Безумная кухня
Безумная кухня Rulebook
Table of Contents
Table of Contents
Components
- 57 order cards
- 43 ingredient cards
- 28 tool cards
- 11 one-time improvement cards
- 2 plate cards
- Ingredient crates (assembled from the parts described at the end of these rules)
- Hourglass (sand timer)
- Order token
- Scoreboard (tablet) with its marker
Setup
- Divide the players into two teams of equal size. Sit facing each other and write the team names on the scoreboard. If there is an odd number of players, the smaller team receives 15 victory points as compensation (see "Unequal Teams" at the end of the rules).
- Choose which team starts as the cooks; the other team becomes the customers. During the game the teams swap roles. Choose the difficulty level and prepare the tool and order decks.
The game has three difficulty levels: easy (marked with the easy-level bar), medium (marked with the medium-level bar) and hard (marked with the hard-level bar). The easier the level, the simpler the dishes the cooks must prepare and the fewer tools they need. For your first game we recommend the easy level.
Take for the game the tool cards and order cards marked with the chosen level and with all easier levels. Return the remaining cards to the game box. For example, to play on the medium level, take all cards marked with the easy-level bar and all cards marked with the medium-level bar.
- Lay out the components as shown in the example layout. Before the first game, stick the chef-hat sticker on one face of the hourglass. For how to assemble the ingredient crates, see the end of the rules.
Card orientation
- Order cards: place them in the order stack with the finished-order side facing up. Each order card has a side with the ingredients and a side with the finished order.
- Ingredient cards: place them in the ingredient stack with the unprepared-ingredient side facing up. Each ingredient card has a side with the unprepared ingredient and a side with the prepared ingredient.
- The burger bun does not need to be prepared, so both sides of its card show a prepared ingredient.
- Tool cards: divide them into stacks by type. Each stack must contain only cards of one tool type.
Game Flow
The game lasts six rounds. In each round the cooks fulfil the customers' orders, and then the teams swap roles. The game ends after the sixth round.
Round Preparation
Customers
- Shuffle the order cards and deal each customer three cards. Place the remaining cards in a stack on the customers' side.
- The customer who most recently visited the restaurant places the first order. That customer takes the order token.
- Shuffle the ingredient cards, divide them into three roughly equal stacks, and place them in the three central crates with the unprepared-ingredient side facing up.
Cooks
- After the customers have placed the ingredients in the crates, you may look through the resulting stacks, without changing their arrangement or the order of the cards in them.
- Divide the tool stacks among yourselves. For the first game you may use the suggested layout printed on the back of the scoreboard, which lists the tools for each cook. The crate symbol marks the cook who searches for ingredients in the crates; the chef-hat symbol marks the head chef, who directs the others.
- How you divide the tools is a recommendation, not a fixed rule. During play you may swap tools, search for ingredients together, and so on. Dividing the tools well among the players is important for winning.
Round Play
Each round begins with an order and continues until the hourglass shows that time has run out.
Order
The customer holding the order token gives the cooks the first order and starts the timer:
- Chooses one of the order cards in hand and places it in front of the cooks' team, unprepared side up.
- (Only for the first order of the round) Turns the hourglass so that the chef-hat side is up, to start the timer.
- Passes the order token to the next customer clockwise.
- Draws a card from the order deck into hand. A customer always holds three cards.
Once they receive an order, the cooks start preparing it (see "Fulfilling Orders"). At any moment before time runs out, the cooks may ask for another order. They may prepare any number of orders at the same time to save time. Customers must hand out new orders on demand.
Fulfilling Orders
At any moment except while an order is being checked, a cook may hold only one card in hand.
To fulfil an order you must:
- Find and prepare the ingredients;
- Prepare the order itself;
- Hand the order to a customer for checking.
Finding Ingredients
Any cook may search the crates for ingredients. The ingredients needed for an order are listed on its order card. If the top card of one of the stacks is an ingredient needed for the order, take it and place it in front of the cooks. If the top card is not the needed ingredient, move the ingredients to other crates until you find the one you need.
Preparing Ingredients
Most ingredients must be prepared. The ingredient card shows the tool used to prepare it.
- Place the ingredient card under the tool stack, unprepared side up.
- Turn over the cards of the tool stack one by one, and then turn over the ingredient card itself to its prepared side.
- When the ingredient card is turned to its prepared side, place it next to the order card it is needed for.
Example: preparing an onion. The onion card goes under the knife stack. The cook turns over the knife cards one after another, and then turns the onion card to its prepared side.
Preparing the Order
When you have gathered and prepared all the needed ingredients, prepare the order itself. If the order card shows a kitchen tool, prepare the order by the same rules as the ingredients, except that this time you place the order card under the tool stack. If no tool is shown, simply turn over the order card to prepare the order.
Example: the rulebook's example shows an order card placed under the oven stack, after which the order card is turned to its prepared side.
Checking the Order
When the order is ready, a cook hands the order card, together with its ingredient cards, to a customer who does not hold the order token. The customer checks that all the required cards are together and face the right way up.
- During checking the round timer stops. Lay the hourglass on its side. The cooks may keep preparing other orders and take new ones while checking is in progress.
- After checking, the customer places the order card next to the scoreboard. If it was prepared correctly, it goes prepared side up; if it was prepared incorrectly, unprepared side up.
