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Space Cantina

Space Cantina Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Objective
  • Round Structure
    • Phase 1: Opening
    • Phase 2: Pre-Service
    • Phase 3: Service
    • Phase 4: Closing the Register
  • Last Call
  • End of Game
  • Customer Cards
  • Serving a Critic and Earning Gourmet Points
  • Employee Cards
  • Employee Bonuses
  • Objectives
  • Demands
  • Chef Benefits
  • Loyalty Tracks
  • Variants
  • Solo Mode
    • Setup Changes
    • Round Structure
    • Demands and Resources
    • Last Call
    • End of Game
  • Getting to Know the Restaurants
  • Icon List

Components

  • 12 Starting Cards [6 Employees + 6 Customers]
  • 42 Employee Cards
  • 42 Customer Cards
  • 9 Dice [3 of each color: gray, green, and red]
  • 75 Resource Cubes [25 of each resource: food, drink, and dessert]
  • 25 Dissatisfaction Markers [20 small, worth 1 each, and 5 large, worth 5 each]
  • 20 Restaurant Markers [5 of each Restaurant color]
  • 1 Round Marker
  • 1 Starting Player Marker
  • 1 Loyalty Board
  • 1 Action Board
  • 4 Restaurant Boards [with 2 restaurants per board; front and back]
  • 21 Objective Tiles
  • 27 Demand Tiles
  • 4 Quick Reference Guides

Setup

  1. Randomly distribute to each player, or by some mutually agreed method, 1 Restaurant Board. Each player chooses which side to use. Also distribute 1 resource of each type: food, drink, and dessert.
  2. Each player receives 5 markers of their color and places the first three at the start of the loyalty tracks for each of the three races [aliens, cyborgs, and robots], on top of that race's icon.
  3. The fourth marker must be placed at the start of the Gourmet Track, and the fifth outside the Galactic Bank, since everyone starts with $0 and earns money over the course of the game.
  4. Shuffle the Demand Cards and draw a number of cards equal to the number of players plus 3, leaving them face up on the table, next to the Action Board. [e.g., with three players, six cards will be drawn]. Return the rest to the box; they will not be used this game.
  5. Shuffle the Objective Cards and deal 3 to each player. Each player must then discard two of them [placing them face down back in the box] and choose one to keep, without revealing it to the other players.
  6. Place the 6 Starting Employee Cards and the 6 Starting Customer Cards (those marked with a #1 on the back) on the Action Board.
  7. Shuffle the 42 Customer Cards and the 42 Employee Cards and place them near the Action Board, forming two closed draw piles.
  8. Draw the Starting Player and give them the Starting Player Marker.
  9. Place the Round Marker on position 1 of its track.
  10. Place the remaining resources and dice somewhere easily accessible to all players; this space is called the Distributor [in other games it's called the bank, but a bank doesn't give anyone food].
  11. If there are only 2 or 3 players, return 1 die of each color to the box; they will not be used this game.
  12. In turn order [clockwise from the Starting Player], each player chooses one Starting Employee or Customer Card, from the 12 laid out on the Action Board, placing it in the appropriate space in their restaurant [as Customers or Waiters].
  13. After the last player has chosen their card, in reverse turn order (starting from the last player and continuing counterclockwise to the Starting Player), each player chooses another card, so that, at the end of this step, each player must have exactly 1 Employee and 1 Customer.
  14. Return the remaining Starting Cards to the box; they will not be used this game.

Game Objective

The goal of Space Cantina is to earn as much money as possible. This money is represented on the Galactic Bank track.

Round Structure

A game of Space Cantina lasts 8 Rounds with 4 Players, 9 Rounds with 3 Players, or 10 Rounds with 2 Players. Each Round has 4 Phases, detailed below and carried out in the order presented.

Phase 1: Opening

On the first Round of the game, skip this Phase. In it, the Starting Player Marker is passed to the player on the left [clockwise].

Phase 2: Pre-Service

The Starting Player performs the following steps:

  1. Draw and distribute cards from the Customer and Employee piles, placing them face up in their respective spaces on the Action Board. The number of cards drawn from each pile must equal the number of players. If there are no more cards to draw, reshuffle that pile's discards.
  2. Roll the dice and place them in their spaces on the Action Board. If there are 2 players, the Starting Player chooses one of the dice and discards it, then the other player does the same [the discarded dice will be used normally next Round]. In a 4-player game, the Starting Player chooses one of the nine dice and discards it, leaving only eight for the Service Phase.

