A question came up about the Lights On – Bar sequence at the end of the game, so I figured it would make sense to add some of the thinking and story behind this to clarify and maybe also help me refine the rules a bit further.
The Story
During the game, players are spending time going from one cruising area to the next. Occasionally it can all get a bit much, so spending time at the bar can give you a moment’s peace from all the intense flirting.
However, there’s also a game going on, so while they’re grabbing a drink, players can also invest a bit of time chatting to the visitors who are watching from the sidelines.
When the players are finished and heading home, they drop by the bar in a last attempt to lure one or more of these visitors back home with them – giving them another score or two in their epic hookup contest.
The Mechanics
Introduced as a way to provide alternative scoring possibilities outside of cruising room flirting to help players either catch up to a runaway leader, or for when the visitors in the room don’t provide any (good) matches.
During a player’s turn they can choose 2 of 4 actions available to them, where one of these is placing a bar token on one of the spaces at the bar. This typically becomes the second most valuable thing you can do during your turn after you have hooked up – assuming sufficient horniness and mischief cards.
Each space can have multiple tokens placed one on top of the next. Giving advantages to the most recent player (top of the pile).
At the end of the game, the spaces at the bar are transitioned into visitors from the deck and laid out on the board as the “final cruising area” to play through.
Now players work through each stack of bar tokens, top to bottom on seat 1, then 2 etc, until all tokens have been spent.
Tokens can be spent in one of 3 ways:
- Flirt with the visitor on the space
- Swap any visitor on any space with a fresh one from the deck
- Move or remove any bar token – typically you move (a different) one of your own tokens to a more advantageous space, or remove a token from the player who’s the biggest competition.
Flirting with visitors at the bar also is a little different:
- You ignore your own preferences, but they still need to consent to your tribe
- You ignore all horniness
- You don’t roll the sex dice
- You can’t use your item, but you can use any remaining Mischief Cards you have
Ultimately this is a final round of potential scoring that brings a lot of tension for the winning spot as well as a final moment to mess around and heavily impact and influence the other players.
The introduction of the round has been a huge success – although it took quite some iterations to get to this version that worked smoothly and wasn’t too overpowered compared to the rest of the game.
We already plan on having the details about what players can do during this round more readily available – either as part of the player boards or as a reference card along with other useful summaries like the dice roll tables.
So that’s how it works! I hope this helps clarify a bit more. Happy to hear any feedback or thoughts on the phase or how we might be able to portray this as effectively as possible within the game rules.