Table of Contents
Food Chain Magnate is a resource management and area control game where players act as CEO’s of fast food companies. Throughout the game you will build new franchises, hire and train staff, and market fast food items. This is all happening on a randomly generated map where the location of your franchises and marketing campaigns are important. The player with the most money wins the game.
Board set up
|Players||1x employee used||Billboards removed||Map Size||Starting bank|
|2||1||#12, #15, #16||3×3||$100|
- Lay out the milestone cards
- Lay out the employee cards
- Create map randomly according to player number
Player set up
- Each player will choose a restaurant chain
- Randomly choose the starting position on turn order track using corresponding turn order markers
- Starting with the last player, place one restaurant on board
- Choose a bank reserve card. Collect all reserve cards face down next to bank
The location of your first restaurant is one of the key to winning the game. Here are the rules for placing your first restaurant
- Restaurants must be fully on empty squares
- The entrance must contact a road
- The entrance must not be in the same tile as another restaurant
The following are things to consider when you place your first restaurant
- Your distance to homes relative to other restaurants
- Location of drinks
- Location of Marketing
- Potential drive ins
The game is played over 7 phases each round. The phases are
Keep in mind of the Milestones throughout the game, which will determine a large part of the strategy
Players simultaneously choose which employee to send to work, and which to send to the beach, creating 2 facedown piles. After all players have chosen, flip over the cards.
Employees at work
Employees sent to work must be placed under a manager with open slots. There can be at most 3 levels of management. The CEO is played every round. Employees at work cannot be trained.
Employees on the beach
Employees on the beach do not perform their actions this turn. They however still need to be paid. They can still be trained by trainers at work. Employees and managers acquired on the current turn will be sent to the beach, and thus can be trained on the same turn.
Order of Business
Players take turns choosing the turn order for this round. The order of choosing is determined by
- Most Open slots
- Ties broken by turn order of previous round
Perform the available actions for your employees at work in this order. Each player plays all their action before moving to the next player in the turn order. Some actions are mandatory, others optional.
Hire one employee per recruitment action, including the one on the CEO. Only entry positions may be hired. Place newly hired employees in the beach. New hires may be immediately trained. You may not have more than one of the same (1x) top level cards.
You may train one employee one step with a train action. You cannot train the same employee more than once except with
- “First to pay $20 in salaries” milestone
Like with recruiting, you may only have one of each employee marked with (1x). If the card is no longer available, you cannot train to it. If an intermediate card isn’t available, you can still train to the next level directly
Place a marketing campaign as indicated by the marketeer used. A higher level marketeer can always place a lower level campaign. The marketeer will also indicate the maximum duration for the campaign. Choose what to advertise after campaign placed.
- Marketing Trainee – Billboard
- Campaign Manager – Mailbox
- Brand Manager – Airplane
- Brand Director – Radio tower
After the marketeer is used, place the corresponding numbered token on the marketeer to indicate that they are busy. Place an item to advertise on the campaign itself. The marketeer is unavailable until the end of the campaign. If there is a duration, put that amount of the same item on the campaign. Players with the “First billboard placed” milestone will have permanent advertisement. Indicate this by using the permanent side of the campaign and place one item on top.
Take the number of food items indicated by the card
- Errand boy
- Cart Operator
- Truck driver
- Zeppelin Pilot
The “First errand boy played” milestone will increased drinks acquired from each source by 1. The “First cart operator played” milestone will give cart operators, truck drivers, and zeppelins one additional range.
When a new business developer is active, place a new house or add a garden to an existing house. Gardens will double the sell price of the food (After discounts applied). Houses must be placed on empty space connected to one road. Gardens must wholly connect to a single house
When local or reginal manager is active, place new restaurant or move existing one. Entrance must be adjacent to road, but can be in same tile as other restaurant. All restaurant will gain drive in capability when either manager is active.
Place restaurant within 3 range via road of existing restaurant. It will open at the end of the current turn. Indicate this by using the “Coming Soon” side of the restaurant token.
Place restaurant anywhere on board with entrance next to road. It is immediately active and may sell food in the next phase.
For each house with a demand token and starting with the lowest numbered house, determine which chain to sell to in the following order
- Players connected by roads that can meet the full demand of the house
- The player with the lower total of Unit Price + Distance
- Number of waitresses active
- Earlier in turn order
When a chain is chosen by a home, discard the food and drink tokens from the chain’s supply and receive unit price plus bonuses for each item sold. Double the unit price when the house has a garden. Continue with the next numbered house on the board.
Players with waitress receive $3 dollar per waitress, $5 if they have the “first waitress played” milestone
Players with CFO will collect 50% of all income earned this round.
Breaking the bank
When the bank does not have enough funds to pay all income, the bank is “broken”. If this is the first time, reveal the reserve cards. Add the total amountto the bank and change CEO structure if necessary. Finish paying income with the reserve.
When the bank is broken the second time, finish paying income and end the game.
Fire any employees active or on the beach, and place those cards back in the supply. For every employee with the cash symbol left, pay 5 dollars per employee to the bank. Player may be forced to fire employees if there is no money
Recruiting managers and HR director with actions left over can now be used to offset salaries.
Resolve marketing campaign starting from the lowest number according to the method described in Working > Initiate marketing campaign. Each house with no garden can have at most 3 demand, house with garden with 5. If a marketing campaign reaches a house already at capacity, it will have no effect.
With the exception of eternal campaigns, remove one token from the campaign when it is resolved. When it runs out of token, move it back to the supply, and place the marketeer back into your hand.
Discard any left over food and drink tokens except with the “First to throw away drink/food” milestone, in which case discard down to 10. Turn over all “Coming Soon” restaurants.
Remove/turn upside down any milestone that were awarded this turn. Start the next turn.
Any player that achieved a milestone during the turn will receive the milestone card and gain its benefits. The effects of the milestone cards are not optional.
- First billboard placed
- First to train someone
- First to hire 3 people in one turn
- First burger/pizza/drink marketed
- First errand boy played
- First to have $20
- First burger/pizza produced
- First waitress played
- First to throw away drink/food
- First to lower prices
- First cart operator played
- First airplane campaign
- First radio campaign
- First to have $100
- First to pay $20 or more in salaries
The game ends when the bank is broken twice. Salaries are not payed in the last round. Any unpaid income is still added to the final total. Player with the most money wins.