in: if you make a mistake, you lose money instead of gaining it
It's a filler that rewards speed and memory, not planning. If you're looking for a 15-minute party game you can take anywhere, this is the right format. If you prefer physical components and more structured games, check out the original Coffee Rush.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Coffee Rush: Grab & Go
What mechanics does Coffee Rush: Grab & Go use?
Real-time set collection and memory. You draw ingredient cards from a common deck, assign them to open orders in front of you. Takeout orders are completed face-down, forcing you to remember what you collected. It's a simultaneous game without turns, everything happens together until someone finishes.
Does it work well with six players?
Yes, but the ingredient deck becomes more contested and the table more chaotic. With six players, the game is more frantic; with two or three, it's more controllable. The duration always remains around 15 minutes, regardless of the number of players.
Is it different from the original Coffee Rush?
Completely. The original uses boards, 3D miniatures, and grid movement, without real-time play. Grab & Go is cards-only, all simultaneous, designed to be portable. They share the theme and the barista tension, but the mechanics are opposite.
How important is memory?
Crucial for takeout orders, which are worth more money but are completed face-down. If you have a weak memory, you can avoid them and focus on open orders, but you'll earn less. Those with a photographic memory have a real advantage.
Is it available in English?
The edition for sale is in Italian, published by Asmodee. Ingredient cards use icons, order cards have localized drink names. The rulebook is included in Italian.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Coffee Rush: Grab & Go is a real-time party game for 2-6 players aged 8 and up, with 15-minute games. Designed by Daryl Chow for Korea Boardgames, it uses simultaneous set collection and memory mechanics: you draw ingredient cards with one hand, compose coffee and drink orders, complete face-down takeout orders remembering what you collected. The first to complete five orders ends the round, then the player with the most earnings wins. Portable format, cards only, immediate rules. Published by Asmodee, available on FroGames.it.

Coffee Rush - Grab & Go
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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