Phase 3: Service

Clockwise, starting from the Starting Player (in turn order), each player chooses and immediately carries out one action, among the options: Option A — take 1 Die, Option B — take 1 Card. After all players have carried out their actions, repeat the process three more times, i.e., each player performs a total of four actions.

Option A: take 1 Die

If the player chooses to take 1 Die, they must immediately allocate it to one of their Customer or Waiter cards and gain the benefit associated with the number on the die they chose.

If it was allocated to a Waiter, they gain the resources indicated in the card's Service section, but only those indicated by the chosen die's face. In addition, each die face shown on a Waiter can only be used once per Round.

If the allocation was made to a Customer, they spend the indicated resources and serve that Customer, placing them on a pile of served Customers and immediately gaining their benefits. All Dissatisfaction Markers present on the served Customer are moved to that Restaurant's Kitchen.

At any time during their turn, a player may spend 1 or more resources of any kind to add or subtract 1 from the die they choose, for each resource spent. They adjust the die to the corresponding value and carry out their action. Adding 1 to a die showing 6 turns it into a die showing 1, and subtracting 1 from a die showing 1 turns it into a die showing 6.

Example: Douglas chooses a red die showing 6, spends one food to change its value to 1, and places it on Brainstardo, then spends two desserts and one drink to serve that customer.

If a player is forced to take 1 die that cannot be allocated to any card (that is, gaining no benefit at all) and still doesn't have enough resources to add or subtract points on the die in order to carry out some effective action, they gain 1 resource of their choice from the Distributor.

Option B: take 1 Card

If the player decides to take 1 Card, they place it in the corresponding space in their Restaurant, face up. Employee Cards always go to the Waiters area.

If the player takes a Customer Card, they place it alongside their other Customer cards, face up, on top of their Restaurant. If they already have 3 Customers when they take the card, they must choose one of the 3 already placed Customers, fill its Patience Level with Dissatisfaction Markers, and discard the dissatisfied Customer. This means they must transfer all Dissatisfaction Markers from that Customer to their Restaurant. Immediately after, they place the new Customer normally.

If the player has 3 Waiters when they acquire an Employee Card, they choose one of their already-hired Waiters and replace them with the newly hired Waiter. The fate of the replaced Waiter is decided immediately, from among two options: they can Promote the Employee, following their Career Path, or Transfer the Waiter (see both options in the Employee Cards section).

After all players have carried out their four actions, proceed to the next phase.

Example: Miyamoto takes the Customer Card "Dingo Estelar" from the Action Board. Since he already has three customers, he decides to discard Mando Nanavi. To do this, he places two Dissatisfaction Markers on it, moves them to his Kitchen, and then discards Mando Nanavi, freeing up space to place Dingo Estelar, one of his favorite customers, in the appropriate space.

Phase 4: Closing the Register

First, each Customer who was not served by the players in the current Round gains a Dissatisfaction Marker. After that, discard all Customers who have Dissatisfaction Markers equal to or greater than their Patience Level.

When a Customer is discarded, all Dissatisfaction Markers that were on it are placed in the Kitchen of the Restaurant they left.

Finally, return all dice used or discarded during the Round to the Distributor.

Last Call

After the last Round of the game, each player carries out, in order, one last service. This means they may serve a single Customer who has not yet been served in their Restaurant, spending the required resources and gaining all the benefits associated with that service.

IMPORTANT: on the last turn, players do not gain Dissatisfaction Markers on their Customer cards!

