This page goes over the days a player goes through during a run. The players has to complete 15 days to franchise their restaurant and on each day, the player goes through two main phases: Preparation Phase & Customer Phase.
Each day starts at the Preparation Phase and after all the player press the Ready will they enter the Customer Phase. The Customer Phase is when player serve customers. If all the customers has been served and the day ends, players are taken to the next day in the preparation phase.
To end the preparation phase, the player press the Ready button to start the day. If there are multiple players, all the players will need to press the Ready button to start the day.
See Blueprints for more information about the shop, blueprints, and rerolls
Each days starts at the Preparation phase in which players can enter rearrange their restaurant's layout, acquire additional appliances or decorations if a decoration day, and enter practice mode.
At the start of certain days, players will be given the chance to select Cards or a Theme that will affect how their restaurant operates going forward. These days are set, and are indicated on the day display on the top of the screen, showing what will happen upon completing that day.
The day display fills up as they player progresses through the first 15 days. After franchising the restaurant and entering overtime, the day display will remain same and not show the overtime days.
Players may enter practice mode by either interacting with the Question Mark outside of the Restaurant or by selecting Practice Mode in the pause menu.
Practice Mode allows the player to simulate a day by serving cats, instead of customers. Only one group of cats will appear at a time, and the group size will match the current expected group sizes. The cats will go through all the possible stages customers can through in the current restaurant and create mess while eating. Letting the cat's patience bar deplete will cause the cats to leave with a new set of cats to coming to be served.
Use this feature to see how appliances operate, test how to cook a dish, or anything else a player may do during that day.
Most changes made during practice mode will reset upon leaving practice mode, except the Rotating Grabbers and Smart Grabbers. Players can use this feature to set these grabbers in the desired state before starting the day.
If a player wants to throw away an appliance, the player needs to place the unwanted appliance outside the restaurant. All appliances outside the restaurant when beginning the day will be discarded.
The game will prevent the player from starting the day if they are about to toss away an appliance that is needed to performed a necessary action during the day, such as not having enough plates to serve one group of customers or an ingredients needed to make an acquired recipe.
Any appliance/ingredients outside of the restaurant and blueprints left on the floor will be discarded when starting the day.
See Customers for more information about the customers and patience. See Restaurant for information about restaurant settings and features.
The day phase is where the meat of the game is played, creating dishes and serving them to customers.
The game will display the time bar at the top of the screen during the day, filling up as the day progresses. The day can be sped up by using the Booking Desk, advancing to day to when the next customer group is set to arrive. The day ends once all the customers set to arrive has been served, not when this time bar fills up.
Customers arrival time are designed to be spread out evenly during the entire day with a small buffer before the end, and once the time bar fills up, no more customers will appear, unless the player has Cards that changes customer arrival time such as Morning Rush or
Closing Time.
The length of the day (the time bar) starts at 100 seconds and increases by 25 seconds after every 3 days completed. A longer day length allows customer groups arrival time to be more spread out, which gives the player more time to serve customers before a potential patience bar depletes.
If the Expected Groups was 10:
The Rush Cards (Morning Rush, Lunch Rush, & Dinner Rush), will add an
icon to the time bar when the rush is set to occur and will glow during their respective rush.
Herd Mentality will not add the
icon to the time bar, but all customer groups set to appear will only appear within the three rush times.
Night time occurs when the time bar reaches/past 75% of the time bar.
If the restaurant is forced to close within the first 3 days, the player can restart the day instead of ending the run normally.
Beyond these day, the restaurant closing will cause the run to end.
Every 3rd day of gameplay you are offered a choice between two cards. The right card are Food Cards, whilst the left card are Customer Cards. If all Food Cards or Customer Cards have been acquired, then both cards will be taken from the remaining set of cards.
Each card has an experience point value. These experience points are what advance your level and open up new menu and Restaurant layout options. See experience levels for more details.
After every 5th day (as in, the start of the 6th, 11th, 16th, etc) is Decoration day, where the shop will only offer decorated items. On the first decoration day, the player will be offered a choice between two themes for their decorations. Depending on the theme selected, certain decoration items and bonuses that will effect customers will be provided by the game.
After completing 15 days, the player will franchise their restaurant and enter Overtime. Overtime allows the player to keep playing in their restaurant as the challenge continues to ramp up. Players can collect more Cards in overtime, increasing the options of which 3 cards to take for their franchise and/or increasing the amount of experience points they can acquire once the run is over.
All good things must come to an end. After you eventually fail to serve all your customers in a timely manner, your restaurant will be forced to close. A newspaper article of your Restaurant will be shown, along with multiple other slides. These slides include some combination of the following information:
Finally, you are taken back to Headquarters to start a new run. If you are player in another player's game, you will remain in their game, but an Experience Grant will be created back at your HQ.
The players can also end the run by pausing the game and selecting 'Abandon' in the menu. This will close the restaurant prematurely and ending the run.
Congratulations! After completing day 15, you are offered the choice of 2 Franchise Cards. These cards don't affect your current game, but any future runs using this Franchise.
If you were successful in completing day 15, you now get the option to create a Franchise for future use.
You are shown all of the cards you select during your run, including your Franchise card. From these cards, you must select 3 cards (along with your Franchise card) to make into your Franchise. Grab whilst standing on a card either selects or deselects the card.
If you don't wish to make a franchise with the cards available, you can choose to redeem them for experience points (XP) by scrapping the Franchise. The total amount of XP given is mostly determined by the amount of XP each acquired card provides, which can be found at the bottom of each card. Players can save their franchise and choose to scrap their saved franchise later at their Headquarters, but will gain less XP compared to scrapping it here as they will have less cards in total.
All activate players must stand in the box to either create or redeem experience points for the action to occur. Once this is done, you cannot go back and change your mind.