Then the customer:
- turns the ingredient cards unprepared side up and places them in the crates as they see fit;
- if plate cards are used in the game (see "Plates" in the advanced rules), turns the plate card dirty side up and places it on the cooks' side;
- returns the hourglass to its starting position (chef-hat side up).
Note: If a customer accidentally places an ingredient card in a crate prepared side up, the cooks may skip preparing that ingredient in the future and use it at once to prepare an order.
End of Round and Scoring
The round ends when the sand in the top part of the hourglass has run out. Turn the hourglass chef-hat side down to prepare it for the next round.
- For each order fulfilled, the cooks receive victory points on the order cards lying prepared side up next to the scoreboard.
- For each unfulfilled order, the cooks receive a penalty in penalty points on the order cards lying unprepared side up next to the scoreboard and on the cooks' side.
Example of scoring: The order cards lying prepared side up next to the scoreboard are worth 3, 2 and 5 victory points, for 10 in total. The order card lying unprepared side up next to the scoreboard carries a penalty of -2, and the order card on the cooks' side carries a penalty of -1, for -3 in total. The cooks therefore receive 10 − 3 = 7 victory points.
Write the total number of victory points on the scoreboard in the appropriate box. If the team has collected more penalty points than victory points, write 0 on the scoreboard.
Next Round
After the round ends, the teams swap roles. Prepare for the next round as usual (see "Round Preparation"). If the sixth round has just ended, go to "Determining the Winner".
Determining the Winner
When the sixth round has ended, count the total victory points each team has scored over all rounds. The team with the most victory points wins. If both teams have the same number of victory points, the game is a draw.
Unequal Teams
If you are playing with an odd number of players, give the smaller team compensation. We recommend 15 victory points, but you may set a different amount depending on the teams' experience. Record the compensation on the upgrade section of the scoreboard. These victory points are not counted when buying upgrades (only in the final scoring).
You may choose not to record compensation if the smaller team is more experienced at the game. This evens out the teams' chances of winning.
Example of a score sheet: The score sheet has one entry for each of rounds 1 to 6. The team "Pizza" has entries 1, 3 and 5, worth 10, 5 and 18 victory points, for 33 in total. The team "French Fries" has entries 2, 4 and 6, worth 12, 13 and 7 victory points, for 32 in total. In this example the smaller team's compensation of 15 is added to its total (33 + 15).
Advanced Rules
These rules are for players who have already mastered the basics.
Plates
Add the plate cards to the game.
- When preparing for a round, place the plate cards clean side up on the cooks' side.
- All orders are handed over together with a plate card, clean side up.
- Customers return the plate cards to the cooks dirty side up (see "Checking the Order").
- Plates are washed using the sink tool, in the same way as ingredients are prepared.
Example of washing: the dirty plate card goes under the sink stack, the sink cards are turned over one by one, and then the plate card is turned to its clean side.
If the cooks handed over an order on a one-time improvement plate (see "Upgrades"), then after checking, return that plate to the stack of one-time improvements.
Upgrades
After the second and fourth rounds end, the teams may upgrade their tools.
Upgrade rules:
- The team that scored fewer victory points over the previous two rounds upgrades first.
- Upgrades are made for the number of victory points scored by the opposing team in its previous round (as printed in the rulebook). For example: if after the previous two rounds the team "Pizza" has scored 6 victory points and the team "French Fries" has scored 8, the team "Pizza" upgrades first, for up to 8 victory points, and then the team "French Fries" upgrades, for up to 6 victory points at most. The example uses each team's total over the previous two rounds.
- Victory points are not spent on upgrades. The number of victory points only limits how many upgrades are available.
- The same tool may be sped up several times, and a team may take several identical one-time improvement cards.
There are two types of upgrades:
- One-time improvement cards.
- Tool speed-ups.
One-time improvement cards. At the start of the game, place these cards in a stack in the one-time improvement area on the scoreboard. The cost of each upgrade is printed on the card itself. After taking such an upgrade, place the card on your team's side.
Discard one such card to instantly prepare an ingredient or an order, for which the ingredients are prepared, without turning over the tool card. Return discarded cards to the stack on the scoreboard.
Tool speed-ups. The cost of an upgrade is the lowest uncrossed number next to the tool's picture on the scoreboard. To upgrade, cross out this number with the marker. Use different crossing marks to remember which team sped up the tool.
When distributing the tool stacks for a round (see "Round Preparation"), remove from the stack as many cards as the number of times your team has upgraded that tool.
Example: after the first two rounds the oven was upgraded as follows. The team "Pizza" marked two numbers with a "V", and the team "French Fries" marked one number with an "X". In the next round the team "Pizza", playing as the cooks, will use four cards in the oven stack (six cards minus two), and the team "French Fries" five cards (six cards minus one).
Ingredient Crates Assembly
Parts:
- 1 large part: the base
- 1 narrow part: the comb
- 6 parts: side panels
- Insert each side panel into the recesses on the large base part. Examples 1 and 2 show the assembly. The construction is deliberately set at an angle for comfortable play, so there is an empty gap between the side panel and the large base part.
- Turn the construction over. Insert the narrow comb part into the remaining recesses.
- Turn it right side up. The construction is ready.