Complete Rulebook

Text and tables from the supplied Hangry Games rulebook. Download the original Word document

HANGRY GAMES

Complete Rulebook • Corporate-Approved Arena Procedures

GOOD FOOD. BAD DECISIONS. GREAT GAMES!

TABLE OF CONTENTS

1. The World of the Hangry Games

2. Components

3. Getting Started

4. Core Rules

5. Movement & Terrain

6. Combat & the COOK-OFF!

7. Objectives

8. Dough (Currency)

9. Status Effects

10. Skillz & Talents

11. Franchise Rules

12. Associates

13. Meal Deals & Favors

14. Dine-In Edition — Advanced Tactical Rules

15. Scenarios

16. Monsters & Bestiary

17. Reference & Glossary

Campaign Play is intentionally not included in this edition; Hangry Games currently supports standalone skirmishes and scenario play.

1. THE WORLD OF THE HANGRY GAMES

The old world did not end with a bang. It ended under a heat lamp. In the Hangry Games, fast-food franchises have become cult-like nations fighting over ingredients, territory, customers, and the favor of Fast Food itself. Every Joint preaches that its menu is sacred, its employees are expendable, and its competitors are absolutely violating corporate policy.

Above them all looms the Golden One, an avatar of Fast Food whose favor can turn an ordinary shift into a glorious, greasy catastrophe. The Arena is where franchise disputes are settled the only sensible way left: armed Associates, weaponized kitchen equipment, unstable Monsters, and enough corporate propaganda to make the whole thing sound intentional.

The Four Franchises

The Clownies: Panic & Chaos. Weaponized comedy, Frightened and Distracted effects, knockback, explosions, and cheerful violence.

Shangri-ZA: Grease & Flow. Cosmic pizza wisdom, movement manipulation, status control, cleansing, and suspiciously relaxed employees.

Bell Ringers: Gut Rot & Attrition. Poisoned and Leaking effects, spicy pressure, dirty fighting, and the slow certainty that lunch was a mistake.

The Commodore's Legion: Suppression & Formation. Crash, Cover, knockback, disciplined positioning, and militarized chicken patriotism.

The Arena

Each player commands a Franchise and keeps two active Franchise Associates in the Arena. Associates fight, grab objectives, raid enemy Joints, earn Dough, survive Monsters, and cycle through the roster as casualties mount. Aggression is rewarded: when final Attack and Defense totals tie in a COOK-OFF!, the attacker wins.

2. COMPONENTS

A game of Hangry Games uses Franchise Joint Counters, Associate cards and miniatures, Hangry Dice, the Initiative Sack and Initiative Tokens, objective and Ingredient/Condiment tokens, Franchise Happy Box and Skillz decks, Fast Food’s Favor and Boomer Bummer decks, Dough, terrain, Monsters and their encounter materials, plus Beef and Applause Tokens when the relevant rules call for them.

Franchise Joint Counter

The Joint Counter is your franchise command station. Its center contains the Hangry Scale, with a separate slider for each active Associate. It also supports the cards, resources, and Joint Defense information used by your franchise during play.

CHOOSE YOUR EDITION

DRIVE-THRU EDITION — FAST. GREASY. TO GO.

Drive-Thru Edition is the standard Hangry Games ruleset and the recommended way to learn, demo, and play faster games. Use all Core Rules, including the Hangry Scale, Hangry Dice, COOK-OFF!, Skillz, Cutlery, Status Effects, Beef/Provoked, Monsters, Objectives, Dough, and scenario rules. Do not use the Dine-In Advanced Tactical Rules unless a scenario or group explicitly switches them on.

DINE-IN EDITION — SIT DOWN. THINGS ARE ABOUT TO GET COMPLICATED.

Dine-In Edition uses every Drive-Thru rule plus the Advanced Tactical Rules in Section 14: Tactical Modifier Scale, Facing and Back Attacks, Advanced Line of Sight, Blocking and Cover, Flanking, Elevation, Terrain, Concealment, Hazards, Collisions and Falling, Overwatch, Combo Attacks, and Advanced Monster interactions. A scenario may list a focused Dine-In menu of modules instead of requiring every tactical module.

TTRPG LITE — OPTIONAL WITH EITHER EDITION

TTRPG Lite is independent of edition. Add it to Drive-Thru or Dine-In whenever the group wants more performance, narration, Taunts, Hangry Cries, Beef moments, Applause, Manager's Orders, Damage Control!, and other roleplay rewards. TTRPG Lite never requires the Dine-In tactical rules.

3. GETTING STARTED

Choose a Franchise, prepare its Joint Counter, roster, cards and tokens, and place two active Associates in the Arena. Set each active Associate’s Hangry Scale slider to Level 1: STILL MOVING. Each begins with 4 Hangry Dice. Build the Arena and place objectives as required by the scenario. Add one Initiative Token for every active Arena character, including Monsters, when applicable.

Your First Shift

The game proceeds in rounds. Initiative determines activation order. Each Associate activation provides Attack, Activate and Dash actions unless a rule changes that structure. At the end of the round, resolve Monster pressure and then BREAK! before beginning the next round.

4. CORE RULES

4.1 The Hangry Scale

The Hangry Scale is both an Associate’s health track and the primary control for their normal Hangry Dice capacity. It is located in the center of each Franchise Joint Counter. Every active Associate has a slider. All Associates enter at Level 1: STILL MOVING with 4 Hangry Dice. Each point of damage moves the slider up one level. Always use the Hangry Dice value shown at the Associate’s current level; damage does not simply remove one die per point.

LEVEL

HANGRY SCALE

HANGRY DICE

1

STILL MOVING

4

2

RAW

4

3

RARE

4

4

MEDIUM RARE

3

5

MEDIUM

3

6

MEDIUM WELL

3

7

WELL DONE

2

8

NUKED

5

9

JERKY

1

10

FIRED

0

NUKED!

NUKED is an intentional desperation spike. At Level 8, the Associate jumps to 5 Hangry Dice. They are only two levels from FIRED, but for one dangerous moment they are operating at maximum chaos.

FIRED!

At Level 10: FIRED, the Associate has 0 normal Hangry Dice and is defeated. Remove them from the Arena and resolve any defeat or Fired effects. Damage cannot normally move an Associate beyond FIRED.

Refreshing Hangry Dice

During BREAK!, refresh each Associate only to the normal Hangry Dice capacity shown at their current Hangry Scale level. Temporary dice, including Applause Dice, do not change the slider or normal capacity.

4.2 Hangry Dice

7. Hangry Dice - Season to Taste

Hangry Dice are desperation made portable. Spend them boldly, hoard them nervously, and blame the fryer when they betray you.

Hangry Dice are a limited character resource tied to the Hangry Scale. They can push movement and opposed combat beyond the printed values on a card.

7.1 Refreshing Hangry Dice

During BREAK!, refresh each character's Hangry Dice according to that character's current level on the Hangry Scale.

7.2 Hangry Dice in a Dash

A player may commit available Hangry Dice to a Dash. Roll the chosen dice and add their results to the character's Dash total.

7.3 Hangry Dice in a COOK-OFF!

When an attacker and defender face one another in an opposed attack, both secretly choose how many available Hangry Dice to commit.

1. Determine the base Attack and Defense values and all known modifiers.

2. Attacker and defender secretly select their Hangry Dice. Either player may commit zero.

3. Neither player reveals their choice until both are committed.

4. Reveal the dice together and roll them at the same time: "COOK-OFF!"

5. Add the attacker's results to Attack and the defender's results to Defense.

6. Once revealed, the commitment is locked. No player may add more Hangry Dice after seeing the opponent's dice or the roll results.

7. Compare the final totals and resolve the attack.

PAY YOUR TITHE! — APPLAUSE & THE GOLDEN ONE

A Franchise may hold a maximum of 3 Applause Tokens. If it would gain another while already at 3, it gains 10 Dough and must choose another player who can receive that Applause Token. If no other player can receive it, return the token to the supply. In solo play, gain 10 Dough and return the excess token to the supply.

At the start of every Round, before Initiative, each Franchise owes 2 points of Tithe to the Golden One. Each point may be paid with either 1 Applause Token or 10 Dough, and the two payments may be mixed.

2 APPLAUSE — PLEASED: The Golden One accepts your devotion. Nothing happens.1 APPLAUSE — CHEAPSKATE!: That Franchise chooses one consequence: draw and resolve 1 Universal Boomer Bummer OR spawn 1 Monster using the scenario’s current legal Threat Level.0 APPLAUSE — HERETIC!: That Franchise draws and resolves 1 Universal Boomer Bummer AND spawns 1 Monster using the scenario’s current legal Threat Level.

APPLAUSE SOURCES: Add 16 Applause Tokens to the Ingredient Sack for the prototype economy. When an Applause Token is drawn, keep it as Applause rather than treating it as an Ingredient or Condiment. Approximately 25% of Franchise Happy Box cards should award Applause, primarily +1, with selected stronger cards awarding +2. These quantities are the current prototype balance targets and may be tuned after physical playtesting.

TTRPG LITE: TTRPG Lite remains optional with either edition. When used, it adds player-to-player Applause awards for entertaining play; it does not create a separate Applause currency. Applause spent kicking ass cannot also be spent kissing ass.

4.3 Round Sequence, Initiative & Activations

3. Round Sequence - Another Beautiful Day in Food Service

Every round begins with a schedule nobody approved and ends with a BREAK! nobody deserves.

1. Build the Initiative Sack using 1 token for each active Arena character and Monster.

2. Draw all Initiative Tokens one at a time to establish the round's Initiative Order.

3. Resolve each activation in the exact order drawn.

4. After the final activation, resolve any end-of-round effects, including Monster Dough theft.

5. Declare "BREAK!" and complete the BREAK! sequence.

6. Update who is active in the Arena, rebuild the Initiative Sack, and begin the next round.

4. Initiative - WHO'S UP?!

Nobody gets to hide behind seniority. If your token comes out of the sack, congratulations: Corporate needs you immediately.

At the beginning of every round, Initiative is established by drawing tokens from the Initiative Sack.

The sack contains 1 Initiative Token for each active Franchise character in the Arena.

Any active Monster also adds its Initiative Token.

One player mixes the sack and draws tokens one at a time.

Place the tokens in visible order. That order remains the Initiative Order for the round.

When a token comes up, that character or Monster immediately takes its turn.

Managers and PR Enforcers use their own Initiative Token while they are the active character in the Arena.

5. Franchise Character Activations - Clock In

Three actions. One shift. Zero acceptable excuses.

When an Associate, Manager, or PR Enforcer activates, the active character has 3 actions: ATTACK, ACTIVATE, and DASH.

5.1 Attack Action

Use an available weapon to attack a legal target. Opposed attacks use a Cook-Off.

5.2 Activate Action

Use a Skillz card, Happy Box card, character ability, objective, or other effect that specifically requires an Activate action. Follow the printed timing, cost, and restrictions.

5.3 Dash Action

Dash is the character's movement action. The printed Dash Value on the character card establishes the base movement for that Dash.

The player chooses how many available Hangry Dice to commit to Dash before rolling them.

Add the rolled results to the printed Dash Value.

Apply all active Dash modifiers.

Move up to the resulting number of spaces. Unused movement is lost when the Dash ends.

A Dash is not a Cook-Off because it is not an opposed roll.

5. MOVEMENT & TERRAIN

6. Engagement and Gotcha! - Personal Space Is a Luxury

Walking away from an argument is healthy advice in most workplaces. This is not most workplaces.

When a character miniature is adjacent to an enemy character miniature, those characters are engaged.

Characters must be engaged to make Melee Range attacks.

If an engaged character moves out of or through engagement, the moving character receives a Gotcha! from each engaged enemy.

