Full manual text

NOTE: White house numbering
throughout the book is for illustrative
purposes only.
Page 1, 12, 12, 13, 13, 15, 15, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 23, 23, 24, 24, 25, 25, 26, 26, 22, 22, 14, 14

1. (6) Map Tiles (Dual-Layer)
2. (1) Milestone Board
3. (6) Milestone Cards
4. (6) Milestone Board Add-Ons
5. (1) Freezer Tile (Dual-Layer)
6. (1) Turn Order Tracker (Dual-Layer)
7. (1) Turn Order Token
8. (8) Road Tiles
9. (24) Milestone Module Cards
10. (18) Bank Reserve Cards
11. (7) Restaurant Menus
12. (3) Coming Soon Tokens
13. (42) Milestone Tracker Tokens
14. (30) Milestone Depletion Markers
15. (132) Employee Cards
16. (2) CEO Cards
17. (40) Coffee Tokens
18. (40) Single Noodle Tokens
19. (12) 5x Noodle Tokens
20. (40) Single Sushi Tokens
21. (12) Single Kimchi Tokens
22. (12) 5x Soda Tokens
23. (12) 5x Beer Tokens
24. (12) 5x Lemonade Tokens
25. (12) 5x Pizza Tokens
26. (12) 5x Burger Tokens
27. (3) Restaurant Miniatures
28. (3) New Milestone Airplane Tokens
29. (4) Rural Area Marketing Campaign Miniatures
30. (8) Roadwork Miniatures
31. (2) Giant Apartment Miniatures
32. (2) House Miniatures (numbered 21 and 22)
33. (1) House & Garden Combo Miniature (numbered 25)
34. (1) Rural Area Tile
35. (8) Park Miniatures
36. (3) Drink Location Miniatures
37. (18) Coffee Shop Miniatures
38. (3) Freeway Tokens
39. (4) Gourmet Food Critic Miniatures
40. (1) Black Magic Insert System
41. (1) Expansion Employee Organizer & Storage Tray
42. (1) Token Tray

1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10, 11, 11, 16, 16, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 7, 7, 37, 37, 38, 38, 39, 39

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Tray Changes per Module
Some rules are shared between modules regarding setup, so they are included here (but there is also a note about it with each module). When playing with the listed modules, the employee card tray is modified as follows:
1x CARDS: When a module tells you to include new “1X” cards, include a number of them as normal per the player count: 1 in a 2- or 3-player game, 2 in a 4-player game, or 3 in a 5- or 6-player game; however, Luxuries Manager and Executive Vice President have new rules, see next:
• 1 Luxuries Manager card is included in this expansion. When playing with any of these modules: Sushi, Kimchi, Coffee, and/or Noodles (in any combination) - after setting up the employee tray as normal, per the player count - add this 1 additional Luxuries Manager card to the tray.
FOR EXAMPLE:
In a 3-player game using Sushi, Kimchi, and Noodles modules, there are a total of 2 Luxuries Manager cards in the employee tray, and the remaining 2 cannot be Hired in this game.
• 3 Executive Vice President cards are included in this expansion. These are intended to be exclusively used as part of a milestone reward (see page 17), and are never placed into an employee tray during setup.
• When playing with any of these modules: Sushi, Kimchi, Coffee, and/ or Noodles (in any combination), return all 12 ‘base-game’ Kitchen Trainee cards to the box; then slot all 12 ‘ Any Cook’ Kitchen Trainee cards in the employee tray.
• When playing with any of these modules: Rural Marketeer, Gourmet Food Critic, Mass Marketeer (in any combination), return all the 12 ‘base-game’ Marketing Trainee cards to the box; then slot all of the 12 expansion Marketing Trainee cards in the employee tray.
Suggested Scenarios
This expansion introduces a large set of new modules. Each module can be played on its own. We propose to start with these two major expansions:
NEW MILESTONES:
Use only the “New Milestones” module. This shakes the strategic space up quite a bit already!
YOUR FIRST CUP OF COFFEE:
The “Coffee” module makes map positions even more important. Try using this one stand-alone, with or without the “New Milestones” module.
After that, you can play the other modules separately or in combination. Here are some chef’s choices for interesting pairings:
KOREAN CITY:
New Districts (make sure to have at least 1 map tile containing an apartment in the city) + Kimchi
NIGHTLIFE:
New Milestones + Night Shift Managers
SUSTENANCE:
Coffee + Fry Chefs
UPMARKET AREA:
New Milestones + Park tile from New Districts + Gourmet Food Critic + Sushi
CITY BUILDER:
Lobbyist + New Districts + Rural Marketeers
ASIAN FUSION:
Sushi + Kimchi + Noodles + Ketchup
FIRST MOVER:
Hard Choices + Ketchup + Movie Stars + Lobbyists + Reserve Prices
OVERTIME:
Night Shift Managers + Mass Marketeers + Rural Marketeers + New Districts + Noodles + Reserve Price
HENRI LO MENU:
All modules except 6 players & Hard Choices

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BACKGROUND
We needed extra tiles to be able to play with 6; we wanted these to be different. Most of the tiles contain pre-built improvements or multiple resources (houses or drinks). In addition, we created apartments, which can be mass-marketed for faster growth.

IDEA
The new map tiles are shuffled into the mix at the start of the game and alter the map.

Components and Setup
1. When using the Lobbyist module combined with this one (New Districts), use the map setup rules from the Lobbyists module instead of this one; otherwise, shuffle the 5 new map tiles with the existing map tiles and create the map as normal.
• The map tile showing 2 parks is only used when additionally using the Lobbyist module.

