Food Chain Magnate

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Food Chain Magnate is a heavy strategy game about building a fast food chain. Players start as a single CEO and build their company by hiring and training staff (represented by employee cards), marketing food and drinks to create demand, producing and delivering goods, and selling to houses on a variable city map. The game is highly interactive and unforgiving — milestones (first-to-achieve bonuses) are a key strategic element. The game ends when the bank runs out of money twice, and the wealthiest player wins.

Components

Setup

  1. Map: Randomly select and rotate map tiles to form a grid (2P: 3x3, 3P: 3x4, 4P: 4x4, 5P: 5x4). Remove billboards per player count.
  2. Cards: Lay out employee cards by type (showing upgrade paths) and milestone cards. Remove employee cards based on player count.
  3. Bank: Place $50 x number of players into the bank pool.
  4. Players: Each player takes a CEO card, 3 restaurants, turn order marker, and a set of 3 bank reserve cards.
  5. Turn Order: Randomly determine initial turn order.
  6. Restaurant Placement: In reverse turn order, each player places one starting restaurant on empty squares with entrance bordering a road (not on the same tile as another restaurant entrance).
  7. Reserve Cards: Each player secretly chooses one bank reserve card; place chosen cards face-down next to bank (determines game length). Discard unchosen cards.

Turn Structure

Each turn consists of 7 phases:

Phase 1: Restructuring

All players simultaneously choose which employee cards to use this turn (“at work”) and which to leave idle (“on the beach”). Cards at work are placed into a company structure (pyramid): CEO at top (3 slots), managers below CEO (2-10 slots each, black cards only), then normal employees below managers.

Phase 2: Order of Business

Players choose their position on the turn order track. The player with the most open (unused) slots in their company structure chooses first. Ties broken by previous turn order.

Phase 3: Working 9:00-5:00

Players take turns in turn order. Each player performs actions for all cards at work, in this fixed order:

  1. Recruit: CEO provides 1 free hire. Recruiting Girl (1x), Recruiting Manager (2x), HR Director (4x) provide additional hires. May only hire entry-level positions.
  2. Train: Each training action upgrades one employee on the beach one step along its upgrade track. Return old card, take new card. Coach trains 2 steps; Guru trains 3 steps.
  3. Initiate Marketing Campaigns: Marketeers place campaign tiles (billboard, mailbox, airplane, radio) within their range from a restaurant entrance. Choose what to advertise (burger, pizza, or one drink type). Place advertising tokens equal to campaign duration. Marketeer becomes “busy” until campaign ends.
  4. Get Food & Drinks: Kitchen staff produce food; buyers collect drinks along road routes from restaurant entrances. Kitchen Trainee: 1 burger or pizza. Burger Cook: 3 burgers. Burger Chef: 8 burgers. Pizza Cook: 3 pizzas. Pizza Chef: 8 pizzas. Errand Boy: 1 drink of choice. Cart Operator: 2 drinks per symbol, range 2. Truck Driver: 3 drinks per symbol, range 3. Zeppelin Pilot: 2 drinks per symbol, range 4 (ignores roads).
  5. Place Houses/Gardens: New Business Developer places a new house (with garden) or adds a garden to an existing house.
  6. Place/Move Restaurants: Local Manager places a new restaurant within range 3 (“COMING SOON”). Regional Manager places/moves anywhere (opens immediately). Both enable drive-in (entrances in all corners).

Phase 4: Dinnertime

Houses with demand tokens seek food from restaurants connected by road. Houses are processed in order of house numbers (lowest first).

Phase 5: Payday

Fire any unwanted employees (return to stock). Then pay $5 salary per employee card with a salary symbol. Unused recruiting actions give $5 salary discount each. Various milestones reduce salary costs. Minimum salary total is $0.

Phase 6: Marketing Campaigns

All active campaigns run in campaign number order. Campaigns create demand by placing tokens on nearby houses (max 3 per house, or 5 with garden):

Phase 7: Cleanup

Discard all unsold food/drinks (unless you have the freezer milestone). Take back all employee cards. Flip “COMING SOON” restaurants to “WELCOME.” Remove unclaimed milestone cards that were claimed this turn.

Actions

Milestones (First-to-Achieve Bonuses)

Milestones are awarded immediately when conditions are met. Other players can claim the same milestone only during the same turn. After that turn, unclaimed copies are removed permanently.

Milestone Trigger Permanent Benefit
First billboard placed Place a billboard No marketeer salaries; all your campaigns are eternal
First to train someone Train an employee $15 salary discount
First to hire 3 in 1 turn Hire 3+ people in one turn Gain 2 Management Trainees
First burger/pizza/drink marketed Place campaign advertising that type +$5 bonus per item of that type sold
First errand boy played Play errand boy in structure All buyers get +1 drink per source
First to have $20 Have $20 cash May view bank reserve cards
First burger/pizza produced Produce a burger/pizza Gain a free burger/pizza cook
First waitress played Play waitress in structure Waitresses earn $5 instead of $3
First to throw away food/drink Discard food/drink in cleanup Get a freezer (stores 10 items between turns)
First to lower prices Play a pricing/discount manager Permanent additional -$1 to unit price
First cart operator played Play cart operator in structure Buyers get +1 range
First airplane campaign Place airplane campaign +2 virtual open slots for turn order
First radio campaign Place radio campaign Radio campaigns place 2 demand tokens
First to have $100 Have $100+ after Dinnertime CEO acts as CFO (+50% cash); may not have a CFO
First to pay $20+ in salaries Pay $20+ in actual salaries May use multiple trainers on same person

Scoring / Victory Conditions

The game ends when the bank breaks for the second time:

Special Rules & Edge Cases

Player Reference

Phase Summary

  1. Restructuring — Choose cards to play (simultaneous)
  2. Order of Business — Choose turn order position (most open slots first)
  3. Working — Execute actions in order: Recruit, Train, Market, Produce, Place Houses, Place Restaurants
  4. Dinnertime — Houses buy food (automated, no player decisions)
  5. Payday — Fire employees, then pay $5 per salaried employee
  6. Marketing Campaigns — Campaigns create demand on nearby houses
  7. Cleanup — Discard unsold goods, return cards to hand, flip new restaurants

Unit Prices

| Manager | Effect | |———|——–| | Base price | $10 | | Pricing Manager | -$1 | | Discount Manager | -$3 | | Luxury Manager | +$10 | | “First to lower prices” | -$1 | | Garden bonus | 2x unit price (bonuses not doubled) |

Game End

Bank breaks twice. Most cash wins.