Each Gotcha! deals 1 level of damage on the Hangry Scale per encounter.

Specific Skillz, Status Effects, Happy Box cards, or abilities may override normal engagement movement.

Range

9. Range

Melee: adjacent.

Short: Melee +1.

Medium: Melee +4.

Long: Melee +8.

Arena & Terrain Standard

2. THE MODULAR ARENA STANDARD

Each Franchise Box contains six 8 x 8 hex Arena Plates. Each plate contains 64 hexes. Every participating franchise contributes its plates and modular terrain to the shared Arena pool. The scenario determines how many plates per franchise are actually deployed.

This means the Arena grows with the number of players without changing the density of active Associates. A scenario lists its Arena Ratio as PLATES PER FRANCHISE.

2.1 Building the Arena

Pool the number of Arena Plates required by the scenario.

Beginning with the starting player and proceeding clockwise, place one Arena Plate at a time.

Every newly placed plate must share at least one full plate edge with an existing plate.

No one-plate-wide arm may extend more than one plate beyond the main body of the Arena unless the scenario specifically calls for a track, lane, or corridor.

After the plate footprint is complete, place scenario landmarks, Objectives, Spawn areas, Ingredient stations, Customers, and Monster Spawn Zones.

Players then add modular terrain in alternating order. Terrain may not make a required Objective, Spawn, Customer, or delivery route impossible to reach.

Scenario maps may override alternating construction with a prescribed footprint. The Arena Ratio still determines how many plates are used.

2.2 Terrain Density

Use the terrain supplied by the participating Franchise Boxes. As a starting standard, each player contributes a comparable share of blocking, climbable, hazardous, and decorative terrain. Keep meaningful travel lanes between major objectives. The goal is tactical routing, not sealing areas off.

6. COMBAT & THE COOK-OFF!

8. Attacks - Customer Service Has Failed

When diplomacy breaks down - which Corporate estimates happens almost immediately - Associates settle complaints the traditional way.

1. Declare the attacker, target, weapon, and appropriate Stat.

2. Determine the attacker's base Attack Value and the defender's base Defense Value, including applicable Skillz, Status Effects, Happy Box cards, equipment, and other modifiers.

3. If the attack is opposed, resolve a Cook-Off.

4. Compare final totals.

5. Apply damage, Status Effects, movement, or other effects from the weapon and active rules. Tied COOK-OFF totals always favor the attacker unless a specific effect explicitly says otherwise.

Current character, weapon, Skillz, Status, and card text takes precedence when it creates a specific exception.

21. Quick Reference - COOK-OFF!

BASE VALUES -> SECRETLY COMMIT HANGRY DICE -> REVEAL TOGETHER -> ROLL TOGETHER -> ADD RESULTS -> RESOLVE

COOK-OFF! LOCKED RULE: If final Attack and Defense totals tie, the ATTACKER wins.

7. OBJECTIVES

Objectives drive the fight. The standard objective system uses four numbered objectives and four drawn objective tokens each round. Franchise-logo objectives reward the matching Franchise with access to its Franchise deck while other Franchises receive the Happy Box reward only. A Golden One result grants 1 Ingredient Token and 1 Happy Box card. Scenario rules may replace or modify the standard objective procedure.

12. Joint Attacks - Unauthorized Kitchen Inspection

Why fight fair when you can crawl through a competitor's Spawn Space and rob the register?

Enemy characters may sneak into an opponent's Franchise Joint through the Spawn Space to steal Dough.

1. Move the attacker adjacent to the opponent's Spawn Space and announce JOINT ATTACK.

2. Announce the attacker's appropriate Stat Value and weapon value/effect.

3. Defender announces Joint Cover.

4. Defender chooses any defense Ingredient/Condiment Tokens to expend and includes their Dough Value.

5. Attacker and defender secretly choose Hangry Dice and resolve a Cook-Off.

6. If the Joint Attack fails, the attacker immediately takes 1 level of Hangry Scale damage.

7. If it succeeds, the attacker steals 2D4 Dough.

8. The attacker may continue to Dash if movement remains.

9. Joint Defense remains active if at least 1 defense token remains; otherwise flip it inactive.

8. DOUGH — CURRENCY

Dough is the currency of the Hangry Games. Spend it on Skillz, Locker swaps and other effects that list a Dough cost. During BREAK!, Make Some Dough based on the Dough Value of characters remaining in your Joint, modified by cards, PR Stunts, Monsters and scenario rules.

10.6 Make Some Dough!

Add the printed Dough Value of characters remaining in your Joint to your Dough Dial after applying effects that modify Joint Dough production, such as PR Stunt. Monster Dough theft is resolved separately at the end of the round before BREAK!.

PR Stunt can reduce or eliminate Joint Dough production.

Monster Dough theft is not part of Make Some Dough!; it resolves at the end of the round before BREAK!.

9. STATUS EFFECTS

Status Effects use the same color family as the Stat they modify. Positive and negative paired effects use the same Stat color and a clear + / - polarity marker.

STAT / FAMILY

STATUS

EFFECT

SMASH

Juiced

+1D4 to Smash rolls.

SMASH

Poisoned

-1D4 to Smash rolls.

AGILITY

Greased

+1D4 to Agility rolls.

AGILITY

Crash

-1D4 to Agility rolls.

COVER

Crispy

+1D4 to Cover rolls.

COVER

Soggy

-1D4 to Cover rolls.

FOCUS

Lit

+1D4 to Focus rolls.

FOCUS

Distracted

-1D4 to Focus rolls.

DASH

Spike

+1D4 to Dash rolls.

DASH

Frightened

-1D4 to Dash rolls.

SPECIAL

Leaking

Take 1 damage during BREAK! No defense.

SPECIAL

Provoked

You Got Beef! Place Beef with the character that Provoked you. On your next Attack, you must target your Beef if it is a legal target. Remove Beef after that Attack. If the Beef target is no longer legal, remove Beef and Provoked ends.

CURRENT TERMINOLOGY NOTE: Legacy references to Sluggish in earlier monster drafts are treated as Crash in this compilation: -1D4 to Agility rolls.

PROVOKED - YOU GOT BEEF!

When a character becomes Provoked by another character, place a Beef Token between them. The Provoked character now Has Beef with that source. On its next Attack, it must target its Beef if that character is a legal target. After that Attack resolves, remove the Beef Token and Provoked ends. If the Beef target is no longer a legal target when the Provoked character activates, remove Beef and Provoked ends. A character may have only one Beef at a time; if a new source Provokes it, move Beef to the newest source. The newest Beef wins.

MONSTERS & SCENARIOS: Beef is the universal forced-target marker. Monster abilities and scenarios may cause Provoked by instructing you to Place Beef. This allows tanking, aggro, boss grudges, VIP pressure, and scenario-specific targeting without introducing a separate token system. Unless a rule explicitly says otherwise, Beef itself grants no bonus damage or Dough.

10. SKILLZ & TALENTS

Each active Associate may equip up to 2 Active Skillz and keep up to 3 additional Skillz in that Associate’s Skillz Locker. Skillz are Associate-specific unless a rule says otherwise. During BREAK!, draw 2 cards from your Franchise Skillz deck and pay the printed Dough cost for any you keep.

10.5 Acquire Skillz

Draw 2 cards from your own Franchise Skillz Deck.

Pay the printed Dough Value for each Skillz card kept.

Assign kept Skillz to an eligible Arena character with sufficient open Skillz Slots.

Discard unused Skillz face up to the bottom of that Franchise Skillz Deck.

Skillz-generated bonus damage is limited: one Attack may receive only one Skillz-generated bonus damage die unless a card explicitly says otherwise. Flat +1/+2 damage may still stack. Identical passive defensive effects do not stack unless specifically stated.

11. FRANCHISE RULES

Jobs determine HOW an Associate plays; Franchise identity determines WHY the faction creates a particular tactical problem. Use the faction’s Happy Box, Skillz, Associates and special effects together to reinforce its identity.

FRANCHISE

TACTICAL IDENTITY

SIGNATURE PRESSURE

Clownies

Panic & Chaos

Frightened, Distracted, knockback, explosions

Shangri-ZA

Grease & Flow

movement, Greased, cleansing, status manipulation

Bell Ringers

Gut Rot & Attrition

Poisoned, Leaking, sustained pressure

Commodore's Legion

Suppression & Formation

Crash, Cover, knockback, adjacency

12. ASSOCIATES

Each player normally keeps 2 Franchise Associates active in the Arena. Associates are defined by their Job, printed Stats, Dash, Hangry Scale position, equipped Skillz and Cutlery, and any special rules on their card. Managers and PR Enforcers temporarily modify the normal roster rules.

JOB

PRIMARY STAT / ROLE

Runner

AGILITY — speed, light attacks, hit-and-run

Kitchen Krew

SMASH — slow, heavy attacks

Security

COVER — tanking, protection, space control

Cashier

FOCUS — control and setup

Mascot

Flexible — field control and disruption

15. Talk to the Manager - Escalation Protocol

When ordinary Associates can no longer contain the situation, somebody inevitably asks for the Manager. This is usually a mistake.

Talk to the Manager is a Franchise Happy Box card that temporarily brings the franchise's Manager into the Arena.

The Manager replaces an active Associate according to the card's deployment instructions.

The Manager remains in the Arena for 2 rounds.

While active, the Manager uses the Manager's Initiative Token.

At the end of the duration, return the Manager to the Counter and resolve the normal replacement/swap-back procedure.

16. PR STUNT! and PR Enforcers - Mandatory Fun

Nothing restores public confidence like a heavily armed spokesperson, compulsory attendance, and the sudden disappearance of an employee.

PR Stunt is a Franchise Happy Box card that calls the franchise's PR Enforcer into the Arena for 1 round. Corporate makes attendance mandatory.

1. Choose 1 active field Franchise Associate and FIRE them. Remove that Associate from play; they do not return to the Joint.

2. Draw 2 Ingredient/Condiment Tokens from the Ingredients Sack and keep both. The sacrificed Associate definitely did not become a special ingredient.

3. Deploy the PR Enforcer in place of the fired Associate.

4. While active, the PR Enforcer uses the PR Enforcer's Initiative Token.

5. The PR Enforcer remains active for 1 round.

6. During the affected Make Some Dough! step, the franchise that activated PR Stunt earns 0 Dough from its Joint.

7. Every other franchise earns only half of its normal Joint Dough because of the distraction and mandatory attendance.

8. At the end of the PR Enforcer's duration, return it to the Franchise Counter and fill the open field position using the normal replacement/deployment rules.

13. MEAL DEALS & FAVORS

11. Ingredients, Condiments, Meal Deals, and Joint Defense

Ingredient and Condiment Tokens are shared resources drawn from the Ingredients Sack. They may contribute to a Meal Deal or power Joint Defense.

11.1 Joint Defense

Place up to 2 Ingredient/Condiment Tokens in the Joint Defense slots.

Turn the Joint Defense Card face up while at least 1 token powers it.

When attacked, the defender may choose to expend 1 or both stored tokens.

Add the Dough Value of the expended token(s) to Joint Cover.

Return spent tokens to the Ingredients Sack.

If no tokens remain, turn the Joint Defense Card inactive.

13. Fast Food's Favors and The Golden One - Smile for Management

The Golden One rewards initiative, devotion, and whatever behavior currently tests best with consumers.

The Fast Food's Favor Deck is universal and shared by all players.

Favor is universal. Favoritism is merely strongly implied.

Players draw from it when The Golden One is drawn as an active Objective Token, according to the objective instructions.

Favor Cards are not a standard BREAK! draw.

Other cards, scenarios, or effects may specifically instruct a Favor draw.

