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- Chrono Core
- CookieRun
- Digimon
- Dragon Ball
- Elestrals
- Final Fantasy
- Flesh and Blood
- Force Of Will
- Future Card Buddyfight
- Godzilla Card Game
- Gundam
- hololive
- Keyforge
- Lorcana
- Magic The Gathering
- Metazoo
- Miscellaneous
- My Little Pony
- Neopets
- One Piece
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In Soda Jerk, you'll be dealt a hand of delicious soda ingredient cards, including strawberry, blueberry, banana, kiwi, and orange. On your turn, either:
- Play a card face down in front of one of the taps (which are also labeled strawberry, blueberry, banana, kiwi, and orange)
- Flip over a face down card
Play continues until a player starts their turn with three cards left in hand, all players flip over cards consecutively, or all cards on the table are face-up. At this point, determine the final value of all taps: reveal any remaining face-down cards and add up all matching flavor cards while subtracting all non-matching cards. A tap can be worth negative points! Finally, tally up your score. Each card left in your hand is worth points equal to the final value at the matching tap. So, if you ended with two strawberry cards and the tap value of strawberry was 8, you get 16 points. Try to get the most points while making your opponents go negative!
- Hidden Information & Bluffing: Because cards are placed face-down, there's hidden information: players don't know how some taps will end up until flips happen. This allows bluffing, second-guessing, and strategic guessing.
- Dynamic Tap Values: The value of each tap can go up or down depending on how many matching vs non-matching cards are played. Taps can even end up with negative values, which adds tension and rewards risk-management.
- Strategic Depth in a Compact Game: Despite being fairly quick (15 min) and simple to teach, Soda Jerk offers meaningful decisions about which taps to influence, when to flip, and how much risk one is willing to take. This makes it satisfying for both casual and more strategist players.
- Multiple Endgame Triggers / Short Rounds: The game ends when certain conditions occur: a player begins a turn with only three cards, all cards on the table are face-up, or players begin the flipping phase. These triggers keep the game from dragging on. Typical play time is about 15 minutes.
- Tension & Player Interaction: Because you affect shared resources (the taps) and other players are watching how you’re influencing them, there is tension. Bluffing adds interaction. You can subtly sabotage others or steer taps to your advantage.
Contents:
- 5 Tap Cards
- 45 Flavor Cards
- 4 Player Aids
- 1 Scorepad
- 2 Switcheroo Cards
Specifications
| Publisher | Allplay |
| Product Type | Children' | s Games |
| Product Sub-Type | Base Game |
| Minimum Recommended Age | 6 |
| Average Play Time | 15 Minutes or less |
| Players (Minimum) | 2 |
| Players (Maximum) | 4 |
We have a 14-day return policy, which means you have 14 days after receiving your item to request a return.
To be eligible for a return, your item must be in the same condition that you received it, unworn or unused, with tags, and in its original packaging. You’ll also need the receipt or proof of purchase.
To start a return, you can contact us at contact@impactgamingcenter.gg. Please note that returns will need to be sent to the following address: 49 Ludwig Dr. Fairview Heights, IL 62208.
If your return is accepted, you will be responsible for proper packaging and shipping of the items. Items sent back to us without first requesting a return will not be accepted.
You can always contact us for any return questions at contact@impactgamingcenter.gg.
Damages and issues
Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you receive the wrong item, so that we can evaluate the issue and make it right.
Exceptions / non-returnable items
Certain types of items cannot be returned, like perishable goods (such as food, flowers, or plants), custom products (such as special orders or personalized items), and personal care goods (such as beauty products). We also do not accept returns for hazardous materials, flammable liquids, or gases. Please get in touch if you have questions or concerns about your specific item. We do not provide returns/refunds for items that arrive later than the estimated shipping arrival date, or items lost during transit.
Unfortunately, we cannot accept returns on sale items or gift cards.
Exchanges
The fastest way to ensure you get what you want is to return the item you have, and once the return is accepted, make a separate purchase for the new item.
Refunds
We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method within 10 business days. Please remember it can take some time for your bank or credit card company to process and post the refund too.
If more than 15 business days have passed since we’ve approved your return, please contact us at contact@impactgamingcenter.gg.
Impact Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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