Coffee Rush board game box image

Top 107 · #22 of 60 in Family

Coffee Rush

You play a barista who moves across the ingredient board and fills customers' coffee orders — a Korean-designed game from Korea Boardgames (designer Han Ui-jin, art by Hwang Si-won). Orders slide down one slot each turn along the 4-slot queue on your player board, and an order you never serve becomes a Penalty Card (−1 point) that pulls your rating down.

My collection
👥 2–4 players (best with 3) age 8+⏱️ 30 min🎯 weight 2/5
StrategyFamily

👨‍👧‍👦 Played with our kids

Played with children aged 7 and 5.

Rules

Move your barista Meeple across the Ingredient Board, take the ingredient from each cell you move onto, distribute the tokens among three Cups, and match Orders exactly. Your route is your ingredient list, so every step shapes the recipe.

Edition: Base gameChecked against one official rulebook · other edition pending

Before choosing — can the table manage the order flow together?

QuestionWhat to expect
A good fitYou enjoy planning a route across the ingredient board and deciding which descending order to finish first
Rules loadEach turn has five phases, while cups, order movement, and penalties all need tracking
How to helpFor the first few turns, have one player read the five phases in order and check order movement and time tokens at the end
Choose something else whenThe group wants a lighter game where one choice gives an immediate result without maintaining several states

Setup — 3–4 players

  1. 1Place the Ingredient Board in the middle. Put the Ingredient Tokens, Rush Tokens, and shuffled Order Card deck beside it as the Supply Area.
  2. 2Each player chooses a color and takes 1 Player Board · 1 Meeple · 4 Upgrade Tiles · 3 Cups.
  3. 3Choose the starting player and place the Starting Player Token with its “OPEN” side up.
  4. 4The starting player puts 2 Order Cards on tab 1 and 1 on tab 2. Every other player puts 1 card on each of tabs 1 and 2.
  5. 5Starting with the player to the starting player's right, proceed anticlockwise and place one Meeple at a time on an empty Ingredient Board cell.
  6. 6Only after every Meeple has been placed does each player take the Ingredient Token shown under their Meeple and put it into a Cup.

Two Meeples cannot be placed on the same cell. Do not take the starting-cell ingredient immediately: everyone takes theirs after all Meeples have been placed.

Your turn — five phases

  1. 1Activate Upgrades (optional) — discard 3 completed Order Cards and turn 1 Upgrade Tile face up.
  2. 2Move — you may move to orthogonally adjacent cells 1–3 times and may stop after only 1 or 2 moves.
  3. 3Pour Ingredients — distribute the ingredients gained this turn among Cups, or return them to the Supply Area.
  4. 4Process Order (optional) — complete an Order when a Cup matches it exactly.
  5. 5Turn End — give other players new Orders, then apply the Flow of Time to your own Orders.

Receive the ingredient on every cell you move onto

Your basic movement is up to 3 moves. Each Rush Token adds 1 move, with no limit on the number spent in one turn. If the Supply Area lacks enough of an ingredient, take as many as are available.

Cells enteredCoffee beansMilkSteam3 moves → 3 ingredients
distribute any number among Cups
Your 3 CupsCoffee beansMilkCup 1SteamCup 2EmptyCup 3
Three moves provide one ingredient from each of the three cells entered. You may split those ingredients among several Cups.

You may pass through an occupied cell, but may not stop there

You receive that cell's Ingredient Token and may continue moving to the next cell. At the end of movement there must be only 1 Meeple on a cell. You may revisit the same cell several times and may finish on the cell where you started.

Cups and Process Order

  • Of the Ingredient Tokens gained during Move, place any number into one Cup or several Cups. You may return some or all unwanted tokens to the Supply Area.
  • An Ingredient Token already in a Cup cannot be transferred to another Cup.
  • During your turn you may empty any number of Cups. Every token in each chosen Cup returns to the Supply Area.
  • A Cup's contents must match the Order Card exactly. An extra or missing ingredient means the Order cannot be completed.
  • Whenever you complete a Specialty Menu Order, gain 1 Rush Token.

Upgrades — activate one with three completed Orders

At the beginning of your turn, if you have at least 3 completed Order Cards, you may discard 3 to activate 1 Upgrade Tile. It works immediately and remains active for the rest of the game.