End of Game

Right after all players have taken, er, carried out the Last Call, the game ends. All unserved Customer Cards are discarded [moving their Dissatisfaction Markers normally to the respective Kitchens] and final scoring is done:

  • Stars: players earn money according to the number of stars they have on the Gourmet Track. 1 star is worth $3, 2 stars are worth $8, and 3 stars are worth $15.
  • Customers: whoever has served the most Customers earns $8, second place earns $4, and third place earns $2. In case of a tie, add together the money earned for the tied positions and divide it by the number of tied players.
  • Loyalty: for each Loyalty Track (aliens, cyborgs, and robots), the player in the best position earns $8, second earns $4, and third earns $2. In case of a tie, whoever got there first wins (that is, the marker that is at the bottom of the stack among those tied).
  • Demand: players earn money for each Demand Card they managed to fulfill. Each one gives $5 to the player who obtained it.
  • Objective: those who fulfilled the task requested on their Objective Card earn the money indicated on it.
  • Dissatisfaction: whoever has Dissatisfaction Markers in their Restaurant's Kitchen at the end of the game loses $1 for each marker. In addition, the player with the fewest of these markers earns $3.
  • Salaries: each player must pay the salary of their Managers. For having 0/1/2/3/4/5/... Managers, the player pays $0/$1/$3/$6/$10/$15/... Then repeat this process for Maitres and Cooks.

The player with the most money wins. In case of a tie, whoever among those tied has served the most Customers wins. If it's still tied, whoever has more resources wins. If the tie still persists, whoever pays for everyone else's lunch/dinner wins.

Example: Asimov has $8, is in third place in number of customers served ($2), first in each Loyalty Track ($24), fulfilled the "Alien Professional Incentive" Demand ($5), fulfilled his Gourmetization Objective twice ($10), finished the game with five Dissatisfaction Markers (-$5), and has 3 Managers (-$6), no Maitres ($0), and one Cook (-$1), earning a total of (8+2+24+5+10-5-6-0-1 = $37).

Customer Cards

Customers have four important pieces of information: their Benefits, their Patience Level, their Order, and their Type. When a player allocates a Die to a Customer card, they are performing a service.

To do this, they must spend [returning to the Distributor] the resources indicated in the card's Order area. If this die is the same color as the Customer Card [green for aliens, red for cyborgs, and gray for robots], this generates the Customer's sympathy [who will definitely tell their friends, who will tell their friends...], so the player gains 1 point on the Loyalty Track of the respective Type.

They then place the Customer Card on their pile of served customers, move the Dissatisfaction Markers that were present on that Customer to their Kitchen, and immediately gain the Benefits listed on the card, which can be:

  1. Advances on the Loyalty Track [which usually match the Customer's Type];
  2. Advances on the Gourmet Track [if the Customer is a Critic];
  3. Money [$ Ka-Ching $].

At any point in the game when a player takes a Customer Card and doesn't have enough space in their Restaurant, they must choose one of the customers already placed, fill its Patience Level with Dissatisfaction Markers, and discard the dissatisfied Customer. This means they must transfer all Dissatisfaction Markers from that Customer to their Restaurant. Immediately after, they place the new Customer normally.

Serving a Critic and Earning Gourmet Points

Critics are Customer Cards that have stars in their Benefits space.

We can tell regular customers apart from critics by the star icon, which indicates advancement on the Gourmet Track instead of the Loyalty Track.

When a player serves a Critic, they gain the Immediate Benefits indicated in the lower left of the card as normal. One of these benefits will always be moving on the Gourmet Track.

When this happens, move that player's marker on the track to the right. If there is another player on the same space, the newcomer is placed on top of the others.

Example: by serving King-President Zabrox, Douglas earns $2 and moves his marker on the Gourmet Track 2 spaces to the right, placing his marker on top of the green marker.

When advancing on the Gourmet Track, the player gains all the effects described on the spaces they passed through [including where they stopped], in the order they were passed.

On the fourth, eighth, and twelfth spaces, the player earns 1 star. These stars only count toward final scoring.

If a player earns advances that would take them beyond the twelfth space [the last one] on the Gourmet Track, they stay where they are and, for each space they should have advanced, they gain 1 advance on any Loyalty Track [alien, cyborg, or robot].

Employee Cards

Employee Cards have the following information: their Career Path, their Type, and their Service.

In addition, Employee Cards can be in four different locations: Waiters, Managers, Maitres, and Cooks. Every Employee Card always enters a Restaurant as a Waiter [sorry, everyone starts in the same place here, there's no climbing in through the window].

Whenever a die is allocated to a Waiter, i.e., a supply action, that player gains the resources indicated in the card's Service section, but only those indicated by the chosen die's face. In addition, each die face shown on a Waiter can only be used once per Round. If this die is the same color as the Employee Card [green for aliens, red for cyborgs, and gray for robots], this generates willingness to work in the Employee [who will also tell their friends to eat there, who will tell their friends...], so the player gains 1 point on the Loyalty Track of the respective type.

