DESCRIPTION: Crazy Plated is a four-player restaurant management card game. Each player owns their restaurant and must compete against each other to be the best in town. At the beginning of the game, each player picks a location card and draws 1 attribute card, 5 marketing cards, and 2 rival cards.


Location Cards: These cards are for aesthetic purposes with flavor text. They also mark where you place down cards to play them.

Attribute Cards: Draw once a “week” can only have one attribute card in effect during a week. These cards are unpredictable and will give you a boost or a setback during the week. 

Marketing Cards: You grab one of these each “day” you can combine cards to upgrade your restaurant and get more customers and more money. 

Rival Cards: Grab these cards once a “week” these cards can negatively affect other players and their restaurants but can only be used on one player once a day. 

There are seven turns in a “week” and each turn is considered a “day”.the game is over after four weeks also known as a “month”. The player who goes first changes each week in a clockwise rotation. The first player each week can draw three cards from the attribute pile and pick one of them putting the other two on the bottom. How players obtain money is by the bank where players will draw a certain amount based on how their restaurants are doing or pay the bank if they are negatively affected by an attribute or rival card.  


The player with the most money by the end of a “month” wins. 

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2 thoughts on “Game Pitch

  1. I love the idea of this, and it almost reminds me of games like Overcooked in a way. I play a lot of restaurant sim games on my phone, so this is really interesting. I like the idea of flavor text on the cards, and I think that will add a lot to the fun and emotions of the game. I wonder what sort of a theme you’re thinking? Will they all be diners or fancy restaurants, or will players be able to choose what sort of restaurant they run? I’m excited to see where you go with this!

  2. It’s true: Restaurants somehow lend themselves really well to game mechanics. Maybe because it is relatable? I have a version of a tabletop learn-to-code game I built lying around here somewhere that is basically a build-a-sandwich game using code to assemble things in the right order, etc. I hadn’t started with the sandwich-making theme, but as I experimented with different “simple substitute” ideas, that I intended to swap out later for something more interesting or sophisticated, I found that food prep worked better than almost anything else. Go figure.

    But here’s a question (to which I have no answer presently): I get that you want to keep things fair by allowing someone else to go first each turn. Maybe you are borrowing that from another game / system. But when I run through how that will fall out, it seems problematic to me. Here’s the gist of my back-of-the-envelope calculations:
    If the “first-mover” changes in a counterclockwise fashion (1432), and turns proceed counterclockwise (1432), that means:
    1432, 4321, 3214, 2143 >>> uneven distance between turns
    If play proceeds clockwise (1234), but first-movers still vary counter-clockwise, then:
    1234, 4123, 3412, 2341 >>> back to back turns
    Or if play goes counter-clockwise and first-movers vary clockwise:
    1432, 2143, 3214, 4321, >>> several back-to-back turns

    What am I missing? Or do I misunderstand your intent?

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