Garcon

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Garcon (Garcon!) is a memory and card management game for 2-5 players with a restaurant waiter theme. Players act as waiters trying to memorize customer orders and deliver them correctly to earn the maximum tips. Players must use Event Cards strategically to thwart other players’ plans while paying attention to the passage of time. The waiter who earns the most tips by correctly remembering and delivering orders wins.

Components

Setup

  1. Shuffle the Order cards and Event cards into separate decks.
  2. Each player takes a player screen or board.
  3. Place tip tokens in a central supply.
  4. Deal starting hands.
  5. Determine first player.

Turn Structure

On your turn:

1. Take Orders

New customer orders are revealed. Players must memorize which orders belong to which table/customer.

2. Play Event Cards (optional)

Play Event Cards to disrupt opponents (swap orders, add confusion) or help yourself (peek at hidden orders, gain extra time).

3. Deliver Orders

Attempt to deliver the correct food items to the correct customers based on your memory of the orders taken.

4. Earn Tips

Correct deliveries earn tip tokens. Incorrect deliveries earn nothing or may cost penalties.

5. Time Advances

The game’s time track advances. Time pressure increases as the game progresses.

Actions

Memorizing Orders

The core challenge is remembering which customers ordered which items. As more orders accumulate, the memory challenge increases.

Event Cards

Strategic use of Event Cards can:

Delivering Orders

When you deliver, you declare which item goes to which customer. Correct matches earn tips.

Scoring / Victory Conditions

Tips: Earned by correctly matching orders to customers.

Game End: The game ends when the time track reaches its end or all orders have been fulfilled.

Winner: The player with the most tip tokens wins.

Special Rules & Edge Cases

Memory Challenge

The game’s difficulty scales with the number of orders in play. Earlier rounds are easier; later rounds require tracking many simultaneous orders.

Event Card Timing

Event Cards can be played at specific times during the turn. Timing restrictions prevent them from being used at any moment.

Time Pressure

As time advances, customers become impatient. Late deliveries may earn reduced tips or no tips at all.

Player Reference

Turn: Take orders -> Play Event Cards -> Deliver orders -> Earn tips -> Time advances

Win Condition: Most tip tokens

Key Numbers: | Item | Value | |——|——-| | Players | 2-5 | | Game length | 30-45 min | | Core mechanic | Memory |