If the player has 3 Waiters when they acquire an Employee Card (at any point in the game), they choose one of their already-hired Waiters and replace them with the newly hired Waiter. The fate of the replaced Waiter is decided immediately, from among two options: they can Promote the Employee, following their Career Path, or Transfer the Waiter.

Spaces marked with a yellow asterisk can receive employees while they are waiters. Spaces marked with a green asterisk receive employees promoted according to their career path.

Promote

Promotes the Waiter to the position specified in their Career Path section (which doesn't go very far, let's be honest). The player places the promoted card in the indicated space in their restaurant, with only the lower part of the card visible. They then choose to either gain the immediate effect specified in the Career Path, or advance 1 space on the Gourmet Track. In addition, they now count on that position's bonus for the rest of the game (see Employee Bonuses in the next section of the manual).

Transfer

Transfers the Waiter to the far reaches of the Galaxy... No, no, you're not that mean. This option transfers the Employee to a branch of your restaurant on another space station. The Employee card is discarded and the player earns money as described on the Loyalty Board: $3 if this happens during rounds 1, 2, or 3; $2 if it happens in rounds 4, 5, or 6; or $1 if it happens in rounds 7, 8, 9, or 10 (the branch is so far away that the game ends before they can hardly work). In addition, the player draws 3 Customers from the top of the Customer Card pile and may choose 1 to place in their restaurant, discarding the rest.

Employee Bonuses

Each position has two effects, an immediate one, described in its Career Path, and a permanent bonus, described on the Restaurant Board:

Waiter

Serves your customers. That's already a lot of work. Seriously, no need to give them anything else to do...

Manager

Immediate: gain a number of advances on a given Loyalty Track.

Permanent: when allocating a die to a Waiter, the player may change the die's face value by +1 or -1 for each Manager they have. Adding 1 to a die showing 6 turns it into a die showing 1, and subtracting 1 from a die showing 1 turns it into a die showing 6.

Maitre

Immediate: the player is entitled to perform a service immediately (when the Waiter is promoted to Maitre), without needing to allocate the corresponding action die (and without spending their action either). They choose one of their customers, spend the indicated resources, etc., as normal.

Permanent: when allocating a die to a Customer, the player may change the die's face value by +1 or -1 for each Maitre they have. Adding 1 to a die showing 6 turns it into a die showing 1, and subtracting 1 from a die showing 1 turns it into a die showing 6.

Cook

Immediate: the player gains two resources of their choice.

Permanent: when the player serves a Critic, they gain 1 advance on the Loyalty Track of the served Customer's type, for each Cook they have.

Objectives

During game setup, each player draws 3 Objective Cards, chooses 1 of them, and returns the rest to the box [without looking]. They keep it secret from the other players until the end of the game. It represents a task that, if completed, can earn money for the player who holds it. The money earned from this card should only be counted at the end of the game.

Demands

During game setup, players leave face up on the table a number of Demand Cards equal to the number of players plus 3. These Demands represent tasks in which the first player to fulfill them has the right to earn the corresponding card. At the end of the game, each Demand Card is worth $5 for the player who holds it. There is no replenishment of Demand Cards during the game.

Chef Benefits

Each restaurant comes with a Chef with a special ability. Some can be used constantly, others only once per round.

Trattoria Stella: when serving a Customer, the player may spend 1 resource of their choice to gain 1 extra advance on the served customer's Loyalty Track and an additional $1.

Zero-G Kitchen: when performing a service, the player may spend 1 fewer resource [to a minimum of 1] to satisfy that Customer, but gains $1 less. If this effect is used on a customer who pays $1 or less, the customer is served but pays nothing.

Electric Gourmet: when the player chooses a die and allocates it to a Waiter, they may add or subtract 1 from the die, without spending any resource. This is cumulative with Manager bonuses. The player may still spend resources normally to modify the die's result.

Stinky's Dive: once per round, when choosing a die from the Action Board, the player may discard it and, in its place, take one of the dice already chosen by another player [poor customers of the Dive...].

Culinary Collective: every time the player serves a Critic, they discard a Dissatisfaction Marker and gain $1.