14. Boomer Bummers - Corporate Regrets Nothing

Sometimes the universe hands you lemons. Sometimes it hands you Barfers. Read the card and deal with it.

Boomer Bummers are universal disasters. Franchise Happy Box Decks contain trigger cards; the actual effects are drawn from the shared Boomer Bummer Deck.

1. When a Boomer Bummer trigger is drawn, immediately draw from the universal Boomer Bummer Deck.

2. Read the card aloud and resolve it.

3. If several trigger during BREAK!, resolve them in any player-chosen order, but finish all of them before play resumes.

4. Remove a resolved universal Boomer Bummer effect card from the game.

5. Reset/replace the franchise's Boomer Bummer trigger according to its component procedure, shuffle the affected Franchise Happy Box Deck, and return it to the Counter.

14. DINE-IN EDITION — ADVANCED TACTICAL RULES

The following systems are optional. They add table performance, emergent rivalries and narrative rewards without turning Hangry Games into a full roleplaying game. There are no character sheets, skill checks or Game Master requirements.

14.1 ADVANCED TACTICAL MODIFIER SCALE

Advanced play uses one shared difficulty ladder. MINOR circumstances modify a roll or value by ±1. MAJOR circumstances modify it by ±1D4. EXTREME circumstances modify it by ±1D6. Unless a rule says otherwise, apply only the single strongest Advanced Tactical Modifier of the same type; do not stack several pieces of cover, concealment, elevation, or positioning into runaway modifiers.

14.2 FACING & BACK ATTACKS

Each miniature has a 180° Front and 180° Rear facing, using its shoulders/base orientation as the dividing line. A miniature may freely change facing while moving and at the beginning or end of its movement. If an attacker begins an Attack entirely in the target's Rear facing, the target is BACKSTABBED and the attacker gains +1D4 to the Attack COOK-OFF! A scenario-defined ambush may increase this to +1D6. Rear attacks do not automatically cancel Cover.

14.3 ADVANCED LINE OF SIGHT, BLOCKING & COVER

Check Line of Sight from the center of the attacker's base to the center of the target's base. BLOCKING terrain stops Line of Sight. Minor obstruction grants +1 Cover; substantial cover grants +1D4 Cover; fortified or scenario-defined heavy cover grants +1D6 Cover. If the line crosses another miniature's base, the target gains +1 Cover; multiple intervening miniatures do not stack. Beef/Provoked never creates Line of Sight—a Beef target must still be legal.

14.4 FLANKING & ELEVATION

If two allied attackers threaten a target from opposite sides, that target is FLANKED; each qualifying attacker gains +1 Attack against it. An attacker on meaningful HIGH GROUND gains +1 Attack. A scenario-defined dominating position may grant +1D4 instead. Elevation grants +1D6 only when a scenario explicitly creates an Extreme advantage.

14.5 TERRAIN & CONCEALMENT

Advanced terrain may use OPEN, ROUGH, COVER, BLOCKING and HAZARD keywords. Rough terrain may impose -1 Dash; Difficult terrain -1D4 Dash; Extreme terrain -1D6 Dash. Light Concealment imposes -1 Attack; Heavy Concealment -1D4 Attack; Total Concealment blocks Line of Sight. A terrain feature may carry more than one keyword when appropriate.

14.6 HAZARDS, COLLISIONS & FALLING

Minor Hazards deal 1 damage, Major Hazards 1D4 damage, and Extreme Hazards 1D6 damage unless the scenario says otherwise. Hazards may also inflict an appropriate Status Effect. If forced movement slams an Associate into Blocking terrain, it takes 1 damage. If pushed into another miniature, both take 1 damage unless a rule says otherwise. Falls use the same 1 / 1D4 / 1D6 ladder. All such damage moves Associates up the Hangry Scale normally.

14.7 OVERWATCH

Instead of making an Attack, an Associate may spend its Attack action to enter OVERWATCH until its next activation. Once before then, when an enemy moves through a legal ranged weapon's Line of Sight and Range, the Associate may immediately make one ranged Attack against that enemy. After that reaction Attack resolves, Overwatch ends. One spent Attack action can never generate more than one Overwatch Attack.

14.8 COMBO ATTACK! — TWO ASSOCIATES, ONE BAD DECISION

Once per round, two active Associates from the same Franchise may combine their Attack actions into one super attack. Both must still have their Attack action available and be able to legally participate against the chosen target. Declare one Associate the LEAD and the other the ASSIST. Both spend their Attack action, and the Assist must commit at least 1 available Hangry Die. The Combo Attack counts as one Attack and one COOK-OFF! and cannot chain into multiple attacks unless a rule explicitly says otherwise.

The Lead supplies the Stat, weapon profile, Range, normal damage, and primary weapon effects. Both Associates may commit available Hangry Dice to one shared Attack pool. The Assist does not add its normal weapon damage; it contributes its Job Combo Bonus. Dice committed by either Associate remain spent until they normally refresh.

ASSIST JOB

COMBO

BONUS

Runner

SET 'EM UP!

+1D4 Attack.

Kitchen Krew

PILE IT ON!

+1D4 damage.

Security

HOLD 'EM!

Target suffers -1D4 Defense.

Cashier

RING 'EM UP!

On a hit, apply 1 eligible Status from the Assist's active Skillz or gear.

Mascot

MAKE A SCENE!

After damage, push the target 1D4 spaces.

COMBO GUARDRAILS

ONE LEAD: only the Lead weapon deals its normal printed damage. The Assist contributes only its Job Combo Bonus and effects specifically marked COMBO. A Combo Attack may gain only one Skillz-generated bonus damage die unless a card explicitly says otherwise. It may inflict at most one additional Status from the Assist, cannot apply duplicate copies of the same Status, and identical effects do not stack.

PINCER ATTACK: if the two participating Associates qualify for Flanking, upgrade one Combo modifier one step: +1 becomes +1D4, or +1D4 becomes +1D6. Do not add a second modifier. Managers and PR Enforcers may participate only when a specific rule allows it. COMBO Skillz, Cutlery, weapon pairings, Monsters, and scenarios may explicitly improve or replace an Assist bonus.

14.9 ADVANCED MONSTER INTERACTIONS

Monsters use the same Advanced Rules rather than a separate combat engine. Profiles or scenarios may add keywords such as LARGE, TINY, FLYING, CLIMBER, or IMMOVABLE to alter Cover, terrain, or forced movement. Beef remains the universal Provoked/aggro marker. Boss scenarios may reward or require Combo Attacks to expose weak points or finish exceptional Monsters.

OPTIONAL TTRPG LITE — DRIVE-THRU OR DINE-IN

The following TTRPG Lite rules add optional performance, narration, Beef, and Applause without changing the core combat engine. They are compatible with all Advanced Tactical Rules. Applause may be spent on Combo Attack rolls normally. Before rolling a Combo Attack, a player may NAME YOUR COMBO! with an absurd attack name; this may qualify for the normal TTRPG Lite roleplay reward, subject to Spotlight Reward limits.

TTRPG LITE RULES

TTRPG Lite adds roleplaying, narration, table interaction, and character moments without changing the tactical core or requiring a Game Master. Participation is optional: players may read, perform, improvise, narrate, sing, chant, make sound effects, or simply play the skirmish game.

The Roleplay Reward Ladder

OPTION

WHAT YOU DO

REWARD

READ IT

Use the printed line or prompt.

+1 Dough

PERFORM IT

Act, chant, sing, use a voice, sound effect, or dramatic delivery.

+1D4 Dough

CREATE IT

Invent an original in-character line, description, chant, or response.

Roll 1 Hangry Die; gain that much Dough

Spotlight Reward: Unless a rule says otherwise, an Associate can earn only one TTRPG Lite Dough reward during its activation. Keep roleplaying after that if you want - Corporate simply stops paying overtime.

TAUNT!

Immediately before an Attack, read the printed Taunt, perform it, or invent an original Taunt. Resolve the Roleplay Reward Ladder before the COOK-OFF! begins.

FRANCHISE HANGRY CRY

Instead of a Taunt, speak, shout, chant, sing, whisper, or invent the Associate's Franchise Hangry Cry. Use the same reward ladder.

READ THE FINE PRINT

When activating a Happy Box card, read its flavor text aloud as part of the narrative activation. If your group awards a TTRPG Lite reward for this, it counts toward that Associate's Spotlight Reward.

DESCRIBE THE MAYHEM

After winning a COOK-OFF! and resolving damage and Status Effects, briefly describe what the hit actually looked like. Gain +1 Dough, maximum once per Associate activation.

HOW DO YOU SERVE IT?

When an Associate defeats another Associate, narrate the finishing blow. Quick description: +1 Dough. Dramatic performance: +1D4 Dough. Fully original in-character finish: 1 Hangry Die worth of Dough. This replaces any other TTRPG Lite Dough reward earned by that Associate during the same activation.

ANY LAST WORDS?

Before a defeated Associate leaves the Arena, give them one final line. Gain +1 Dough for your franchise.

WE GOT BEEF!

Provoked now uses the Beef Token as its physical marker. When a TTRPG Lite Taunt, Hangry Cry, card, Monster ability, or scenario effect causes Provoked, place Beef between the Provoked character and the source. While the Beef exists, players are encouraged to play up the grudge in character. If the Beef target is defeated, the player may use HOW DO YOU SERVE IT? to narrate how the rivalry ends; do not gain an additional Settle the Beef reward.

WELL, THAT HAPPENED

If an Associate commits Hangry Dice to a COOK-OFF! and still loses badly, briefly narrate what went wrong. Gain +1 Dough, maximum once per round per player.

YES, CHEF!

When one Associate meaningfully sets up another Associate's successful play through movement, status, protection, positioning, or another assist, the benefiting player may acknowledge them in character. If both players participate, each franchise gains +1 Dough. Maximum once per round per player.

MANAGER'S ORDERS

When a Manager enters the Arena, announce the absurd corporate directive responsible for the intervention. Gain +1 Dough.

DAMAGE CONTROL!

When a PR Enforcer enters the Arena, announce the PR explanation, denial, apology, spin, recall, blame-shift, or publicity stunt responsible for the intervention. Gain +1 Dough.

SOMETHING'S IN THE KITCHEN...

When a Monster enters play, the player who caused or revealed it may describe its arrival, origin, or current health-code violation. Gain +1 Dough.

Monster Story Prompts

Monster cards may optionally include ENTRANCE (how it appears), ATTACK (what horrible thing it is trying to do), and DEFEATED (what disgusting thing happens when it goes down). These prompts never alter Monster AI or mechanics.

Franchise Roleplay Prompts

Clownies - MAKE 'EM LAUGH: Tell a terrible joke; threaten someone cheerfully; turn violence into customer service; perform clown logic; complain about management; insist everything is part of the show.

Shangri-ZA - SHARE THE VIBE: Deliver pizza wisdom; misunderstand reality; praise the cosmic slice; interpret violence spiritually; offer strange advice; reveal what the toppings told you.

Bell Ringers - TALK TRASH: Cut a wrestling promo; mock an enemy; brag about spice tolerance; threaten gastrointestinal consequences; declare yourself the main course; insult someone's order.

Commodore's Legion - FOLLOW ORDERS: Issue a military command; praise the Commodore; promote yourself; demote an enemy; blame Corporate; compare the battle to fried chicken.

Applause Tokens

At the beginning of a TTRPG Lite game, each player receives 1 Applause Token. An Applause Token may only be awarded to another player for a memorable table moment: a great Taunt, ridiculous Hangry Cry, hilarious failure, character voice, dramatic finish, clever narration, or anything else that makes the game better. You may never award one to yourself. Players may hold a maximum of 3 Applause Tokens.

