Game setup
Everything here changes the table behind this card as you set it.
Look
Table
Concierge
$0 / $95 1 2:00 Tap a guest waiting at the front desk — the concierge goes over to check them in. When they answer, tap a free room.
How to play: you are the only concierge on the floor, and everything happens because you sent her to do it. A guest arrives at the door and walks across the lobby to the line behind the rope at the front desk; tap a party to call them up through the rope's opening to the counter, where she stands behind it facing them and checks them in, asking how many they are; only once they have answered can you tap a room's door for them, and she will tell them where they are going and walk them over. The four rooms are the doors standing in the walls — 102 and 103 face you on the far wall, 101 and 104 stand in the side walls — each wearing its number and how many it sleeps: two rooms sleep 2 and two sleep 4, so a big party has exactly two doors in the hotel. The sign over each door reads AVAILABLE or BOOKED. She collects their key cards from the front desk on the way, hands them round at the door, and the guests settle in. Every guest's bags are left on the LUGGAGE DROP bench on the left of the lobby: tap the bags to send her to tag them with the room number, tap an empty cart on the CART RACK to the right to load them, then tap the room's flashing door to wheel the cart over. Once the guests have brought the bags in, tap the empty cart and she takes it back to the rack for the next guest. Check a party into a room whose door mat matches their own colour and the booking pays a $12 bonus. Guests do not stay long: when their stay ends the room charge settles on its own — the rate plus a tip, no bill to ask for — and the party sees itself out. Then the room needs cleaning: its sign flips to NEEDS CLEANING and the VACUUM in the far right corner starts flashing — tap it, then tap the room that needs her, and she vacuums it until the sign flips back to AVAILABLE, ready for the next booking. She stays where you left her when she runs out of things to do; tapping the front desk sends her back behind it to stand ready for the next guest. They pay as they check out, and the room is theirs until they have. Every waiting guest is losing patience the whole time, and the bar over their heads is what you are really playing against: it goes back to full green the moment she reaches them, so it is asking one thing — how long has this room been waiting for somebody. The tip is what was left of their mood when she checked them in, so a party checked in fast pays close to double one left to stew. Everything you can send her to is ringed and flashing, and the faster it flashes the worse the wait behind it — so the floor can be ranked at a glance without reading a single bar. A room with no bar wants nothing from you — a settled stay costs no patience, and how long each party stays is its own, so a floor checked in together will not all check out at once. The floor grows with the levels: level 1 has no luggage loop and no vacuum — guests carry their own bags and rooms come back on their own; the vacuum and the cleaning arrive at level 2, the cart rack at level 3, and the full drop-to-cart-to-door loop at levels 4 and 5, where the guests also walk faster. The hotel opens quiet and fills as the level wears on, so bank what you can early. Three walkouts and the level is over. Make the target before the clock runs out and you take the next level, where they come through the door faster still — five levels and the game is won.
Added 13 Aug 2026Updated 16 Aug 2026
Comments 0
Nobody has said anything yet. Go first.