/ GUIDE

Something Something
GUIDE

Reading her mood from what she says, then proving it with what you pour.

The nightly puzzle

A customer sits down and every night has a hidden mood behind it. Vivian, the Regular, slides onto the stool like she owns it and does not look at the menu — she just looks at you, waiting. Your job is to read what she actually wants from how she talks, then mix a drink that matches.

Her hints are the whole puzzle

She never names a drink. She says things like "I want something dark, like I shouldn't be drinking it," or "something creamy, but with teeth," or "make it smooth, surprise me." Each line points at a mood rather than a recipe. Learning to hear the difference between "warm" and "dangerous" in how she phrases it is the actual skill the game teaches.

The ten moods

Drinks resolve to one of ten moods: warm, bold, sweet, dark, floral, sharp, smooth, dangerous, forbidden and desperate. Your bar stocks vodka, whiskey, gin, tequila, dark rum, amaretto, St-Germain, Chambord, Kahlua, Midori, absinthe, heavy cream, fresh lime, grenadine, honey syrup and aromatic bitters. The same bottle reads differently depending on what it is combined with.

Three tries, no more

You get three attempts per night. That constraint is the entire design — it makes brute-forcing combinations impossible and forces you to actually read the conversation. Wasting attempts on guesses is the fastest way to stall a night.

Seven tiers of progression

Getting it right moves her through seven tiers: Bar Vibes, Flirty Tease, Physical Touch, Kinky, Oral Tease, Oral and Sex. Progress is per-character, so a bad night with one person does not undo work done with another. The escalation is earned through correct reads rather than bought.

Play Something Something

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