SPEND APPLAUSE: Before a roll, spend one or more Applause Tokens. For each token spent, add 1 additional Hangry Die to that single roll. These temporary dice do not reduce the Associate's normal available Hangry Dice and disappear immediately after the roll. They may be used on a COOK-OFF!, Dash, or another roll that normally uses Hangry Dice unless specifically prohibited.

Applause Tokens may not be awarded after seeing the result of a roll they would affect. Optional low-impact convention variant: redeem an Applause Token for +1 Dough instead.

SHIFT LENGTHS — HOW LONG IS YOUR SHIFT?

Choose a Shift Length before play. A PART TIME lasts 5 rounds and is the recommended/default Hangry Games format. A FULL TIME lasts 8 rounds for an extended game. OVERTIME lasts 10 rounds for experienced groups and maximum table chaos. Shift Length applies equally to Drive-Thru and Dine-In Editions unless a scenario explicitly uses a different ending condition.

CORE GAME — APPROXIMATE PLAY TIME

PLAYERS

PART TIME DT

PART TIME DI

FULL DT

FULL DI

OVERTIME DT

OVERTIME DI

1

~40 min

~50 min

~55 min

~70 min

~70 min

~85 min

2

~60 min

~75 min

~90 min

~1 hr 55 min

~1 hr 50 min

~2 hr 20 min

3

~1 hr 20 min

~1 hr 40 min

~2 hr

~2 hr 35 min

~2 hr 30 min

~3 hr 15 min

4

~1 hr 40 min

~2 hr 5 min

~2 hr 35 min

~3 hr 15 min

~3 hr 15 min

~4 hr

FRANCHISE WAR — APPROXIMATE PLAY TIME

PLAYERS

PART TIME DT

PART TIME DI

FULL DT

FULL DI

OVERTIME DT

OVERTIME DI

2

~1 hr 5 min

~1 hr 25 min

~1 hr 40 min

~2 hr 5 min

~2 hr

~2 hr 35 min

3

~1 hr 30 min

~1 hr 55 min

~2 hr 15 min

~2 hr 55 min

~2 hr 50 min

~3 hr 35 min

4

~1 hr 50 min

~2 hr 25 min

~2 hr 50 min

~3 hr 40 min

~3 hr 30 min

~4 hr 35 min

ALL-YOU-CAN-BEAT — APPROXIMATE PLAY TIME

TITHE & WAVES: If a failed Tithe spawns a Monster, that Monster counts toward the current wave rather than being added on top of the wave’s required Monster count. Resolve any Boomer Bummer normally.

PLAYERS

PART TIME DT

PART TIME DI

FULL DT

FULL DI

OVERTIME DT

OVERTIME DI

1

~50 min

~1 hr

~1 hr 15 min

~1 hr 30 min

~1 hr 30 min

~1 hr 50 min

2

~1 hr 10 min

~1 hr 30 min

~1 hr 45 min

~2 hr 10 min

~2 hr 10 min

~2 hr 40 min

3

~1 hr 30 min

~1 hr 55 min

~2 hr 20 min

~2 hr 55 min

~2 hr 55 min

~3 hr 40 min

4

~1 hr 55 min

~2 hr 25 min

~2 hr 55 min

~3 hr 35 min

~3 hr 35 min

~4 hr 30 min

DRIVE-THRU ROLLER RUGBY — APPROXIMATE PLAY TIME

PLAYERS

PART TIME DT

PART TIME DI

FULL DT

FULL DI

OVERTIME DT

OVERTIME DI

2

~1 hr 10 min

~1 hr 30 min

~1 hr 45 min

~2 hr 10 min

~2 hr 10 min

~2 hr 45 min

3

~1 hr 35 min

~2 hr

~2 hr 20 min

~3 hr

~2 hr 55 min

~3 hr 45 min

4

~1 hr 55 min

~2 hr 30 min

~3 hr

~3 hr 50 min

~3 hr 45 min

~4 hr 50 min

TIMING NOTE: These are planning approximations, not guaranteed play times. The 10-round Overtime figures are extrapolated from the same per-round timing assumptions used for the 5- and 8-round simulations. Optional TTRPG Lite is excluded; an actively performative table may add roughly 10–20%.

15. SCENARIOS

EVERY SCENARIO SUPPORTS BOTH EDITIONS. DRIVE-THRU uses the scenario's standard rules and ignores Dine-In tactical modifiers. DINE-IN uses the same setup, objectives, events, and victory conditions, then adds the listed Dine-In modules. TTRPG Lite may be switched on independently in either edition.

1. USING THIS BOOK

These scenarios use the current Hangry Games core rules, Franchise Associates, Managers, PR Enforcers, Skillz, Happy Box cards, Cutlery, Hangry Dice, Hangry Scale, Dough, Ingredients and Condiments, Meal Deals, Objectives, modular hex terrain, the Universal Boomer Bummer Deck, Fast Food's Favor, and the color-coded Monster Bestiary.

Unless a scenario says otherwise, all normal rules remain in force. Specific scenario text overrides the core rules when the two conflict.

2. THE MODULAR ARENA STANDARD

Each Franchise Box contains six 8 x 8 hex Arena Plates. Each plate contains 64 hexes. Every participating franchise contributes its plates and modular terrain to the shared Arena pool. The scenario determines how many plates per franchise are actually deployed.

This means the Arena grows with the number of players without changing the density of active Associates. A scenario lists its Arena Ratio as PLATES PER FRANCHISE.

2.1 Building the Arena

Pool the number of Arena Plates required by the scenario.

Beginning with the starting player and proceeding clockwise, place one Arena Plate at a time.

Every newly placed plate must share at least one full plate edge with an existing plate.

No one-plate-wide arm may extend more than one plate beyond the main body of the Arena unless the scenario specifically calls for a track, lane, or corridor.

After the plate footprint is complete, place scenario landmarks, Objectives, Spawn areas, Ingredient stations, Customers, and Monster Spawn Zones.

Players then add modular terrain in alternating order. Terrain may not make a required Objective, Spawn, Customer, or delivery route impossible to reach.

Scenario maps may override alternating construction with a prescribed footprint. The Arena Ratio still determines how many plates are used.

2.2 Terrain Density

Use the terrain supplied by the participating Franchise Boxes. As a starting standard, each player contributes a comparable share of blocking, climbable, hazardous, and decorative terrain. Keep meaningful travel lanes between major objectives. The goal is tactical routing, not sealing areas off.

3. CHAOS AND MONSTER ENCOUNTERS

Monsters can enter through two independent systems: monster-related cards in the Universal Boomer Bummer Deck and color-and-number Monster Tokens in the Ingredients Sack. Either source may spawn one Monster or several Monsters.

A numbered Monster Token tells you both what to draw and how many: GREEN x2 means draw two cards from the Grease Gremlin deck. If multiple Monster Tokens are revealed in the same Ingredient search, resolve every Monster Token.

3.1 Chaos Rating

Chaos Rating is a scenario setup tool, not a new Monster stat. It controls which Monster Tokens and monster-related Boomer Bummers are included. Lower Threat Monsters remain useful at every player count.

4. SCENARIO ONE: FRANCHISE WAR

DRIVE-THRU: Play with Core Rules only. DINE-IN MENU: Facing & Back Attacks • Advanced LOS/Blocking/Cover • Flanking • Elevation • Overwatch • Combo Attacks • Advanced Monster Interactions.

The default competitive Hangry Games experience. Rival franchises fight for Objectives, Dough, resources, and survival while Fast Food periodically makes everything worse.

4.1 Player-Count Thresholds

4.2 Setup

Each player chooses a franchise and selects 2 eligible starting Associates. The rest begin at the Joint.

Build the Arena using x3 Arena Plates per franchise.

Place each franchise Spawn/Joint access area around the Arena perimeter as evenly as the footprint allows.

Place the listed number of Objectives so no franchise begins with an uncontested Objective immediately beside its Spawn. In 2-player games, one Objective should strongly contest the center.

Prepare the Ingredients Sack using the scenario's Chaos Rating. Include the corresponding color-and-number Monster Tokens.

Prepare the Universal Boomer Bummer Deck. Include monster encounter cards permitted by the scenario's Chaos Rating and player-count threshold.

Prepare the four color-coded Monster Threat Decks that are legal for the scenario.

Prepare Fast Food's Favor, Franchise Happy Box and Skillz Decks, Initiative Sack, Dough Dials, Hangry Dice, Hangry Scales, Meal Deal resources, Managers, and PR Enforcers.

4.3 Arena Pressure by Player Count

2 Players: Keep the footprint compact and direct. Green and Yellow encounters are common; Orange is the upper normal threat. Red is scenario-only.

3 Players: Use four Objectives to break up two-on-one stalemates. Green, Yellow, Orange, and limited Red encounters are legal. Mixed encounters should create temporary reasons to cooperate without removing PvP incentives.

4 Players: Use the full Chaos 3 encounter mix. Red and multi-Monster combinations are legal. Terrain should create several routes so eight Associates are not trapped in a single central scrum.

4.4 Victory

Use the normal core-game victory and scoring rules for the current Hangry Games ruleset. This scenario changes Arena construction and encounter thresholds; it does not replace the core scoring system.

5. SCENARIO TWO: ALL-YOU-CAN-BEAT

DRIVE-THRU: Play with Core Rules only. DINE-IN MENU: Advanced LOS/Blocking/Cover • Terrain & Concealment • Hazards/Collisions/Falling • Overwatch • Combo Attacks • Advanced Monster Interactions. Facing is optional for a faster raid.

A cooperative Monster Raid Gauntlet. Fast Food has decided every franchise is over budget. The franchises can settle their differences after they survive.

5.1 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.

5.2 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.

5.3 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.

5.4 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.

5.5 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.

5.6 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.

6. SCENARIO THREE: DRIVE-THRU ROLLER RUGBY

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.

6.1 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.

6.2 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.

6.3 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.

6.4 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.

6.5 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!.

6.6 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.

6.7 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.

6.8 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.

6.9 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.

6.10 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.

6.11 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.

6.12 Tactical Identity

Every activation asks the same ugly question: GRAB IT, MAKE IT, or STEAL IT. Meal Deals are the ball. Your Joint is the goal. Ingredients are vulnerable supplies. Escort carriers, intercept rivals, raid pantries, and turn dropped orders into sudden changes of possession.

7. SCENARIO DESIGN REFERENCE

8. PLAYTEST FLAGS BEFORE FINAL LOCK

The following values are intentionally scenario-specific playtest targets rather than changes to the core rules. Track them separately during testing so they can be tuned without rewriting the card system:

Whether x3 Franchise War and x4 objective/raid Arenas produce the desired engagement rate with the actual terrain inventory.

Exact Monster Token counts by Chaos Rating and player count.

Exact number of monster-related Boomer Bummers included at each Chaos Rating.

All-You-Can-Beat starting Shared Dough and whether Monster Munch removes Ingredients too quickly.

Raid wave compositions, especially Red + support at 4 players.

Delivery Derby carrying capacity of 3 and Served Meal targets of 4/5/6.

Whether ORDER UP! swapping two Customers is disruptive without making completed deliveries feel arbitrary.

Whether EXPEDITE THE ORDER makes PR Stunt tempting without making permanent FIRED costs trivial.

CORPORATE REMINDER: A balanced shift is one in which everyone leaves equally dissatisfied.

