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TEZGÂH

How to play

TEZGÂH is a two-player card duel: you and your rival (a bot, or a friend on the same phone) work the same stall and try to feed the same customers. After 12 rounds, the higher score wins. A game takes 8–12 minutes.

The first game teaches the rules as you play. This page is the long version of the in-game Rules screen.

On the table

Counter3 face-up ingredient cards. Take one and a new one is revealed from the deck.
DeckFace-down cards. You draw the top card blind.
Customer line2 customers wait. Each shows a recipe (2–4 ingredients), its points and its remaining patience.
Your handYou 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

  1. Take an ingredient. One card from the counter, or a blind card from the deck. (Or, instead of taking, reserve a customer.)
  2. Use a coupon if you like. Before serving, take one more card from the counter. Details below.
  3. 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.
  4. 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.

Margin note · SeherThe one a step ahead reserves.

Points

RecipePoints
2 ingredients3
3 ingredients5
4 ingredients8
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.

Margin note · GüllüGone at three, gone at three.

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.

StreetRule
Neighborhood BakeryThe rules you know.
Dessert StreetRecipes with dessert score +2.
Karaköy Pier3 customers wait in line.
Fish MarketBig Tippers come: serve one on the round they arrive for +3.
Kadıköy Market4 cards on the counter.
Spice BazaarThe deck has 2 Spices; each can stand in for any ingredient.
Eminönü Lunch RushTake 2 ingredients per turn; the game lasts 8 rounds.
Street FestivalIn a Hurry, Big Tipper, Big Table and Regular are in the deck.

Special customers

In a Hurry7 points; leaves after 2 rounds.
Big Tipper5 points; +3 if served on the round they arrive.
Big Table5 ingredients, 12 points.
Regular5 points; cannot be reserved.
Margin note · FehmiFive flavours belong to everyone, the sixth belongs to the stall.

Rivals

ApprenticeAlways draws from the deck; never uses coupons.
JourneymanPlans ahead and reserves customers.
MasterPlans 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.

Map of the Golden Horn

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.
Margin note · FehmiThe sixth pouch is always last.

Tips

  1. Read your rival. If you want the same customer, act first or reserve them.
  2. Weigh big recipes against the wait. 4 ingredients pay 8, but if it takes 3 rounds the customer is gone.
  3. Save coupons for the right moment. They shine when a serve is one ingredient away; an unused coupon scores nothing.
  4. Save a reserved customer for the evening. Their patience stands still and the last 3 rounds pay +2.
  5. Choose your first two serves well. The leftover card speeds up your next customer.
  6. Count patience. Your rival can see a customer about to leave too.