Official nameEffect
Double MeeplesReceive ×2 Ingredient Tokens on cells with another Meeple
Double CornersReceive ×2 Ingredient Tokens on the Ingredient Board's 4 corner cells
Double SpecialtiesReceive ×2 Ingredient Tokens on caramel, chocolate, water, and tea leaves cells
Diagonal MovementYou may move to diagonal cells

Upgrade effects stack

If a cell satisfies more than one upgrade, apply every multiplier. A corner cell containing another Meeple, for example, combines Double Meeples and Double Corners to provide 4 times the base ingredient.

Too Many Orders, Flow of Time, and Penalty Cards

The more Orders you complete, the more Orders each of the next two players to your left receives. Resolve Too Many Orders first, then move your own Order Cards down through Flow of Time.

Completed this turnNearest player to your leftNext player to your left
N OrdersTakes all N first and puts them on tab 1Then takes N and puts them on tab 1
  1. 1Too Many Orders — each of the two players to your left takes as many Order Cards as you completed and puts them on tab 1.
  2. 2The nearest player to your left takes their entire share before the next player draws theirs.
  3. 3If the deck runs short during Too Many Orders, distribute the remaining cards as far as possible starting with the player to your left. The starting player then flips the Starting Player Token to “CLOSED.”
  4. 4Flow of Time — afterwards, move your own Orders down one tab: tab 1→2, 2→3, and 3→4.
  5. 5An Order pushed off tab 4 is turned face down as a Penalty Card. Gain 1 Rush Token for each new Penalty Card.

Each Penalty Card is worth −1 Rating. When anyone has 5 or more, flip the Starting Player Token to “CLOSED.”

Game End and Rating

  • The game closes when the Order Card deck is depleted or a player has 5 or more Penalty Cards. Flip the Starting Player Token to “CLOSED.”
  • Continue through the turn of the player to the starting player's right, then end the game. This gives everyone the same number of turns.
ItemRating
Completed Order Card+1 each
Activated Upgrade Tile+2 each
Penalty Card−1 each

Ties

Compare ① completed Order Cards, then ② Rush Tokens. If the tie remains, share the win.

2 Player Rules

  • Each player chooses red or blue and uses 2 Meeples. Starting with the non-starting player, alternate placing one Meeple at a time on empty cells. After all 4 are placed, put each Meeple's ingredient into your Cup or Cups.
  • On your turn, move only 1 of your Meeples. You cannot split movement between them.
  • Double Meeples also works on a cell containing your own other Meeple.
  • During Too Many Orders, the other player takes as many Order Cards as you completed and puts them on tab 1.
  • After moving your Orders down for Flow of Time, add 1 Order Card to tab 1 on every turn.
  • Depleting the deck during Flow of Time can also trigger Game End. If the starting player triggers it, the other player takes one last turn; if the non-starting player triggers it, the game ends immediately.

Rules people get wrong

Q. Must I use all three basic moves?

No. You may move 1–3 times and stop after only 1 or 2 moves. Each Rush Token adds 1 more move.

Q. May I revisit a cell or return to my starting cell?

Yes. You may pass through the same cell several times and may finish on the cell where you started.

Q. May I move through a cell with another Meeple?

Yes, and you still receive that cell's ingredient. You just may not end your movement there.

Q. I poured an ingredient into the wrong Cup.

You cannot transfer one token to another Cup, but during your turn you may empty any number of Cups completely.

Q. Can I complete an Order with an ingredient left over?

No. The Cup must match the Order Card exactly.

Q. How many Rush Tokens can I spend?

There is no limit. Each token adds 1 move, and you may spend as many as you hold.

History and editions

ItemDetail
Players · time2–4 players · about 30 minutes · age 8+
Game designEuijin Han
GenreGrid movement + set collection

This guide was checked against all 8 pages of Korea Boardgames' official English rulebook. A public official Korean rulebook source has not yet been obtained; the Korea Boardgames QR and rules-library routes and the owner's physical rulebook still need to be checked for Korean-edition terminology.

Sources

Korea Boardgames — Official English rulebookBoardGameGeek: Coffee RushPublisher page — Asmodee: Coffee RushEnglish Wikipedia search — no dedicated game article found (9 October 2026)Wiki cross-check — Namuwiki: Coffee Rush (Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-10-24

💡 Master tip

Trying to save every order is the beginner's trap. Let an order caught in queue slot 4 go and save your walking. Movement gives you an ingredient for every space you step onto, so a route that uses all 3 steps is the baseline, and rush tokens pay off best when you save them for a turn where you can complete two orders at once.

Open score calculator →Let the calculator do the scoring so you can focus on the game.

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