Psycho Bistro: the player may gain the immediate bonus of one of their promoted Employees instead of the effect indicated on the Gourmet Track. This power does not work on spaces where the player gains stars.

Café Mystique: once per round, the player may exchange 1 resource from their Kitchen for any other resource from the Distributor.

Gastro Academy: every time an Employee is Promoted, gain 1 resource of your choice.

Loyalty Tracks

On the board, there are 3 Loyalty Tracks, one for each Customer/Employee Type in the game: aliens, cyborgs, and robots. Players advance on these tracks in different ways, summarized below:

  1. Serving Customers [who are not Critics]: provide advances of one or two spaces on their respective type;
  2. Serving Critics while having Cooks in the Restaurant: provide advances equal to the number of Cooks present in the player's restaurant, on the track of that Customer's Type;
  3. Promoting Waiters to Managers: provide advances of two spaces on one of the tracks;
  4. Advancing on the Gourmet Track and gaining that advance's effect: provides one advance on the alien, cyborg, or robot Loyalty Track, depending on the space the marker passes through/lands on;
  5. Allocating a die of a given color to a card of the same color: provides an advance on the respective Loyalty Track, whether Employee or Customer.

When stopping on or passing through the fifth, eighth, or eleventh space, or advancing beyond the twelfth space [the last one] on any of the three tracks, the player gains an immediate reward, described below:

Aliens

Spaces 5 and 8: the player discards one Dissatisfaction Marker (it can be in the Kitchen or on one of their Customers). Space 11: discard two more Dissatisfaction Markers. Whenever the player would have to go beyond space 12, they stay on the same space, but are entitled to discard one Dissatisfaction Marker for each space they would have advanced.

Cyborgs

Space 5: the player earns $2. Spaces 8 and 11: the player earns $3. Whenever the player would have to go beyond space 12, they stay on the same space, but are entitled to earn $1 for each space they would have advanced.

Robots

Space 5: the player gains 1 resource of their choice. Space 8: the player gains 2 resources of their choice. Space 11: the player gains 3 resources of their choice. Whenever the player would have to go beyond space 12, they stay on the same space, but are entitled to gain 1 resource of their choice for each space they would have advanced.

IMPORTANT: if the player gains resources, whether due to their restaurant's ability, the Robot Track, or by any other means, they acquire these resources only at the end of their action, and cannot use them at that moment.

Example: Ernest has the Gastro Academy restaurant and decides to serve the robot customer DJ Dual Core. He then decides to carry out his action by taking 1 Employee Card (Ozda), replacing the Waiter Lemoy and promoting him to Maitre. In doing so, he chooses to gain 1 extra service, then serving DJ Dual Core. Ernest spends 3 foods and 2 drinks and gains the benefits of serving that customer. Only after the service, at the end of his action, does he gain 1 resource of his choice for having promoted an employee (the Gastro Academy restaurant's chef ability).

Variants

Bar

The bar is an annex to your restaurant right in front of the kitchen. It counts as a fourth space for allocating customers. To allocate a Customer to the bar, the player needs to use a Take 1 Card action and spend 1 resource of their choice. If it is a resource indicated in that customer's Order, place it on that Customer. When you serve them, this resource will serve as a discount on their Order and won't need to be paid again. If the resource is not indicated, it is returned to the Distributor as normal.

At the end of the round in which that Customer went to the bar, in Phase 4, they do not gain a Dissatisfaction Marker. However, at the start of the following round, they are moved to one of the 3 Customer spaces, and, if there is no space, they are discarded (and gain Dissatisfaction) as normal. It is not possible to transfer customers already seated at tables to the bar.

Buying Restaurants

In step 1 of Setup, do not distribute or draw the Restaurant Boards; players will compete to buy them after Setup (in step 15). In addition to the 14 Setup steps, there will be a 15th, in which each player earns $10 (marking it on the Intergalactic Bank), 1 large Dissatisfaction Marker, and 5 small ones (10 total).

In addition, draw a number of restaurants equal to the number of players, and order them; they will be auctioned in order. Each player secretly chooses a number of Dissatisfaction Markers and holds it in their hand. Afterward, everyone reveals the number of markers chosen, and whoever bid the highest amount takes the first Restaurant Board from the pile and reduces their money by the same amount of markers spent.

