So for this week, my goal was to flesh out the marketing cards more and the turn order to get it ready for playtesting.  


After some talking with friends and my sister, we decided that a day for each turn and only playing for a month felt too short and unrealistic. However having it be a year or longer would make the game way too long, so I decided to split it down the middle and make a full game half a year. But how would you calculate a turn? I decided it would make the player feel like they made more progress if each turn was instead a week so they can get paid at the end of it. So in total that is 24 turns to finish the game. One week is a turn and one month is one round. So there are four turns in a round and 6 rounds in a game. I also thought of maybe making an option of having a normal length game or longer one which you would play for a whole year but I decided to try and make half a year work before moving forward. Maybe if you decide to have two players you can play for a whole year so I don’t have to make more cards or try to balance it too much. 

You start the month by drawing an attribute card, two rival cards, and a marketing card. After this each week you will grab a marketing card until next month. Then you discard your attribute card and grab another, grab two more rival cards, and a marketing card as it continues. I was having some trouble figuring out how to make the players feel like they have a choice and aren’t just dealt a bad hand with the attribute cards so that’s why they get more rival cards so they can hurt their enemies and have more choice as well as the marketing cards.

After rethinking how the turns will go and changing the amount of round there are it would be better to change the first player rule. I was thinking of having it so instead of it being the “first player” the player who currently has the least amount of money at the start of the month gets the rule of picking three attribute cards. This rule only goes into effect after the first month has been played obviously.


After some deciding of how many matching cards give you a combo (3), You can have 12 cards on the bench and 7 in your hand (same as most other card games as to make things simpler for players). So if you draw a card each turn and there are 24 turns, that’s at least 96 marketing cards for four people to finish the game if they don’t draw any extras. Of course, they will discard their cards to replace them or to be able to draw more useful cards as well as getting Rival and Attribute cards. One thing that worries me is having too many cards but in the end, I decided I’d rather have more cards than too little so there is more replayability. 


Marketing: Four-color types. Four income types. Each income type either gains 100$ 200$ 500$ or 1000$ each week. If you have 3 cards of the same color then you double the money made by those cards. You can also try and get certain combos based off of color type and income type. Ex. Two Red, Two Blue, Two Green, Two Black. Or three Red and three Green. These can double your income or triple it depending on how difficult the hand is to get. I did have trouble coming up with how much money the players can make. I didn’t want them to make too much money off the bat but also make enough to realistically run a restaurant.

Rival: Ideas: A player loses their whole income for that week. A player must pay you 500 dollars. Destroy one player’s marketing cards. Swap attributes with another player. Swap hands with another player.

Attribute: Ideas: You have to give the person next to you 500 dollars a week. You can lose income for a week of your choice in the month. You win a country fair and earn 1000 dollars at the start of your month. You earn 100 dollars each week for the month. Each player must pay you 500 dollars. You pay the county 200 dollars a week.

Location: Mainly used for flavor text and set the tone for the rest of the cards.

Back Alley

The Mall

Your Basement

“Food Truck” Your Van

Inside another Restaurant

In the Bushes

The Public Pool

Your Computer 

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