Waiting in Line Simulator

Tactical Queue Jumping Action

LEFT
4 LEFT
LINE MOVES IN
CASH
$15
AHEAD
6
HEAT
MOVES

←→ pick who · ↑↓ pick a move · Enter do it · J jump ahead · T talk · L listen · Space wait · R restart · M music · or tap

What happened
The rules
Turns

One move per turn. The front of the line is served every 3 turns: the blocks at the top count down. Get served before stock runs out, without reaching 4 heat. Your first move each attempt is free: the line won't move. The red dashed line on the path shows where it sells out if nothing changes.

Jump ahead

Your main move: slip past the animal right in front. It works if nobody watching sees it. If you're caught: +1 heat, more if a dog or a hot-head sees.

Species (always visible)
  • Owl: spots anyone jumping ahead right in front of it or behind it, while awake. Dozes off on a cycle. Bladder 6.
  • Tortoise: shuffles up a turn late after the line moves. While that gap is open it won't notice anyone jumping ahead. Too patient to stir up. Bladder 9.
  • Dog: easily distracted. Barks if it catches you jumping ahead: extra heat. Bladder 4.
Temperament (the "?" over each animal)
  • Disciplined: can't be distracted; owls never doze. Falls for "wrong line", except a disciplined tortoise.
  • Jumpy: notices anyone jumping ahead, even in a gap. Distractions last longer. A dozing jumpy owl wakes at any noise nearby. Stir works on owls and tortoises after a short delay.
  • Hot-headed: ignores "wrong line". Stir them up and staff throw them out. Extra heat if they catch you.
Props (visible)
  • Bubble tea: bladder fills every fourth turn. Coffee makes it fill every turn.
  • Headphones: can't hear "wrong line" or stir. A jumpy owl wearing them sleeps through noise.
  • Big tote: buys 3.
Blocked moves

A trick their temperament blocks never works. It costs your turn and 1 heat. Fail twice on the same animal and you'll learn their temperament. Talking or listening tells you straight away.