Order these soft drinks by the year each was introduced. You place all 28 cards on one timeline, one at a time. Three wrong guesses ends the run.
Colas, root beers, ginger ales, sports drinks and energy drinks: each card is a soft drink brand, with a short note on where it came from. You're ordering them by the year each drink was introduced. One brand starts on the timeline with its year showing. Drop every new card into the gap you think is right. Right first time, and the year appears; a wrong one still puts the drink in its true place and costs one of three lives.
Soda fountain classics, regional favorites, diet colas and caffeine-loaded newcomers all share the line. Big companies often launched rivals to each other's hits, and the note on the card sometimes gives that away, so read it closely. Diet and high-caffeine drinks blur together, and regional brands can be far older than their low profile suggests.
Want a longer game? On the deck tree you can tick this deck alongside any other one measured in release years and dates, and they shuffle into a single timeline together.
This deck has been played 20 times. An average run places 4 cards, and 58% of all placements land in the right spot. Only one run has ever placed every card.
The cards players get wrong most often:
Here are 28 of the 28 cards you might be dealt. Their values stay hidden until you place them.