Arena Ratio

Use

2 Players

3 Players

4 Players

x2

Tight brawl / short scenario

4 plates

6 plates

8 plates

x3

Standard PvP

6 plates

9 plates

12 plates

x4

Objective / delivery / raid

8 plates

12 plates

16 plates

x5

Large raid / narrative

10 plates

15 plates

20 plates

x6

Epic / full-box Arena

12 plates

18 plates

24 plates

Color

Threat Deck

Role

GREEN

Grease Gremlin

Nuisance / swarm

YELLOW

Health Code Violation

Mid-tier disruption

ORANGE

Fast Food's Fury

Major Arena threat

RED

Corporate Catastrophe

Boss-level emergency

Rating

Purpose

Normal Monster Access

CHAOS 1 - Mild

Tactical interference

Green, Yellow; limited Orange

CHAOS 2 - Hangry

Frequent disruptive encounters

Green, Yellow, Orange; rare Red if scenario permits

CHAOS 3 - Unhinged

Full spectacle

All colors and mixed encounters

Players

Active Associates

Arena

Objectives

Chaos

Normal Encounter Ceiling

2

4

x3 = 6 plates / 384 hexes

3

1

Orange / mixed encounters around 3 threat

3

6

x3 = 9 plates / 576 hexes

4

2

Red permitted; mixed encounters around 5 threat

4

8

x3 = 12 plates / 768 hexes

4

3

All tiers; mixed encounters around 7 threat

Players

Associates

Arena

Starting Shared Dough

Recommended Raid Scale

1

2

x4 = 4 plates / 256 hexes

20

Green -> Yellow finale

2

4

x4 = 8 plates / 512 hexes

30

Green/Yellow -> Orange finale

3

6

x4 = 12 plates / 768 hexes

40

Green/Yellow/Orange -> Red finale

4

8

x4 = 16 plates / 1,024 hexes

50

Full mixed gauntlet -> Red + support

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

Players

Associates

Arena

Customers

Target Served Meals

Chaos

2

4

x4 = 8 plates / 512 hexes

3

4

1

3

6

x4 = 12 plates / 768 hexes

4

5

1-2

4

8

x4 = 16 plates / 1,024 hexes

4

6

2

Scenario

Arena Ratio

Primary Pressure

Monster Pressure

Primary Player Agency

Franchise War

x3

PvP + Objectives + Dough

Scales 1-3

Builds, target selection, objective control, temporary cooperation

All-You-Can-Beat

x4

Shared Dough + survival

Wave-driven

Team roles, resource triage, Meal Deal vs Dough protection

Drive-Thru Roller Rugby

x4

Meal assembly + delivery

Chaos 1-2

Routing, escort/interference, ORDER UP!, job specialization

16. MONSTERS & BESTIARY

DEADLY ARENA STANDARD

FAST FOOD'S FURY - 30 Unauthorized Kitchen Incidents

Working Bestiary v4 - Expected-Damage Balanced for Two Active Associates per Franchise

"Corporate appreciates your continued commitment to workplace safety. Corporate will not be providing workplace safety."

MONSTER RULES

FAST FOOD GETS BORED: A Monster enters the Arena when a Monster Token is drawn from the Ingredients Sack or when Fast Food's Fury is drawn from the universal Boomer Bummer Deck. Place the indicated Monster according to the scenario/card instructions.

PLAYER-COUNT THREAT LIMIT: Standard Monster eligibility is based on the number of active Franchise Associates, not merely the number of players. Each franchise normally contributes two active Associates. 1 player / 2 Associates: Grease Gremlins and Health Code Violations. 2 players / 4 Associates: up to Fast Food's Fury. 3 players / 6 Associates: up to Corporate Catastrophe. 4 players / 8 Associates: all Threat Levels, with lower tiers often used as support or in multi-Monster encounters. If a random draw exceeds the current limit, redraw or use the scenario's listed replacement. Scenarios may deliberately exceed the limit only when they provide explicit scaling or a special victory condition.

WHY THE LIMIT EXISTS: Every player controls two active Associates, giving the table 2 / 4 / 6 / 8 Associate activations each round before considering temporary Managers or PR Enforcers. Monster HD and Fury are therefore balanced against concentrated attacks from multiple Associates. Threat determines the expected action economy needed to contain the Monster; Size still does not determine eligibility.

TWO-ASSOCIATE BALANCE TARGET: A featured Monster is not expected to withstand every Associate attacking it every round. Balance assumes players still pursue PvP objectives and that roughly half to two-thirds of available Associates may contribute to a serious Monster response. This version calibrates Monster HD, Cover, and Fury against expected damage from a representative core Associate attack rather than player count alone.

INITIATIVE: While a Monster is active, add its Initiative Token to the Initiative Sack at the beginning of each round. Monsters activate in the exact order their tokens are drawn.

ENEMIES OF EVERYONE: Monsters are enemies of every franchise. They are not controlled by a franchise and may attack any Franchise Associate selected by their behavior rules.

MONSTER AI: Unless its stat block says otherwise, identify the closest Franchise Associate, move along the shortest legal route toward that Associate, and attack if able. Randomly determine ties. Monster behavior overrides the default when specified.

HANGRY DICE = HEALTH: Monsters do not use the Hangry Scale. Their HD value is both their starting pool of Monster Hangry Dice and their health. Damage removes that many Hangry Dice. At 0 HD, the Monster is defeated and removed from the Arena.

FURY RATING: During a Cook-Off, a Monster rolls a number of its remaining Hangry Dice up to its Fury Rating. These dice are not spent by rolling them. A wounded Monster can never roll more Fury Dice than its current HD. Grease Gremlins normally use Fury 1; Health Code Violations Fury 2; Fast Food's Fury and Corporate Catastrophes normally Fury 3. Fury 4 is reserved for scenario bosses or exceptional one-off effects because it sharply suppresses Associate hit rate when Fury dice are also rolled on defense.

COOK-OFF: Monster attacks and defenses use the normal Cook-Off procedure. Add the listed Stat and attack/defense values, roll the Monster's Fury Dice, and compare totals normally. If the final totals are tied, the ATTACKER wins. This applies whether the Monster or a Franchise character is attacking.

COLLATERAL DAMAGE: At the end of each round, every Monster still active in the Arena resolves its printed Collateral Damage against every Franchise Associate currently in the Arena. Associates at their Franchise Joint are unaffected. Collateral Damage is automatic, does not trigger a Cook-Off, and is not considered an Attack unless a stat block specifically says otherwise.

DOUGH THEFT: After resolving that Monster's Collateral Damage, every franchise loses Dough equal to the Monster's printed Dough Theft. If multiple Monsters remain active, resolve each separately; both Collateral Damage and Dough Theft are cumulative. A Monster defeated before the end of the round causes neither penalty that round.

END OF ROUND: Final Activation -> Monster Collateral Damage -> Monster Dough Theft -> other end-of-round effects -> BREAK!

NO AUTOMATIC BOUNTY: Defeating a Monster does not award a universal Dough bounty. The reward is stopping its attacks, Collateral Damage, and Dough Theft unless a scenario or card says otherwise.

SIZE IS NOT THREAT

Monster design uses three independent levers: THREAT determines the power budget; SIZE describes physical behavior and sensible mobility; STRATEGY determines where the power is spent. A Huge Monster can be relatively manageable, and a Small Monster can be catastrophic.

*Dash is a design guideline, not a rule. The Nugget Centipede is Huge but Dash 6 because its many-legged stampede is central to its strategy.

HEADLINE VS SUPPORT: Recommended Players identifies where a Monster works best as a featured threat after accounting for two active Associates per player. Lower-Threat Monsters remain valid at any higher player count as support hazards. A Monster may appear below its recommended count only when a scenario explicitly scales the encounter.

4 PLAYERS / 8 ASSOCIATES: All Threat Levels are legal. A lone Grease Gremlin or Health Code Violation is usually a support hazard rather than a climax. Fast Food's Fury works as a strong interruption, while Corporate Catastrophes are raid-level threats. For major finales, pair a Catastrophe with a lower-Threat add or objective pressure rather than inflating its printed stats.

3 PLAYERS / 6 ASSOCIATES: Corporate Catastrophes are unlocked as headline raid bosses. Fast Food's Fury is the standard major threat. Health Code Violations are midgame elites, and Grease Gremlins work best as adds, objective guards, or chained events.

2 PLAYERS / 4 ASSOCIATES: Fast Food's Fury is the standard ceiling and should demand meaningful cooperation from the four active Associates. Health Code Violations are strong shared threats. Grease Gremlins are nuisances or secondary hazards.

1 PLAYER / 2 ASSOCIATES: Health Code Violations are the standard ceiling because the solo player still controls two active Associates. Grease Gremlins are routine complications; Health Code Violations function as solo elites or bosses. Avoid stacking multiple Collateral-damage Monsters unless the scenario provides relief or an alternate objective.

PLAYER COUNT & ENCOUNTER USE

THREAT BANDS

EXPECTED DAMAGE BALANCE PASS

Benchmark. The current core Associate roster gives each standard job a signature combat stat of 4. Current Franchise Cutlery and Happy Box Cutlery average about 3 damage on a successful damaging hit (approximately 2.98 and 2.80 respectively). COOK-OFF ties now explicitly go to the attacker. This increases successful-hit frequency on both sides and intentionally supports a deadlier Arena with faster Associate turnover.

Commitment assumptions. A representative Associate commits 2 Hangry Dice against a Grease Gremlin, 3 against a Health Code Violation, and 4 against Fast Food's Fury or a Corporate Catastrophe. These are modeling assumptions for balancing only, not mandatory player choices.

Design result. Attacker-wins-ties makes both Associates and Monsters more lethal without requiring additional damage inflation. Monster survival should therefore continue to come primarily from HD, positioning, and scenario pressure rather than excessive Cover/Fury. Corporate Catastrophes remain at standard Fury 3; Fury 4 is reserved for exceptional scenario bosses because high Fury plus defender-favored math is no longer needed to make them threatening.

V4 BALANCE NOTE: HD and Fury below are calibrated to expected Associate damage per Attack action. Collateral 2, extreme mobility, control, and high Cover are treated as part of the same threat budget; they are not free additions on top of HD.

ROSTER AT A GLANCE

GREASE GREMLIN

Low-tier troublemakers. Their danger comes from speed, nuisance effects, or opportunism rather than raw numbers.

Shake 'N Bake

A runaway shake-cup abomination powered by sugar, ice, and several ingredients no longer approved for human consumption.

ATTACK: BRAIN FREEZE - FOCUS + D4, Short Range

ATTACK EFFECT: On Hit: Distracted.

SPECIAL: SUGAR RUSH: After attacking, move 2 spaces toward the next-closest Associate.

BEHAVIOR: Scurry toward the closest Associate while avoiding engagement on equally short routes; attack from Short Range.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Skirmisher; Small body plan with Dash 8. Size informs how it moves, but Grease Gremlin sets the power budget.

ENCOUNTER: Recommended 1-2 player(s) as a featured threat. Standard minimum: 1. Scenario: Training Shift / mobile nuisance. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Nuggalo

Nobody knows what is under the breading. Nobody has finished counting the pieces.

ATTACK: SIX-PIECE BEATDOWN - SMASH + D6, Melee

ATTACK EFFECT: If Nuggalo begins its activation engaged, it gains +1 SMASH for this attack.

SPECIAL: EXTRA CRISPY: The first time each round Nuggalo takes damage, it may move 1 space toward the attacker.

BEHAVIOR: Hunt the closest Associate and stay engaged once contact is made.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Bruiser; Medium body plan with Dash 5. Size informs how it moves, but Grease Gremlin sets the power budget.

ENCOUNTER: Recommended 1-2 player(s) as a featured threat. Standard minimum: 1. Scenario: Pit Fight / engagement tutorial. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Fry Baby

Small, furious, over-salted, and absolutely certain this is everyone else's fault.

ATTACK: SALT ASSAULT - AGILITY + D4, Short Range

ATTACK EFFECT: On Hit: Crash.