Repeat this process for all Restaurant Boards separated this way, until each player receives a board (that is, if a player has already bought a restaurant, they cannot take part in the auction for the next ones).

If there is a tie in any of the auctions, the winner is the tied player who is last in turn order. After each player has bought their restaurant, all players return unused Dissatisfaction Markers to the Distributor.

Solo Mode

Setup Changes

Instead of each player choosing their restaurant, you choose an opponent: Dr. Insano, Alien Queen, Cyborg Shogun, or Master Robot, taking the corresponding card. Place 5 Dissatisfaction Markers near the chosen opponent card.

For all purposes (number of rounds in the game, number of cards revealed in Phase 2, number of dice rolled, etc.), treat the opponent as if it were a player. That is, follow the normal rules for two players, except where indicated. The opponent will not receive any Objective Card, and, if you want a more challenging game, don't use them for yourself either. Follow the rest of Setup as normal.

Round Structure

  • Phase 1: Opening: skip this phase, there is no need to change the Starting Player.
  • Phase 2: Pre-Service: do not remove any Die, this will be done in Phase 3, after resolving your actions.
  • Phase 3: Service: carry out your four actions in sequence. After this, remove 2 Dice from the Action Board; they will be used normally next Round. Resolve the remaining actions as if they were performed by the opponent, following these guidelines:
    • Die: the opponent advances 1 space on the Loyalty Track corresponding to the die's color, gaining the rewards normally.
    • Customer Card: they serve the Customer immediately and gain the associated benefits, including on the Gourmet Track.
    • Employee Card: they immediately promote the employee, gaining their respective immediate bonuses indicated on the card, except for Maitre, in which case they gain 1 advance on the Gourmet Track.
  • Phase 4: Closing the Register: no changes to this phase. Remember that the opponent never gains Dissatisfaction Markers, since their Customers are always served immediately.

Demands and Resources

The player and the opponent receive Demand Cards normally, as they complete their requirements. When the opponent gains resources by any means, they will always gain resources that help them complete any pending Demands that require resources. Otherwise, the player may decide which resources the opponent gains.

Last Call

In Solo Mode there is no Last Call. The game ends as soon as the 10 rounds are finished.

End of Game

Before scoring, any Demands that were not fulfilled during the game are automatically completed by the opponent. The opponent earns $1 for every two resources they have, regardless of type. Follow the rest of scoring normally. After calculating the score, subtract the opponent's score from the player's score and check the table below for the result:

ResultRank
-11 or lessDevoured
-10 to -1Cooked
0 to 10Cook
11 to 20Sous Chef
21 to 30Master Chef
31 or moreArch Chef

Alien Queen: each Dissatisfaction Marker is worth -$2 for the player instead of -$1. In addition, the player will not gain any reward from the Alien Loyalty Track during the game. Additional challenge: reach first place on the Alien Loyalty Track.

Cyborg Shogun: the player receives -$1 for each service they perform. In addition, the player will not gain any reward from the Cyborg Loyalty Track during the game. Additional challenge: reach first place on the Cyborg Loyalty Track.

Master Robot: on each service, the player needs to spend 1 additional resource (of their choice). In addition, the player will not gain any reward from the Robot Loyalty Track during the game. Additional challenge: reach first place on the Robot Loyalty Track.

Dr. Insano: the player discards 2 dice at random before performing their four actions, instead of after. Additional challenge: reach first place on all three Loyalty Tracks.

Getting to Know the Restaurants

Trattoria Stella — Mamma Stella

Mamma Stella has been in the culinary business for a few millennia. Since she was young, she was a great cook, but also an avid gourmet, and always believed that "everyone still has room for one more helping." She made her words a reality when she installed a matter compressor in her own body. Since then, Stella has added millions of tons to her weight, proudly marching toward the mass of a star. Some suspect her life goal is to become so dense that she collapses into a black hole. For Trattoria's customers, the risk is worth it, since this is notoriously one of the most delicious foods in the universe.

Zero-G Kitchen — Slim Lichard

Many people worry about health and exercise, but no one does so as much as Slim. He was always an absolutely energetic person, exercising nonstop all the time. But eventually age caught up, and Slim kicked the bucket. His body, however, being so energetic, didn't even notice. As far as he's concerned, it still wasn't time to stop. In his words: "Keep moving, don't let rigor mortis catch up!" This story of overcoming adversity spread across the universe, and Slim was elevated to stardom with his exercise videos and best-selling diet book ["How to Overcome Death in 3 Steps"]. Slim Lichard then created his Zero G restaurant franchise, where gravitational fun, exercise, and healthy food mix to create a great culinary experience.

