Speed Snacks
Speed Snacks Rulebook
Table of Contents
Table of Contents
Components
- 9 Toque cards (Hauben-Karten)
- 5 "Hurry up!" cards (Wird's bald!-Karten)
- 66 Snack cards, 11 each of the following 6 snacks: Sushi, Döner, Fries (Pommes), Pizza, Hamburger, Hot Dog
- Module 1: 10 Cockroach cards ("Health Department" / Gesundheitsamt)
- Module 2: 6 cards "Dish of the Day" (Spezialität des Tages)
- Module 3: 6 cards "XXL"
- Module 4: 15 "Menu" cards, each showing 2 snacks in every possible combination
Game Setup
(The basic game is explained here. How to use the 4 modules is described at the end of the rulebook.)
- Shuffle the 66 Snack cards together with the 5 "Hurry up!" cards thoroughly and place them as a face-down draw pile in the middle of the table between you.
- Leave space next to the draw pile for 5 face-up discard piles for customer orders.
- Place the 9 Toque cards ready next to the draw pile.
- Directly in front of each player, you need space for 5 face-down piles: your kitchen.
And you are ready to start.
Object of the Game
You and your opponent are proud owners of your own fast-food restaurants and try to satisfy your customers' wishes. To do so, you both simultaneously draw cards from a shared, face-down draw pile. For each card, you must decide whether to place it face up in the middle between you, as 1 of the 5 customer orders, or face down, as 1 of your 5 dishes, in your kitchen. Whoever can fulfil more customer orders wins a round and thereby earns their first toque. Whoever first earns their fifth toque wins the game.
Gameplay
Speed Snacks is played over several rounds. The starting player of the first round is the player with fewer food stains on their clothes. In each following round, the starting player is always the player who lost the previous round. (If the previous round was a tie, the starting player is whoever currently has fewer toques; if that is also tied, it is whoever realises the situation faster and calls "Speed Snacks".)
The starting player places their hand on the draw pile and starts the round with the start signal "Speed Snacks" by drawing the top card.
Notes on Gameplay
Note 1: In Speed Snacks you do not take turns; you play at the same time. As quickly as you like, you may each draw 1 card, look at it, and place it in your kitchen or in the middle of the table. Then you immediately draw 1 new card. While you play 1 card, your opponent may already have played 3 cards, or vice versa. What matters in the end is only that you satisfy the customers' wishes.
Note 2: Throughout the game you may only play with 1 hand. Therefore: if one of you is left-handed and the other right-handed, position the draw pile so that you can both use your preferred hand. If you both prefer the same hand, change the position of the draw pile in each round to compensate for the disadvantage.
After you have drawn 1 card, you must hold one of the following 2 card types in your hand:
- a Snack card, OR
- a "Hurry up!" card.
Customer Orders in the Middle of the Table
If you place a Snack card face up as a customer order in the middle of the table, you may either open a new pile with this card or place the card on top of an existing pile. Only the top card of each pile may be visible. A maximum of 5 piles of customer orders may lie in the middle of the table.
Dishes in Your Kitchen
If you place a Snack card face down as a dish in your kitchen, you may either open a new pile with this card or place the card on top of an existing pile. A maximum of 5 piles of dishes may lie in your kitchen.
Important: You may no longer look at the cards in your kitchen. Remember which Snack card you placed where, and above all which card lies on top of each pile.
Playing a "Hurry up!" Card
If you hold a "Hurry up!" card in your hand, you immediately call out loudly "Hurry up!". This briefly interrupts the game; your opponent may not play the card in their hand now. Then you place the "Hurry up!" card face up, slightly overlapping (so that the snack can still be clearly recognised), on one of the piles of customer orders. For the rest of the round, no further Snack card or "Hurry up!" card may be placed on that pile.
After placing the "Hurry up!" card, the game continues unchanged.
Special case: If there is no customer order yet, or if every customer order already has a "Hurry up!" card on it, open a new customer-order pile with the card. Once in this round, one of you may slide 1 Snack card under this "Hurry up!" card.
Note: Every card you draw must be placed in one of the ways described above. You may never simply discard a card.
As soon as one of you has placed the 4th "Hurry up!" card, the round ends immediately. If the other player still has a card in hand, they may no longer play it.
(In the rare situation that neither of you wants to place a card for several seconds, the round ends early.)
Now the scoring follows.
Scoring
Turn face up the top card of each of your kitchen's maximum 5 piles of dishes. Compare the Snack cards in your kitchen with the maximum 5 customer orders in the middle of the table. Each Snack card in your kitchen is worth as many points as there are customer orders for that snack. For example, if there are 3 Hot Dogs in the middle of the table, then each Hot Dog in your kitchen is worth 3 points. Whoever scores more points wins the round and receives 1 Toque card. If you both have the same number of points, you both receive 1 Toque card.
Example: According to the customer orders, Pizzas and Hot Dogs are each worth 2 points in both players' kitchens, and Döner is worth 1 point. Sushi, Fries and Hamburgers are not wanted and therefore score no points. Player A therefore reaches 2+0+2+2+0 = 6 points, and Player B reaches 1+2+2+0+2 = 7 points. Player B therefore wins this round and receives 1 Toque card.
After scoring, shuffle all the Snack and "Hurry up!" cards and begin a new round.