SPECIAL: SALTY TEARS: Collateral Damage represents a screaming cloud of weaponized salt.

BEHAVIOR: Scurry toward the closest Associate, attack from Short Range, then favor open lanes over engagement.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Skirmisher; Small body plan with Dash 8. Size informs how it moves, but Grease Gremlin sets the power budget.

ENCOUNTER: Recommended 1-2 player(s) as a featured threat. Standard minimum: 1. Scenario: Hazard Drill / Collateral tutorial. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Hamburglarlarva

A juvenile fast-food thief that has not yet developed shame, a conscience, or adult-sized pockets.

ATTACK: STICKY FINGERS - AGILITY + D4, Melee

ATTACK EFFECT: On Hit: the target's franchise loses 1 additional Dough.

SPECIAL: VALUE MEAL PARASITE: If two targets are equally close, prefer the Associate carrying the greater printed Dough value of Cutlery/Skillz.

BEHAVIOR: Scurry toward the closest eligible target and steal from whoever looks most expensive.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Thief; Small body plan with Dash 7. Size informs how it moves, but Grease Gremlin sets the power budget.

ENCOUNTER: Recommended 1-2 player(s) as a featured threat. Standard minimum: 1. Scenario: Dough Heist / economy pressure. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Slurms

A carbonated slug with the structural integrity of a convenience-store frozen beverage.

ATTACK: BRAIN FREEZE - FOCUS + D4, Medium Range

ATTACK EFFECT: On Hit: Crash.

SPECIAL: STICKY SLICK: After Slurms moves, mark the last space it left. Until its next activation, entering that space costs +1 movement.

BEHAVIOR: Keep Medium distance when possible; move toward the closest Associate only as needed to attack.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Controller; Small body plan with Dash 6. Size informs how it moves, but Grease Gremlin sets the power budget.

ENCOUNTER: Recommended 1-2 player(s) as a featured threat. Standard minimum: 1. Scenario: Sticky Floor / movement-control encounter. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Hash Slinger

Breakfast was the most important meal of the day. Then breakfast learned violence.

ATTACK: HASH BASH - SMASH + D4, Short Range / Tosser

ATTACK EFFECT: On Hit: push the target 1 space directly away.

SPECIAL: HASH SHRAPNEL: Its Collateral Damage is caused by airborne potato fragments.

BEHAVIOR: Hunt the closest Associate and attack from Short Range if possible.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Pusher; Medium body plan with Dash 5. Size informs how it moves, but Grease Gremlin sets the power budget.

ENCOUNTER: Recommended 1-2 player(s) as a featured threat. Standard minimum: 1. Scenario: Food Fight / push-and-position encounter. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

HEALTH CODE VIOLATION

Serious Arena hazards that can punish a franchise that ignores them for even a round.

Must'Turd

A stimulant-addicted sign spinner trapped inside an anthropomorphic mustard bottle and moving at several violations per second.

ATTACK: MUST'TURD GAS - AGILITY + D6, Short Range

ATTACK EFFECT: On Hit: Distracted.

SPECIAL: MUST GO FASTER!: After attacking, move 2 spaces toward the next-closest Associate. SIGN LANGUAGE: The first time each activation Must'Turd moves adjacent to an Associate, push that Associate 1 space away if possible.

BEHAVIOR: Target the closest Associate; use high Dash to close, attack, then ricochet toward another target.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Skirmisher; Medium body plan with Dash 8. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Sign Spinner Gone Wrong / solo elite or multiplayer pursuit. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Grimace Period

A purple dairy-adjacent mass whose ingredients are protected by trade secret and several active lawsuits.

ATTACK: PURPLE NURPLE - SMASH + D6, Melee

ATTACK EFFECT: On Hit: push the target 1 space.

SPECIAL: THICC: Ignore the first forced-movement effect applied to this Monster each round.

BEHAVIOR: Bulldoze toward the closest Associate and remain engaged.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Tank; Large body plan with Dash 3. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Purple Haze / durable solo boss or shared tank. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Churrozilla

Deep fried, sugar coated, and approximately three municipal permits larger than a legal churro.

ATTACK: CINNAMON SMACK - SMASH + D6, Melee

ATTACK EFFECT: On Hit: Crash.

SPECIAL: CINNAMON STORM: Collateral Damage is scalding sugar and cinnamon debris shaken loose by its rampage.

BEHAVIOR: Bulldoze toward the closest Associate and attack in Melee.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Bruiser; Large body plan with Dash 4. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Cinnamon Rampage / bruiser boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Hamburglerfish

An abyssal drive-thru predator attracted to shiny wrappers, loose change, and premium upgrades.

ATTACK: VALUE MEAL - AGILITY + D6, Melee

ATTACK EFFECT: On Hit: move 2 spaces away from the target after resolving damage.

SPECIAL: SHINY THINGS: On distance ties, prefer the Associate carrying the greater printed Dough value of equipment.

BEHAVIOR: Hunt the closest Associate, dart in to attack, then retreat using Value Meal.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Thief; Medium body plan with Dash 7. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Value Meal Predator / equipment-and-Dough hunt. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Mozzarellaphant

A dairy pachyderm held together by breading, mozzarella, and impossible tensile strength.

ATTACK: CHEESE TRUNK - SMASH + D6, Short Range

ATTACK EFFECT: On Hit: pull the target up to 2 spaces toward Mozzarellaphant.

SPECIAL: STRING CHEESE: Associates pulled adjacent become engaged normally.

BEHAVIOR: Bulldoze toward the closest Associate; use Cheese Trunk to drag prey into Melee.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Grabber; Large body plan with Dash 3. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Cheese Stampede / pull-and-position boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Onion King

Crowned in rings and marinated in entitlement, the Onion King rules by making everyone cry.

ATTACK: ROYAL RING - FOCUS + D6, Medium Range / Tosser

ATTACK EFFECT: On Hit: Distracted.

SPECIAL: EVERYBODY CRIES: Associates that begin their activation within Short Range of the Onion King become Distracted until the end of that activation.

BEHAVIOR: Advance toward the closest Associate while trying to keep multiple Associates within Short Range.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Controller; Large body plan with Dash 4. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Everybody Cries / control boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Dr. Pepper Spray

A walking fountain dispenser whose flavor matrix has achieved both consciousness and probable felony status.

ATTACK: 23 FLAVORS - FOCUS + D6, Medium Range

ATTACK EFFECT: On Hit: randomly apply Distracted, Crash, or Poisoned.

SPECIAL: CARBONATION EVENT: Collateral Damage represents violently depressurizing mystery soda.

BEHAVIOR: Maintain Medium Range from the closest Associate whenever possible.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Debuffer; Medium body plan with Dash 6. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: 23 Flavors / status gauntlet. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Waffle Stomper

A breakfast titan with grid-patterned feet and no respect for the five-second rule.

ATTACK: STOMP - SMASH + D6, Melee

ATTACK EFFECT: On Hit: each other Associate adjacent to the target moves 1 space away if possible.

SPECIAL: SYRUPQUAKE: Its Collateral Damage shakes the Arena under enormous syrup-soaked feet.

BEHAVIOR: Bulldoze directly toward the closest cluster of Associates; otherwise target the closest Associate.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Disruptor; Large body plan with Dash 4. Size informs how it moves, but Health Code Violation sets the power budget.

ENCOUNTER: Recommended 1-3 player(s) as a featured threat. Standard minimum: 1. Scenario: Syrupquake / displacement boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

FAST FOOD'S FURY

Major shared threats designed to make temporary cooperation increasingly attractive.

Pound Town

The ketchup counterpart to Must'Turd: less spinning, more sprinting, significantly more pounding.

ATTACK: POUND TOWN - SMASH + D6, Melee

ATTACK EFFECT: On Hit: push the target 2 spaces. If it cannot move the full distance, deal +1 damage.

SPECIAL: CATCH THESE CONDIMENTS: If Pound Town begins its activation with no adjacent Associate, its first successful attack that activation deals +1 damage. POUND FOR POUND: When an Associate voluntarily leaves engagement, Pound Town may move 1 space toward them after Gotcha! resolves.

BEHAVIOR: Charge the closest Associate and remain engaged once contact is made.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Bruiser; Medium body plan with Dash 7. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Welcome to Pound Town / shared bruiser emergency. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Deep Fry Leviathan

A fryer-born leviathan that smells like lunch and an insurance claim.

ATTACK: BATTERED & FRIED - SMASH + D6, Melee

ATTACK EFFECT: On Hit: Poisoned.

SPECIAL: GREASE TIDE: Spaces crossed during its Dash become Greasy until its next activation; entering them costs +1 movement.

BEHAVIOR: Lumber toward the closest Associate; favor paths that pass near the greatest number of Associates when equally short.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Area Denial; Huge body plan with Dash 3. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Grease Tide / area-denial raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Karenivore

It feeds on coupons, managerial weakness, and the phrase 'store policy.'

ATTACK: I WANT TO SPEAK TO- - FOCUS + D6, Medium Range

ATTACK EFFECT: On Hit: Distracted.

SPECIAL: ESCALATION: If this attack misses, immediately make the same attack against the next-closest legal Associate without rolling Fury Dice.

BEHAVIOR: Move only as needed to keep the closest Associate within Medium Range; complain at maximum efficiency.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Controller; Large body plan with Dash 4. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Customer Escalation / control raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Drive-Thrughoul

Killed waiting for fresh fries. Returned because the line still had not moved.

ATTACK: PULL FORWARD - AGILITY + D6, Melee

ATTACK EFFECT: On Hit: Crash.

SPECIAL: NEXT WINDOW: After attacking, move 3 spaces toward the next-closest Associate.

BEHAVIOR: Sprint toward the closest Associate, attack, then immediately begin hunting the next customer.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Hunter; Medium body plan with Dash 8. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Rush Hour / pursuit raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Colonel Cornhole

A field commander armed with enough hardened corn to make dental coverage strategically relevant.

ATTACK: KERNEL BARRAGE - SMASH + D6, Medium Range

ATTACK EFFECT: On Hit: one other Associate adjacent to the target suffers 1 damage.

SPECIAL: SUPPRESSING SNACK: On a successful attack, the target cannot benefit from positive movement modifiers until the end of its next activation.

BEHAVIOR: Advance until the closest Associate is within Medium Range; prefer targets adjacent to another Associate.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Suppressor; Large body plan with Dash 4. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Kernel Barrage / anti-formation raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Pizza the Hutt

A mobile geological formation of cheese, dough, grease, and organized appetite.

ATTACK: STUFFED CRUST - SMASH + D6, Melee

ATTACK EFFECT: On Hit: Leaking.

SPECIAL: EXTRA TOPPINGS: When Pizza the Hutt defeats an Associate, recover 1 lost HD, up to its starting HD.

BEHAVIOR: Slowly lumber toward the closest Associate and consume whatever fails to get away.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Tank; Huge body plan with Dash 2. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Stuffed Crust Siege / durable raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Taco Kraken

Eight tentacles. Nine sauces. Zero napkins.

ATTACK: TENTACO - SMASH + D6, Short Range

ATTACK EFFECT: On Hit: pull the target 1 space toward the Kraken.

SPECIAL: LONG REACH: The Taco Kraken may engage Associates from 2 spaces away and may make Melee attacks against those engaged targets.

BEHAVIOR: Move toward the closest Associate; stop as soon as Long Reach permits an attack.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Grabber; Large body plan with Dash 5. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Tentaco Terror / reach-and-grab raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Ronald McDoom

A birthday entertainer from the franchise timeline Corporate insists never existed.

ATTACK: HAPPY MEAL - FOCUS + D6, Short Range

ATTACK EFFECT: On Hit: Frightened.