Electric Gourmet — Vivant

Vivant was a pioneering invention as artificial intelligence. Centuries ago, instead of trying to solve the mystery of true AI themselves, Vivant's inventors created it with one fundamental directive: to be able to feel, act, and think like an organic being. From then on, Vivant developed all sorts of software and peripherals to fulfill that task. It created the technology that today serves as the basis for many of the robots who frequent the Cantina. Fortunately for organics, neither Vivant nor any other AI has reached the singularity and made life obsolete. That's because, after becoming able to feel, see, hear, smell, taste, and sense intuitively like an organic, every AI runs into a new and unexpected challenge, a new sense! Beyond the traditional six senses, Vivant discovered a seventh, the Gourmet Sense, an undecipherable mystery of nature.

To further its studies, Vivant created its super-efficient mechanized restaurant, Electric Gourmet. It hopes to be able to solve the culinary enigma, through correlation of the data obtained from serving robots, cyborgs, and aliens.

Stinky's Dive — Stinky da Silva

Stinky's Dive was established in the dark depths of the Food Complex's structure even before its construction was finished. It sits at the convergence of pipes and ducts through which the leftovers of the other restaurants pass, which allows for the (very conscientious) reuse of previously unwanted food. Stinky, the infamous owner of the place, has his unsanitary initiatives protected through shady dealings with the authorities. The Dive is also tolerated for being an out-of-sight place where degenerate galactic criminals can go, keeping them away from the other customers.

Culinary Collective — The Collective

These parasitic pyramid-shaped aliens use suckers and attach themselves to the brains of their hosts. The afflicted become part of a single shared mind known as The Collective. Unfortunately for it, by coincidence, hats came back into fashion in the Galaxy right around the time its dissemination campaign began. The workaround The Collective came up with was simple: spread its species through high-quality food. Special, tasty-flavored spores make up the secret recipe that allows a new parasite to grow in the diners' brains. And, as a side effect, it becomes even easier to get good reviews for your restaurant once everyone who eats there becomes a slave to its will.

Psycho Bistro — The Jaymeister Siblings

The Jaymeister siblings are linked by a mysterious psychic connection: what the brother knows or does, the sister does too, and vice versa. But it was with food that this relationship reached its peak: while one ate cereal, the other drank milk; one enjoyed bacon, the other devoured an egg. Over the years, they discovered how to extend this connection to others, gaining access to all sorts of practices and knowledge. Inspired by their passion for food and excited to get in touch with all kinds of interplanetary creatures, the Jaymeister Siblings opened Psycho Bistro. The restaurant's psychically connected staff are able to fulfill any demand.

Café Mystique — Aziris

After the Bethans, beings made of pure energy, discovered how to freely transform matter, their society entered a deep economic crisis. To escape this decline, Aziris departed for our dimension, and her first initiative was to use her abilities for the good of the Galaxy.

After visiting a few primitive planets and going through the embarrassing situation of being mistaken for a deity when turning sand into sugar and rain into lemonade, Aziris gave up on charity and set off on a new venture. She opened her café in the Space Complex and began attracting many customers with her exotic menu, which includes liquid chicken, solid soda, and caramelized steam.

Gastro Academy — General MacArtichoke

When the planet Mousseline was being ruined by wars, an alternative to the conflicts had to be found. Thus the Culinary Wars were established, in which the best dish would decide the fate of millions. To defend his country, General MacArtichoke formed the Gastro Academy. There, he rigorously trained his recruits to become the best in the Galaxy. Victorious, with the planet Mousseline under his spatula, MacArtichoke turned his gaze to the stars. Only the Space Complex would present challenges worthy of his Academy. The General opened his franchise and is ready to pour out however much tomato sauce is needed to achieve victory.

Icon List

  • alien
  • robot
  • cyborg
  • employee
  • customer
  • critic customer
  • food
  • drink
  • dessert
  • any resource
  • gourmet
  • manager
  • maitre
  • cook
  • dissatisfaction
  • promoted