End of the Game
Whoever, after a scoring, can show 5 toques wins the game and may proudly call their restaurant the first fast-food restaurant with 5 toques.
Special case: If you both receive the 5th toque at the same time, another round must decide who is worthy of the 5th toque. (Neither player receives the 5th toque at first.)
Expansion Modules
Speed Snacks includes 4 modules that expand the game to your liking. You may use each module on its own in a game, or use several or even all of them in one game for a particularly lavish experience. If you want to discover the modules bit by bit, we recommend progressing from Module 1 to Module 4, because Module 1 fits most easily into the game flow, while Module 4 introduces by far the most extensive changes.
Module 1: "Health Department" (Gesundheitsamt)
Setup: Shuffle the 10 Cockroach cards into the pile with the Snack cards and the "Hurry up!" cards.
Gameplay: If you draw a Cockroach card during the game, you must place it face down in your kitchen, either as the first card of a new pile or on top of an existing pile in your kitchen.
Scoring: Before you carry out scoring, you must add the following step. Each of you chooses 1 pile in your opponent's kitchen, takes it, turns it over and looks at the cards in it. (Do not change the order of the cards, and return the pile face down to its original place after counting the cockroaches!) For each cockroach you find in it, your opponent receives 1 negative point.
The negative points you receive in this way must be subtracted from your points during the subsequent scoring; only then is the result final. If a Cockroach card lies face up on top of a pile in your kitchen, this has no effect, except that you cannot score points for that card.
Module 2: "Dish of the Day" (Spezialität des Tages)
Setup: At the start of each round, lay out all 6 "Dish of the Day" cards in the middle of the table.
Gameplay: Each of you may take 1 of these cards once per round. Place it next to your kitchen.
Scoring: For your "Dish of the Day", you receive as many points as the number of that snack lying face up on top of the up to 5 piles in your kitchen at scoring. For example, if you chose the Döner as your "Dish of the Day" and 3 Döner lie on top of your piles in your kitchen, you receive 3 points in addition to the other points you score. The customer orders in the middle of the table have no significance for the "Dish of the Day".
Module 3: "XXL"
Setup: At the start of each round, shuffle the 6 "XXL" cards and place them as a face-down pile next to the draw pile.
Gameplay: During the game, you may now also draw the top card of this pile. If you do, look at the card and place it face down next to your kitchen. You may have as many "XXL" cards in front of you as you like. (Be careful: like all face-down cards in your kitchen, you may no longer look at the "XXL" cards later in the game. The "XXL" cards do not count as part of the 5 piles in your kitchen.)
Your goal is now to fulfil these "XXL" orders by the end of the round. To do so, you must place exactly 3 of the requested Snack cards face down on the card.
Scoring: If exactly 3 of the requested Snack cards lie on an "XXL" card, you receive 3 points in addition to the other points you score. If there are fewer or more than 3 cards there, or even just 1 snack that does not match the "XXL" order, you take 3 negative points.
Module 4: "Menu"
Setup: Shuffle the 15 "Menu" cards and deal 7 to each of you. Place your 7 cards as a face-down pile next to your kitchen. You do not need the 15th card for this game. Before the first round begins, draw 2 cards into your hand. Before subsequent rounds, top up your hand to 2 cards if necessary. (Keep the cards in the hand you are not playing with. You may also place them face down in front of you. Unlike all other face-down cards in your kitchen, however, you may look at your "Menu" cards at any time.)
Gameplay: There are no changes to the game flow.
Scoring: Before scoring, but after the Health Department has searched your kitchen for cockroaches (if you are also using Module 1), and after you have turned face up the top card of each of your kitchen's maximum 5 piles, check whether you can fulfil 1 or 2 of your two "Menu" cards. To fulfil 1 "Menu", both snacks of the "Menu" must lie face up as cards in your kitchen. To fulfil both "Menus" at the same time, a separate card in your kitchen must lie for each of the 4 requested snacks. If 2 Hamburgers are requested in total, then to fulfil the two "Menu" cards, 2 Snack cards of Hamburger must lie face up in your kitchen. Place fulfilled "Menu" cards face up next to your kitchen; the Snack cards in the kitchen remain in place for scoring.
After you have calculated your points (including any Modules 1-3 you are using), and before 1 Toque card is handed out, you may use your fulfilled "Menu" cards to gain special advantages. The player who, so far in this scoring, has more points must decide first whether to give up 1, 2 or 3 "Menu" cards; then the other player, after them (in case of a tie, the player who was not the starting player of the round). Only after that is the winner of this round determined, and that player receives 1 Toque card.
What can you use fulfilled "Menu" cards for? By giving up 1, 2 or 3 fulfilled "Menu" cards (the cards are then out of the game; return them to the box), you may gain the following special advantages:
- By giving up 1 "Menu" card: you receive 1 additional point for your scoring.
- By giving up 2 "Menu" cards: treat 1 face-up Snack card in your kitchen as if it were a different card. You may choose which snack it should be instead. Then recalculate your points accordingly.
- By giving up 3 "Menu" cards: take 1 Toque card. (If this is the 5th toque, you must still complete the scoring. In the event of a tie, another round must then decide, as usual.)
Each round, you may choose only 1 of these 3 advantages and use it only once. (You may not give up 4 "Menu" cards in order to score 2 Snack cards in your kitchen differently.) You may accumulate fulfilled "Menu" cards and use them at a time that seems advantageous to you.