SPECIAL: PARTY TIME: The first time Ronald McDoom is reduced to 4 HD, immediately move 3 spaces toward the closest Associate.

BEHAVIOR: Hunt the closest Associate, preferring Short Range over Melee when both are possible.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Fear Controller; Medium body plan with Dash 6. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Birthday From Hell / fear-control raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Health Inspector

No one has ever seen it eat. It survives entirely on clipboards and fear.

ATTACK: CITATION - FOCUS + D6, Medium Range

ATTACK EFFECT: On Hit: the target cannot benefit from positive Status Effects until the end of its next activation.

SPECIAL: NONCOMPLIANCE: If two Associates are equally close, target the one with the most positive Status Effects.

BEHAVIOR: Maintain Medium Range and systematically cite the closest violation.

COLLATERAL: 0 - this Monster spends its threat budget on attacks, control, mobility, or economy pressure instead.

Design read: Disruptor; Medium body plan with Dash 5. Size informs how it moves, but Fast Food's Fury sets the power budget.

ENCOUNTER: Recommended 2-4 player(s) as a featured threat. Standard minimum: 2. Scenario: Surprise Inspection / buff-denial raid. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

CORPORATE CATASTROPHE

Board-wide emergencies. These Monsters have the stats, durability, and global pressure to interrupt normal franchise warfare.

BeefClops

A burger-headed mutant with a fried-chicken wing arm and an olive eye hot enough to violate several treaties.

ATTACK: OLIVE YOU TO DEATH - FOCUS + D6, Long Range; WING DING - SMASH + D6 + D4, Melee

ATTACK EFFECT: Eye Beam On Hit: Frightened. Wing Ding On Hit: push 2 spaces.

SPECIAL: HEAT VISION: On a successful eye-beam attack, each other Associate in the straight line between BeefClops and the target suffers 1 damage. ONE EYE. NO BLIND SPOT.: BeefClops cannot become Distracted. WHERE'S THE BEEF?!: First time reduced to 5 HD, immediately make Olive You to Death against the closest legal Associate; Heat Vision does not trigger.

BEHAVIOR: If closest target is adjacent, use Wing Ding. Otherwise use Olive You to Death if in Long Range; if not, lumber toward it.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 2 damage. Associates at their Joint are unaffected.

Design read: Ranged Boss; Huge body plan with Dash 3. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: The Beef Is Watching / ranged raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Ice Cream Machine

It finally works. This is considerably worse.

ATTACK: SOFT SERVE - FOCUS + D6, Medium Range

ATTACK EFFECT: On Hit: Crash.

SPECIAL: OUT OF ORDER: Ignore the first Status Effect applied to the Ice Cream Machine each round.

BEHAVIOR: Maintain Medium Range when possible and target the closest Associate.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Controller Boss; Large body plan with Dash 3. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: Out of Order / control raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Grease Beast

A rancid apex predator formed from everything the fryer filter was supposed to catch.

ATTACK: GREASE TRAP - SMASH + D6, Melee

ATTACK EFFECT: On Hit: Crash.

SPECIAL: SLIPPERY CUSTOMER: The first time each activation an Associate misses a Melee attack against the Grease Beast, move that Associate 2 spaces along a random legal path.

BEHAVIOR: Lumber toward the closest Associate, but use its respectable Dash to pressure isolated targets.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 2 damage. Associates at their Joint are unaffected.

Design read: Bruiser Boss; Huge body plan with Dash 4. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: Grease Geyser / bruiser raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Manager's Manager

The final evolutionary stage of middle management: no customers, no product knowledge, infinite authority.

ATTACK: PERFORMANCE REVIEW - FOCUS + D6, Medium Range

ATTACK EFFECT: On Hit: Distracted and push the target 1 space away.

SPECIAL: RESTRUCTURING: After attacking, identify the closest Associate from a different franchise than the target and move 2 spaces toward them.

BEHAVIOR: Maintain Medium Range while continuously rotating pressure between franchises.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Controller Boss; Large body plan with Dash 4. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: Mandatory Meeting / control raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

Combover

A towering combo-meal colossus with suspicious hair coverage and absolutely no portion control.

ATTACK: SUPER SIZE - SMASH + D6 + D4, Melee

ATTACK EFFECT: On Hit: push the target 2 spaces.

SPECIAL: VALUE-SIZED TANTRUM: The first time Combover reaches 7 HD and again at 3 HD, immediately make SUPER SIZE against the closest adjacent Associate, if any.

BEHAVIOR: Lumber toward the closest Associate and stay engaged.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 2 damage. Associates at their Joint are unaffected.

Design read: Bruiser Boss; Huge body plan with Dash 3. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: Super-Sized Disaster / melee raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Nugget Centipede

A horrifying chain of breaded segments proving that there is, in fact, such a thing as too many nuggets.

ATTACK: HUNDRED-PIECE MEAL - AGILITY + D6, Melee

ATTACK EFFECT: On Hit: Leaking.

SPECIAL: STAMPede SERVICE: After its Dash, each Associate it moved adjacent to during that Dash suffers 1 damage, maximum once per Associate per activation.

BEHAVIOR: Use the shortest route toward the closest Associate; on tied routes choose the path passing adjacent to the most Associates.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 2 damage. Associates at their Joint are unaffected.

Design read: Stampede Boss; Huge body plan with Dash 6. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: Hundred-Piece Stampede / mobility raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

The Golden Calf

Fast Food made manifest in gold, grease, and monetized devotion.

ATTACK: DIVINE BEEF - FOCUS + D6 + D4, Medium Range

ATTACK EFFECT: On Hit: Frightened.

SPECIAL: FALSE IDOL: While the Golden Calf is active, no franchise gains Dough from Fast Food's Favor effects. IMMOVABLE IDOL: Ignore normal push/pull effects unless they specifically affect Huge Monsters.

BEHAVIOR: Advance slowly toward the closest Associate and attack from Medium Range as soon as possible.

COLLATERAL: At end of round, every Franchise Associate currently in the Arena suffers 1 damage. Associates at their Joint are unaffected.

Design read: Idol Boss; Huge body plan with Dash 3. Size informs how it moves, but Corporate Catastrophe sets the power budget.

ENCOUNTER: Recommended 3-4 player(s) as a featured threat. Standard minimum: 3. Scenario: False Idol / finale or campaign raid boss. This recommendation assumes two active Associates per player. At higher player counts, preserve the printed stat block and add objectives, timing pressure, or lower-Threat Monsters instead of automatically scaling this Monster upward.

DESIGN NOTES FOR PLAYTESTING

SIZE IS DESCRIPTIVE, NOT A LEVEL: Do not increase HD, Fury, Dough Theft, or Collateral merely because a Monster is Large or Huge. Those values come from Threat and the individual strategy.

DASH MUST TELL THE STORY: Small/Medium skirmishers should generally feel mobile; Large/Huge bruisers should generally feel deliberate. Break the guideline only when mobility is the Monster concept, such as the Nugget Centipede.

COLLATERAL IS PART OF THE BUDGET: 0 Collateral Monsters should create pressure elsewhere. 2 Collateral is reserved for Monsters whose identity is an Arena-wide emergency.

WATCH THE FEEDBACK LOOP: Collateral Damage removes Associate health/Hangry Dice, which can make a surviving Monster harder to defeat. Keep most Collateral at 0-1 and use 2 sparingly.

PAIR AND PLAYER-COUNT TESTING: Balance around active Associates: 1P=2 Associates and up to Health Code Violation; 2P=4 Associates and up to Fast Food's Fury; 3P=6 Associates and up to Corporate Catastrophe; 4P=8 Associates and all tiers/multi-Monster scenarios. Headline encounters should normally survive long enough to threaten at least one end-of-round Collateral/Dough cycle unless the players devote an unusually large share of their actions to eliminating the Monster immediately.

SCENARIO SCALING, NOT SIZE SCALING: If a scenario intentionally uses a Monster above the player-count limit, scale the encounter around the players - delayed Monster entry, temporary allied help, reduced starting HD, objective-based banishment, or reinforcements. Do not downgrade Threat based on Size and do not assume a Huge Monster is automatically harder than a Small one.

HARD CONTROL SHOULD REMAIN RARE: Monster status effects should create tactical problems without repeatedly deleting entire activations. Prefer pushes, Crash, Distracted, target preferences, and positioning pressure over long-duration lockouts.

UNIVERSAL MONSTER ENCOUNTER SYSTEM

The Bestiary is divided into four color-coded Threat Decks. Monsters can be triggered independently by the Universal Boomer Bummer Deck and by color-and-number Monster Tokens in the Ingredients Sack. Either source may create a single Monster or multiple Monsters at once.

Numbered Monster Tokens

A Monster Token shows a Threat color and a number. The color identifies which Bestiary deck to draw from; the number is the number of Monster cards drawn from that deck. Example: GREEN x2 spawns two different draws from the Grease Gremlin deck. If several Monster Tokens are drawn during one Ingredient search, resolve all of them.

Multiple Monsters

Each Monster receives its own Initiative Token and follows its own AI. At end of round, every surviving Monster resolves its Collateral Damage against all Associates currently in the Arena and then steals its Dough value from every franchise. These penalties are cumulative. The system intentionally creates a tragedy-of-the-commons decision: every franchise benefits when a Monster dies, but every player would prefer someone else spend the actions to kill it.

Encounter Scaling for 1–4 Players

The game always assumes 2 active Associates per player: 2, 4, 6, or 8 Associates in the Arena. Do not inflate a Monster’s printed stats simply because more players are present. Scale chaos by changing the Ingredient Sack token mix and the Boomer Bummer encounter mix, or by allowing multiple Monsters.

Bestiary Balance Principle

Threat is a power budget, not a size label. Size influences believable Dash and physical behavior. Monster durability is primarily carried by Hangry Dice/Health so attacks still connect under the attacker-wins-ties COOK-OFF rule. The goal is lethal interaction, not defensive miss-fests.

Size

Typical Dash

Tendency

Guideline

Small

6-8

Agility / evasion

Fast nuisance; may Scurry.

Medium

5-8

Balanced / pursuit

Standard Hunt behavior.

Large

3-5

Smash / Cover

Usually slower; may Bulldoze.

Huge

2-4*

Smash / Cover / reach

Moving terrain; exceptional body plans may be faster.

Threat

Standard Min.

Headline Sweet Spot

HD

Fury

High Stat

Dough

Grease Gremlin

1 player

1-2 players

5-6

1

3-4

1

Health Code Violation

1 player

1-3 players

8-10

2

4-5

2

Fast Food's Fury

2 players

2-4 players

11-13

3

5-6

3

Corporate Catastrophe

3 players

3-4 players

15-18

3

6-7

4

Threat

Model Attack

Typical Cover

Monster Fury

Hit Chance

Expected Dmg / Attack

Featured Contributors

Target Survival

Grease Gremlin

Stat 4 + 2HD

2

1

~95%

~2.9

2

~1 round

Health Code Violation

Stat 4 + 3HD

4

2

~78%

~2.3

2

~2 rounds

Fast Food's Fury

Stat 4 + 4HD

4

3

~74%

~2.2

3

~1.5-2.5 rounds

Corporate Catastrophe

Stat 4 + 4HD

5-7

3

~50-67%

~1.5-2.0

4-5

~2-3 rounds

Monster

Threat

Size

HD

SM

AG

CV

FO

Dash

Fury

Dough

Coll.

