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Drive-Thru Roller Rugby

Grab it. Make it. Steal it.

Overview

Competitive scrum · 2–4 players

A possession-and-theft Meal Deal scrum. Race for orders, steal them from rival carriers, haul them back to your Joint, raid Ingredients, and complete the meal before somebody wrecks your shift.

Choose your edition: Drive-Thru uses the core rules. Dine-In adds tactical modules while keeping the same scenario setup, objectives, and victory conditions. TTRPG Lite is optional in either edition.

Choose a Shift before play: Part Time is 5 rounds (recommended), Full Time is 8 rounds, and Overtime is 10 rounds, unless the scenario specifies another ending condition.

Setup

Arena & Objective Zones

Build the x4 Arena as a broad circuit, linked lanes, or open rugby pitch. Place the scenario's Objective markers as Meal Deal Objective Zones. Each zone must have at least two practical approaches and no Franchise Spawn should have a permanently superior route to most zones.

Meal Deals Are the Ball

At setup, draw and place 1 face-up Meal Deal in each Objective Zone. When a Meal Deal leaves a zone, that zone remains empty until the next BREAK!, when a new legal Meal Deal is drawn and placed there. A Meal Deal in the Arena belongs to nobody until it is secured at a Franchise Joint.

PlayersActive AssociatesArena platesTarget Meal DealsChaos
24841
361251–2
481662

The current rulebook retains target Meal Deal totals of 4 / 5 / 6 as playtest values. The revised possession rules below govern how orders are secured and completed.

Special rules

Carrying Capacity

Each Associate may carry either up to 3 Ingredient/Condiment Tokens OR 1 Meal Deal, never both. ACTIVATE – PICK UP: while adjacent to a loose Ingredient/Condiment or a Meal Deal in an Objective Zone or legal Arena space, pick it up if the Associate has capacity.

CHECK THE ORDER IN!

When an Associate carrying a Meal Deal reaches its own Franchise Joint, CHECK THE ORDER IN. Place that Meal Deal at the Joint. A secured Meal Deal cannot be stolen. Ingredients and Condiments may be applied to a Meal Deal only after that Meal Deal has been secured at the Joint.

BAG THE ORDER!

During BREAK!, a Franchise may apply eligible Ingredients/Condiments stored at its Joint to one or more secured Meal Deals. When all printed requirements are satisfied, the Meal Deal is completed and resolves its scenario-legal reward or scoring effect. The tactical challenge is getting the order and supplies home; bagging the order does not require an additional Associate action during BREAK!.

SNATCH IT! – Stealing Meal Deals

While adjacent to an enemy Associate carrying a Meal Deal, spend ACTIVATE and make an Agility COOK-OFF! against that carrier. Attacker wins ties. On a win, take the Meal Deal if the thief can legally carry it. The thief becomes its new carrier. On a loss, nothing happens. Meal Deals secured at a Joint cannot be stolen.

RAID THE PANTRY! – Stealing Ingredients

While adjacent to an enemy Associate carrying Ingredients/Condiments, spend ACTIVATE and make an Agility COOK-OFF! On a win, steal 1 carried Ingredient/Condiment, subject to carrying capacity. An Associate adjacent to an enemy Joint may instead RAID THE PANTRY! against that Joint's normal Joint Cover; on a win, steal 1 stored Ingredient/Condiment. Ingredients may therefore be stolen both in the Arena and from a Joint.

SPILL THE ORDER! & DROP THE GROCERIES!

When a Meal Deal carrier is defeated or FIRED, place the carried Meal Deal in an adjacent legal space chosen by the attacker. It becomes available to any Franchise. When an Ingredient carrier is defeated or FIRED, place all carried Ingredient/Condiment Tokens in adjacent legal spaces; they become available to any Franchise.

NO SUBSTITUTIONS!

Carried Meal Deals and Ingredients/Condiments cannot be voluntarily transferred between Associates while in the Arena. They may be stolen, dropped, picked up, deposited at a Joint, or moved by an explicit card or scenario effect.

Monsters, Tithe & PR Enforcers

Use normal Monster entry, Initiative, Collateral and Dough Theft rules. Keep normal scenario Threat restrictions. PAY YOUR TITHE! resolves normally at the start of each round; a Tithe-generated Monster can turn a possession battle into a feeding frenzy. PR Enforcers function normally; EXPEDITE THE ORDER may be used for a legal PICK UP or CHECK THE ORDER IN action if the scenario effect allows it.

Victory conditions

Victory

The first Franchise to complete the scenario's target number of Meal Deals wins. If the chosen Shift ends first, the Franchise with the most completed Meal Deals wins. First tiebreaker: most secured but incomplete Meal Deals at its Joint. Second tiebreaker: Dough. Third tiebreaker: the tied Franchise currently carrying a Meal Deal closest to its own Joint.

Strategy tips

Escort carriers and intercept rivals before an order reaches a Joint. Secure the Meal Deal first, then bring home the ingredients. Watch for dropped orders that can suddenly change possession.

Tactical suggestions based on the scenario rules.

Rules reference: Complete Rulebook — Part Time / Full Time revision, September 10, 2026, §15 (Scenarios) and Shift Length rules. Specific scenario rules override core rules.