All You Can Beat
Survive the lunch rush.
Overview
Cooperative raid · 1–4 players
A cooperative Monster Raid Gauntlet. Fast Food has decided every franchise is over budget. The franchises can settle their differences after they survive.
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
Setup
For solo play, one franchise still fields its normal 2 active Associates. For multiplayer co-op, every player controls one franchise and contributes 2 active Associates.
Build a compact x4 Arena. Avoid long arms; the raid should feel like a surrounded food court rather than a race track.
Mark multiple Monster Spawn Zones around the perimeter. Spread them so a single defensive formation cannot cover every entrance.
Place Ingredients/Condiments and Meal Deal components as normal for the scenario.
Create the Shared Dough Reserve shown above. Monster Dough Theft is paid from this reserve instead of separately by each franchise.
Prepare Franchise decks, Skillz, Happy Box cards, Managers, PR Enforcers, Hangry Dice, Hangry Scales, Initiative, Ingredients, Meal Deals, Boomer Bummers, and all legal Monster Threat Decks.
| Players | Active Associates | Arena plates | Shared Dough |
|---|---|---|---|
| 1 | 2 | 4 | 20 |
| 2 | 4 | 8 | 30 |
| 3 | 6 | 12 | 40 |
| 4 | 8 | 16 | 50 |
Special rules
Raid Waves
The gauntlet escalates by wave. Draw random Monsters from the required color deck(s); do not select a specific Monster unless a scenario variant says to.
Start the next wave after all Monsters from the current wave are defeated and the table completes one BREAK!. For a shorter raid, omit Wave 4. For an endurance raid, repeat Wave 3 once before Supersize.
Monsters Eat the Inventory
At the end of each round, after surviving Monsters resolve Collateral Damage and before they steal Dough, resolve MONSTER MUNCH.
Each surviving Green Monster consumes 1 Ingredient/Condiment on a D6 result of 5+.
Each surviving Yellow Monster consumes 1 Ingredient/Condiment.
Each surviving Orange Monster consumes 1 Ingredient/Condiment.
Each surviving Red Monster consumes 2 Ingredients/Condiments.
The players choose which available Ingredient/Condiment tokens are consumed unless a Monster specifically says otherwise.
If fewer tokens are available than the Monsters would consume, discard all available tokens; excess consumption is lost.
After Monster Munch, every surviving Monster steals its printed Dough Theft from the Shared Dough Reserve. Multiple Monsters are cumulative.
Meal Deals in the Raid
Ingredients and the Meal Deal subgame remain active. A completed Meal Deal may be resolved normally, or the team may FEED THE BEAST.
FEED THE BEAST: discard one completed Meal Deal before Dough Theft to prevent up to 3 Dough Theft that round. Each completed Meal Deal may be used only once. This creates a deliberate choice between keeping the Meal Deal's normal benefit and protecting the team's survival clock.
Managers and PR Enforcers
Managers and PR Enforcers function normally unless their card text depends specifically on harming an enemy franchise. In the raid, effects that require an enemy franchise but have no legal Monster interaction simply have no valid target. PR Stunt still FIRES the chosen Associate and remains a severe roster decision.
Raid wave chart
| Wave | 1 Player | 2 Players | 3 Players | 4 Players |
|---|---|---|---|---|
| 1 – Appetizer | GREEN x1 | GREEN x2 | GREEN x2 | GREEN x2 + YELLOW x1 |
| 2 – Lunch Rush | YELLOW x1 | YELLOW x1 + GREEN x1 | YELLOW x2 | YELLOW x2 + GREEN x1 |
| 3 – Dinner Rush | YELLOW x1 + GREEN x1 | ORANGE x1 | ORANGE x1 + GREEN x1 | ORANGE x1 + YELLOW x1 |
| 4 – Supersize | – | ORANGE x1 + GREEN x1 | ORANGE x1 + YELLOW x1 | ORANGE x1 + YELLOW x2 |
| Final – Corporate Arrives | YELLOW x1 | ORANGE x1 | RED x1 | RED x1 + GREEN x2 |
Wave compositions and starting Shared Dough are playtest values in the current rulebook.
Victory conditions
Victory and Defeat
VICTORY: defeat the Final Wave and finish the round with at least 1 Dough remaining in the Shared Dough Reserve.
DEFEAT: the Shared Dough Reserve reaches 0.
DEFEAT: all active Associates are simultaneously defeated and no eligible replacement can enter.
Suggested post-game rating: 1-9 Dough remaining = Technically Still Employed; 10-19 = Employee of the Minute; 20+ = Golden Franchise Material.
Strategy tips
Cover several spawn approaches and concentrate attacks on Monsters before their end-of-round effects stack up. Weigh each Meal Deal’s normal benefit against using Feed the Beast to protect shared Dough.
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.
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