Primary Role

Rec. Players

Shake 'N Bake

Grease

Small

5

1

4

1

3

8

1

1

0

Skirmisher

1-2

Nuggalo

Grease

Medium

6

4

2

3

1

5

1

1

0

Bruiser

1-2

Fry Baby

Grease

Small

5

2

4

1

2

8

1

1

1

Skirmisher

1-2

Hamburglarlarva

Grease

Small

6

1

4

2

3

7

1

1

0

Thief

1-2

Slurms

Grease

Small

6

1

3

3

4

6

1

1

0

Controller

1-2

Hash Slinger

Grease

Medium

6

4

3

2

2

5

1

1

1

Pusher

1-2

Must'Turd

Health Code

Medium

8

2

5

2

3

8

2

2

1

Skirmisher

1-3

Grimace Period

Health Code

Large

9

4

2

5

2

3

2

2

1

Tank

1-3

Churrozilla

Health Code

Large

9

5

2

4

2

4

2

2

1

Bruiser

1-3

Hamburglerfish

Health Code

Medium

9

2

5

2

4

7

2

2

0

Thief

1-3

Mozzarellaphant

Health Code

Large

9

5

1

5

2

3

2

2

1

Grabber

1-3

The Onion King

Health Code

Large

10

4

2

4

5

4

2

2

0

Controller

1-3

Dr. Pepper Spray

Health Code

Medium

8

1

4

2

5

6

2

2

1

Debuffer

1-3

Waffle Stomper

Health Code

Large

9

5

2

5

1

4

2

2

1

Disruptor

1-3

Pound Town

Fury

Medium

11

5

4

3

2

7

3

3

1

Bruiser

2-4

Deep Fry Leviathan

Fury

Huge

13

6

2

5

4

3

3

3

1

Area Denial

2-4

Karenivore

Fury

Large

11

3

3

4

6

4

3

3

1

Controller

2-4

The Drive-Thrughoul

Fury

Medium

11

3

6

2

4

8

3

3

1

Hunter

2-4

Colonel Cornhole

Fury

Large

13

5

3

5

3

4

3

3

1

Suppressor

2-4

Pizza the Hutt

Fury

Huge

13

6

1

6

3

2

3

3

1

Tank

2-4

The Taco Kraken

Fury

Large

12

5

4

4

4

5

3

3

1

Grabber

2-4

Ronald McDoom

Fury

Medium

11

3

4

3

6

6

3

3

1

Fear Controller

2-4

The Health Inspector

Fury

Medium

13

2

4

4

6

5

3

3

0

Disruptor

2-4

BeefClops

Catastrophe

Huge

16

6

2

6

7

3

3

4

2

Ranged Boss

3-4

The Ice Cream Machine

Catastrophe

Large

16

4

2

7

7

3

3

4

1

Controller Boss

3-4

The Grease Beast

Catastrophe

Huge

16

6

4

6

4

4

3

4

2

Bruiser Boss

3-4

The Manager's Manager

Catastrophe

Large

17

4

4

6

7

4

3

4

1

Controller Boss

3-4

Combover

Catastrophe

Huge

16

7

2

7

3

3

3

4

2

Bruiser Boss

3-4

The Nugget Centipede

Catastrophe

Huge

15

6

6

5

3

6

3

4

2

Stampede Boss

3-4

The Golden Calf

Catastrophe

Huge

18

6

3

7

7

3

3

4

1

Idol Boss

3-4

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Small

5

1

4

1

3

8

1

1

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

6

4

2

3

1

5

1

1

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Small

5

2

4

1

2

8

1

1

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Small

6

1

4

2

3

7

1

1

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Small

6

1

3

3

4

6

1

1

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

6

4

3

2

2

5

1

1

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

8

2

5

2

3

8

2

2

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

9

4

2

5

2

3

2

2

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

9

5

2

4

2

4

2

2

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

9

2

5

2

4

7

2

2

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

9

5

1

5

2

3

2

2

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

10

4

2

4

5

4

2

2

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

8

1

4

2

5

6

2

2

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

9

5

2

5

1

4

2

2

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

11

5

4

3

2

7

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

13

6

2

5

4

3

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

11

3

3

4

6

4

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

11

3

6

2

4

8

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

13

5

3

5

3

4

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

13

6

1

6

3

2

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

12

5

4

4

4

5

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

11

3

4

3

6

6

3

3

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Medium

13

2

4

4

6

5

3

3

0

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

16

6

2

6

7

3

3

4

2

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

16

4

2

7

7

3

3

4

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

16

6

4

6

4

4

3

4

2

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Large

17

4

4

6

7

4

3

4

1

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

16

7

2

7

3

3

3

4

2

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

15

6

6

5

3

6

3

4

2

SIZE

HD

SMASH

AGILITY

COVER

FOCUS

DASH

FURY

DOUGH

COLL.

Huge

18

6

3

7

7

3

3

4

1

Color

Threat

Typical Use

Random Encounter Use

GREEN

Grease Gremlin

Nuisance / swarm

x1 and x2 tokens are common

YELLOW

Health Code Violation

Mid threat / disruption

x1 common; x2 for stronger tables

ORANGE

Fast Food's Fury

Major emergency

Usually x1; combines well with Green/Yellow

RED

Corporate Catastrophe

Boss / raid threat

Usually x1; combinations reserved for 3–4 players or scenarios

Players

Active Associates

Normal Encounter Mix

Severe / Scenario Mix

1

2

GREEN x1–2; YELLOW x1

GREEN + YELLOW or reduced ORANGE

2

4

GREEN/YELLOW; ORANGE x1

ORANGE + GREEN or YELLOW x2

3

6

All except extreme Red combos

RED x1; ORANGE + YELLOW

4

8

Full color pool

RED + low Threat adds; curated multi-Monster raids

17. REFERENCE & GLOSSARY

TERM

MEANING

Activate

One of a Franchise character's three standard actions. Used to interact with cards, objectives, scenario elements, and effects that require activation.

Active Cutlery

Cutlery currently equipped to an Associate. Each active Associate may have up to 2 Active Cutlery cards.

Active Skillz

Skillz currently equipped to an Associate. Each active Associate may have up to 2 Active Skillz cards.

Agility

The Stat associated with speed, quick attacks, evasive or agile actions. Greased improves it; Crash penalizes it.

Applause Token

Optional TTRPG Lite reward given by one player to another. Spend before a roll to add 1 temporary Hangry Die per token to that roll.

Arena

The battlefield where active Associates, special characters, Monsters, objectives, and terrain interact.

Associate

A standard Franchise character. Each player normally keeps 2 Associates active in the Arena.

Attack

One of a character's three standard actions. Attacks normally resolve through a COOK-OFF! when opposed.

Beef Token

The physical marker for Provoked. Place Beef between the Provoked character and the character that Provoked them. A character may have only one Beef; the newest Beef replaces the old one. Beef normally ends after the Provoked character attacks its Beef, or if that target is no longer legal.

Boomer Bummer

A universal shared deck of disruptive events. Franchise Happy Box cards can trigger a Boomer Bummer draw.

BREAK!

The end-of-round sequence: refresh Hangry Dice, search for Ingredients, search the Franchise Happy Box Deck, Eat a Snack, acquire Skillz, and Make Some Dough.

Bounty

A printed value associated with a Franchise Associate and relevant effects/rewards.

Cook-Off / COOK-OFF!

The opposed resolution system. Attacker and defender secretly commit Hangry Dice, reveal and roll simultaneously, add results to their values, and compare totals.

Cover

The defensive Stat. Crispy improves it; Soggy penalizes it.

Cutlery

Weapons, defensive gear, and other Happy Box equipment used by Associates.

Cutlery Locker

Inactive Cutlery storage attached to an Associate. Each active Associate has 3 Locker spaces.

Dash

A Stat and one of the three standard actions. Dash Total = printed Dash + rolled committed Hangry Dice + modifiers.

Dough

Hangry Games currency used to acquire and swap equipment/Skillz and used by many scenario and scoring effects.

Engaged

Two opposing characters are engaged when adjacent. Melee attacks require engagement.

Fast Food's Favor

Universal shared reward deck accessed through The Golden One or rules that explicitly grant a Favor draw.

Fast Food's Fury

The Monster system and high-threat monster category representing Fast Food's direct interference in the Arena.

Focus

The Stat associated with control, precision, planning, and many ranged effects. Lit improves it; Distracted penalizes it.

Franchise

A player's fast-food cult faction: Clownies, Shangri-ZA, Bell Ringers, or Commodore's Legion.

Franchise Happy Box Deck

A franchise-specific deck containing Cutlery, Instants, Snacks, and other franchise effects.

Fury Rating

Maximum number of a Monster's remaining Hangry Dice it may roll in a Monster COOK-OFF!. Rolling Fury dice does not spend Monster health.

Golden One

Special objective/token result that grants 1 Ingredient Token and 1 Happy Box card, and can provide access to Fast Food's Favor as specified by the rules.

Gotcha!

Damage caused by leaving or moving through enemy engagement. Each engaged enemy encounter causes 1 Hangry Scale damage.

Hangry Cry

Printed Franchise/Associate chant or slogan that may replace a Taunt under TTRPG Lite.

Hangry Dice / HD

Custom d6 dice tied to Hangry Scale and used to boost Dash, attacks, defenses, and other rolls.

Hangry Scale

A 1-10 track that functions as health and determines a character's available Hangry Dice pool.

Ingredient / Condiment Token

Tokens drawn from the Ingredients Sack and used for Meal Deals, Joint Defense, scenarios, and other effects.

Initiative Sack

Container holding one Initiative Token for each active character and Monster. Tokens are drawn to determine activation order.

Joint

A franchise's home/base area and source of Joint Dough.

Joint Attack

Attack made adjacent to an opponent's Spawn Space against the Joint. A successful attack steals 2D4 Dough; a failed attacker takes 1 Hangry Scale damage.

Joint Cover

Defense value used against a Joint Attack: characters in the Joint + expended defense-token Dough values + active Joint Defense bonuses.

Locker

Associate-specific inactive card storage used for Skillz or Cutlery.

Manager

Temporary special character deployed through Talk to the Manager. Replaces an Associate for 2 rounds.

Meal Deal

A franchise/scenario combination or order assembled from Ingredients/Condiments as defined by the relevant card or scenario.

Monster

Universal enemy controlled by simple AI. Monster health is its Hangry Dice; damage removes HD; at 0 HD it is defeated.

Monster Collateral

Automatic end-of-round effect resolved by each surviving Monster against Franchise Associates in the Arena.

Monster Dough Theft

Printed Dough loss caused by each surviving Monster at end of round; multiple Monsters are cumulative.

PR Enforcer

Temporary special character deployed through PR STUNT! after firing an Associate. Remains for 1 round and modifies Make Some Dough.

PR STUNT!

Special action that permanently fires an active Associate, draws 2 Ingredient/Condiment tokens, and deploys the PR Enforcer for 1 round.

Range

Weapon distance category: Melee = adjacent; Short = Melee +1; Medium = Melee +4; Long = Melee +8.

Skillz

Associate abilities purchased from a franchise-specific Skillz Deck during BREAK!.

Skillz Locker

Inactive Skillz storage. Each active Associate has 3 Skillz Locker spaces.

Smash

The Stat associated with heavy attacks and brute force. Juiced improves it; Poisoned penalizes it.

Spotlight Reward

TTRPG Lite limit that normally allows only one roleplay-generated Dough reward per Associate activation.

Status Effect

Named positive, negative, or special condition represented by a glyph and rules effect.

Taunt

Optional TTRPG Lite pre-attack performance using a printed or improvised line to earn a roleplay reward.

Threat

Monster power category: Grease Gremlin, Health Code Violation, Fast Food's Fury, or Corporate Catastrophe. Threat is not the same as physical Size.

Talk to the Manager

Rule that deploys a Manager in place of an Associate for 2 rounds.