Tactical. Chaotic. Delicious.
Learn to play
in minutes.
- Choose your FranchiseField two Associates and prepare your Joint.
- Battle for ObjectivesControl the Arena and grab the rewards.
- Collect IngredientsSearch, scavenge and complete Meal Deals.
- Fight, Adapt, SurviveUse Skillz, Cutlery and strategy to dominate.
- Win or Get FriedComplete the scenario goal before your rivals.

Choose your serving size
Quick Start Guides
Drive-Thru contains the Core Rules. Dine-In uses every Drive-Thru rule and adds the Advanced Tactical Rules.
Fast. Greasy. To Go.
Drive-Thru Core Rules Quick Start
Setup
Each player chooses one Franchise, prepares its Joint Counter, decks, Dough, Hangry Dice and tokens, and fields two active Associates. Put each active Associate at Still Moving on the Hangry Scale. Add one Initiative Token for every active character and Monster.
Hangry Scale and Hangry Dice
Each point of damage moves an Associate up one Hangry Scale level. Use the Hangry Dice capacity at the new level. Nuked intentionally spikes to 5 HD. Fired means defeated. During BREAK!, refresh only to the current level’s HD capacity.
Round and Activation
Draw Initiative Tokens one at a time. On its turn, a Franchise character has Attack, Activate and Dash. Dash Total equals printed Dash plus rolled committed HD and modifiers. Leaving or moving through engagement causes GOTCHA! for one Hangry Scale damage per engaged enemy encounter.
COOK-OFF!
Declare the attacker, target, weapon and Stat. Determine Attack and Defense values. Both sides secretly commit any available HD, including zero, then reveal and roll simultaneously. Add totals and compare. No HD may be added after the reveal. The attacker wins ties.
Range and Status
Melee is adjacent; Short is Melee +1; Medium is Melee +4; Long is Melee +8. Status pairs adjust Smash, Agility, Cover, Focus or Dash. Leaking deals one damage during BREAK! without defense. Provoked places Beef and requires the next legal Attack to target it.
BREAK!
Refresh HD; search Ingredients by drawing three and keeping two; search the Franchise Happy Box by drawing three; eat a Snack; acquire Skillz by drawing two and paying for kept cards; then make Dough. Each active Associate may hold two Active Skillz and two Active Cutlery, with three locker spaces for each.
Monsters
A Monster’s HD is also its health. Damage removes Monster HD; zero defeats it. During a Monster COOK-OFF!, roll up to its Fury Rating in remaining HD without spending those dice. Surviving Monsters resolve Collateral, then cumulative Dough Theft, before BREAK!.
Pay Your Tithe
At the start of every round, before Initiative, each Franchise owes two points of Tithe to the Golden One. Each point may be paid with one Applause Token or 10 Dough, and the two payments may be mixed.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| State | Still Moving | Raw | Rare | Medium Rare | Medium | Medium Well | Well Done | Nuked | Jerky | Fired |
| HD | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 5 | 1 | 0 |
Shift length: Part Time is 5 rounds and recommended for a first game. Full Time is 8 rounds. Overtime is 10 rounds. TTRPG Lite is optional with either edition.
Sit down. Things are about to get complicated.
Dine-In Quick Start Rules
Dine-In uses every Drive-Thru Core Rule above, then adds the following Advanced Tactical Rules from Section 14 of the complete rulebook.
Advanced Modifier Scale
Minor circumstances modify a roll or value by ±1, Major by ±1D4 and Extreme by ±1D6. Unless a rule says otherwise, apply only the single strongest modifier of the same type.
Facing and Back Attacks
Each miniature has a 180° Front and Rear. An Attack begun entirely in the target’s Rear makes it Backstabbed and grants +1D4 Attack. A scenario ambush may increase this to +1D6. Rear attacks do not automatically cancel Cover.
Line of Sight and Cover
Trace line of sight from base center to base center. Blocking terrain stops it. Minor obstruction grants +1 Cover, substantial cover +1D4 and fortified cover +1D6. A line crossing another miniature grants +1 Cover; multiple intervening miniatures do not stack.
Flanking and Elevation
When two allied attackers threaten a target from opposite sides, qualifying attackers gain +1 Attack. Meaningful high ground grants +1 Attack; a scenario may raise this to +1D4 or, for an Extreme advantage, +1D6.
Terrain and Concealment
Advanced terrain uses Open, Rough, Cover, Blocking and Hazard keywords. Rough, Difficult and Extreme terrain may reduce Dash by 1, 1D4 or 1D6. Light or Heavy Concealment reduces Attack; Total Concealment blocks line of sight.
Hazards and Collisions
Minor, Major and Extreme hazards or falls deal 1, 1D4 or 1D6 damage. Forced movement into Blocking terrain deals one damage. A collision with another miniature deals one damage to both unless a rule says otherwise.
Overwatch
Spend an Attack action to enter Overwatch until the Associate’s next activation. Once, when an enemy moves through legal ranged line of sight and range, make one immediate ranged Attack. That reaction ends Overwatch.
Combo Attack
Once per round, two active Associates from the same Franchise may spend their Attack actions on one legal target. The Lead supplies the weapon and normal damage. The Assist commits at least one HD and adds its Job Combo Bonus. Resolve one shared Attack pool and one COOK-OFF!.
Advanced Monsters
Monsters use the same Advanced Rules. Profiles and scenarios may add Large, Tiny, Flying, Climber or Immovable keywords and may require Combo Attacks to expose weak points or finish exceptional Monsters.
TTRPG Lite remains separate: its performance, narration, Beef and Applause rules may be added to Drive-Thru or Dine-In.
Get in line