- On the table
- Your turn
- Points
- Patience
- Reserving
- Coupons and leftovers
- Evening rush
- Winning
- Streets
- Rivals
- District Journey
- Tips
On the table
| Counter | 3 face-up ingredient cards. Take one and a new one is revealed from the deck. |
|---|---|
| Deck | Face-down cards. You draw the top card blind. |
| Customer line | 2 customers wait. Each shows a recipe (2–4 ingredients), its points and its remaining patience. |
| Your hand | You start with 2 cards and can hold up to 6. |
There are five basic ingredients: bread, meat, vegetables, sauce, dessert. On some streets the deck also holds Spice, which stands in for any ingredient.
Your turn
- Take an ingredient. One card from the counter, or a blind card from the deck. (Or, instead of taking, reserve a customer.)
- Use a coupon if you like. Before serving, take one more card from the counter. Details below.
- Serve. If your hand has every ingredient of a customer's recipe, serve them: the cards are spent and you score. At most one serve per turn.
- End your turn. If you hold more than 6 cards, discard the extras.
The round ends when both players have played. Taking and serving cannot be undone, but nothing happens on a stray tap: you select first, then confirm.
Points
| Recipe | Points |
|---|---|
| 2 ingredients | 3 |
| 3 ingredients | 5 |
| 4 ingredients | 8 |
| 5 ingredients, Big Table (Festival) | 12 |
Big recipes pay best per ingredient: a 4-ingredient recipe gives 2 points each. But they keep customers waiting longer.
Patience
At the end of every round, each waiting customer loses 1 patience. A customer who has waited 3 rounds leaves and a new one takes their place. The three dots on a card show what is left. A customer In a Hurry leaves after 2 rounds.
Reserving
Instead of taking an ingredient, you may take one customer out of the line and keep them. You can reserve at most 1 customer. Their patience stops dropping and only you can serve them. Careful: a customer still reserved when the game ends scores nothing.
Coupons and leftovers
Coupon
You have 2 coupons per game. After taking your ingredient and before serving, spend one to take one more card from the counter. One coupon per turn; no coupon on a turn when you reserve. Coupons do not refill, so wait for the right moment.
Leftovers
On your first 2 serves, one of the cards you spent comes back to your hand: the one most useful for your next customer. Spice never comes back.
Evening rush
In the last 3 rounds the evening crowd arrives: every serve scores +2. You can save a reserved customer for the evening; their patience does not drop.
Winning
After round 12 the higher score wins. On a tie, fewer cards in hand wins; then more customers served. If everything is equal, the win is shared.
Streets
On each of the eight streets one rule changes. In Street Mastery every street has three stars: beat the Journeyman, beat the Master, pass the score target.
| Street | Rule |
|---|---|
| Neighborhood Bakery | The rules you know. |
| Dessert Street | Recipes with dessert score +2. |
| Karaköy Pier | 3 customers wait in line. |
| Fish Market | Big Tippers come: serve one on the round they arrive for +3. |
| Kadıköy Market | 4 cards on the counter. |
| Spice Bazaar | The deck has 2 Spices; each can stand in for any ingredient. |
| Eminönü Lunch Rush | Take 2 ingredients per turn; the game lasts 8 rounds. |
| Street Festival | In a Hurry, Big Tipper, Big Table and Regular are in the deck. |
Special customers
| In a Hurry | 7 points; leaves after 2 rounds. |
| Big Tipper | 5 points; +3 if served on the round they arrive. |
| Big Table | 5 ingredients, 12 points. |
| Regular | 5 points; cannot be reserved. |
Rivals
| Apprentice | Always draws from the deck; never uses coupons. |
|---|---|
| Journeyman | Plans ahead and reserves customers. |
| Master | Plans ahead, never reserves. |
| Master+ | Tries every move before playing one; gives no stars, it is for mastery. |
The game shows what your rival is collecting for. Read their target: if you both want the same customer, act first or reserve them.
Difficulty modifiers
Make a game harder if you like: Impatient (customers leave after 2 rounds), Narrow counter (2 cards), Small hand (5-card limit).
District Journey
Note: the District Journey is in closed testing and arrives with the next App Store update.
Six districts of the Golden Horn, one game in each (the first is a 6-round warm-up, the rest 7 rounds). You move across the map as you win, and after every win you pick one of three tools. Tools are yours only for that journey.
- Tools: ingredient tools (Clay Oven, Butcher's Block, Market Garden, Sauce Maker, Sherbet Seller), size and timing tools, synergy tools (Mixed Plate, Master's Hand) and verbs you can use once per game: Hurry Up, Pantry Key, Spice Pouch, Double Serve. 19 in all.
- Rival traits: rivals bring a trait of their own (for example "1 extra coupon"), stated in plain words before the game. No hidden difficulty.
- Safe start: if you lose in the first two districts, you replay the district. After that you get one second chance per journey.
- Lasting progress: districts you win stay on the map and are never lost. There is no permanent power; every journey starts fresh.
- Tiers 1–5: finish a journey and a harder tier opens.
- Daily Journey: the same route for everyone; your first try is the day's result.
Tips
- Read your rival. If you want the same customer, act first or reserve them.
- Weigh big recipes against the wait. 4 ingredients pay 8, but if it takes 3 rounds the customer is gone.
- Save coupons for the right moment. They shine when a serve is one ingredient away; an unused coupon scores nothing.
- Save a reserved customer for the evening. Their patience stands still and the last 3 rounds pay +2.
- Choose your first two serves well. The leftover card speeds up your next customer.
- Count patience. Your rival can see a customer about to leave too.