Standard Map Tiles
When collecting drinks from the tile showing 3 lemonade suppliers, depending on your route, you may pass one, two, or three of them with a cart operator or truck; this works just as if the sources were on different tiles. A zeppelin passing over will collect from all three sources (see tile 1).

The tile with houses 21 and 22 follows the normal rules (see tile 2).

House 25 has a garden from the start and cannot get an additional garden. The road on the tile does not pass through the house, but it does connect to the house at the rounded edge (see tile 3).

House 25 can only be placed on the designated printed area showing House 25, and can’t be added to the map like other houses with gardens when using the New Business Developer.

Page 3
5 new map tiles (or 6 if playing with the Lobbyists module)
2 Giant Apartment Miniatures (“Pi” and “9¾”)
3 House Miniatures (numbered 21, 22 and 25).

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Page 4
Apartments
CORE RULE TO REMEMBER: When any rule states “house”, an apartment is considered to be a “house” (unless otherwise noted).
To help, you can think of them as “apartment houses”.
These 2 map tiles contain
apartments: “Pi” and “9 3/4”.
DEMAND RULES
When you place demand on an
apartment, for each counter you would
normally place, place 2 counters on it
instead (of the same type).
Apartments have no maximum
demand (they can contain any number
of demand counters that never get
removed unless ALL of that demand
is met by a single restaurant per the
normal rules).

GARDEN RULES
Apartments cannot get a garden.
(A garden can be legally placed next
to an apartment when part of another
house, but the apartment cannot benefit
from an adjacent garden. Apartments
may benefit from parks if using the
Lobbyists module.)
The “Pi” apartment (see tile 1) has 4
road entrances; each road connects
to the apartment at its curved edge,
but the roads do not connect to each
other. (The roads have curved ends to
emphasize they are not an underpass
connecting under the apartment.)
Mailbox marketing tiles can be
traced through the “Pi” apartment
just like any other house.
There are no other special
considerations for the “9¾” map tile.
PHASE 4. DINNERTIME
Treat apartment buildings like a normal house.
They resolve in order as follows: “Pi” comes between houses 3 and 4; “9¾“ comes between houses 9 and 10.
Parks
The tile showing 2 parks is only used when playing with the Lobbyists module (page 15).
NOTE: If the park tile is in play, place the Park miniatures on the corresponding spaces. If the map tile showing two parks is not in play,
return the two square park miniatures to the box. 1 1 2 2

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Page 5

BACKGROUND
Kimchi is a traditional Korean side
dish that can be prepared by a
Kimchi Master. It is said every dish
tastes better with kimchi! Kimchi
is made by fermenting, so it takes
some time to produce. The kimchi
card was created for the Korean
edition of FCM. Playtesting it was
what caused us to reconsider making
a full expansion, so in a way this is
the origin of this entire expansion!
IDEA
Kimchi is a food that can be
produced by a Kimchi Master. During
dinnertime, every house will prefer
the restaurant with kimchi available.
Components and Setup
Rules
PHASE 3. WORKING 9-5
You can Hire a Kimchi Master following the normal rules.
The Kimchi Master has no effect during the 9-5 phase when played; however, you
must gain 1 kimchi at the end of the Cleanup phase (gaining kimchi is not optional
if you play the Kimchi Master card).
CLARIFICATION: Keep the Kimchi until your next turn, you gain it after your other food
(if any) has been discarded (or kept in a freezer).
PHASE 4. DINNERTIME
Follow the normal rules for “Dining Out”, with the following changes:
The restaurant must have a full set of food and drink items in stock that exactly
matches (or exceeds) the demand counters on the house (as normal); but if multiple
restaurants can provide this, the house goes to eat at the restaurant meeting their
entire demand that also has Kimchi.
NOTE: Distance and price have no impact on this, unless there is a tie, see next point:
• If multiple restaurants can meet demand - and they each also have Kimchi - apply
the rules for “competition” as normal for these restaurants (page 26 of the Food Chain
Magnate Special Edition Rulebook).
FOLLOW THE NORMAL RULES FOR SERVING CUSTOMERS
AND GETTING P AID WITH THE FOLLOWING CHANGES:
If a house eats at your restaurant, you must immediately discard (to the supply)
all demand counters on the house and an exact matching set of item counters
from your stock; in addition, you must discard exactly 1 Kimchi from your stock
(if you have any). Collect cash for this Kimchi as a normal item being sold.
1. Slot a number of Kimchi
Master cards per the player
count, and 1 additional
Luxuries Manager in the
employee tray (page 2).
3x Kimchi
Master
1x Luxuries
Manager
12x Kimchi
Counters

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Page 6
PHASE 6. MARKETING
You cannot market Kimchi.
PHASE 7. CLEANUP
FREEZER AND KIMCHI:
Up to 10 Kimchi can be stored in a freezer; but if you store any kimchi, you cannot store other food or drink.
THEMATICS NOTE: The Kimchi smell is so strong that you must use a separate fridge to store it; so being that you only have a single
freezer, you must make the hard choice on what to store: Kimchi vs other food and drink.
FOR EXAMPLE:

House 19 can go out to eat at the Golden Duck or Xango, as they both have food and drink items in stock that exactly match their demand, but
they go to Golden Duck, because they additionally provide Kimchi. They do this even though the effective price of Golden Duck is higher!

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Page 7

BACKGROUND
The Japanese edition of Food Chain Magnate was the first Splotter game ever published by another publisher. We did not create this module at the time, but after making something specifically for the Korean version, we also wanted to have a Japanese food module. Although Japanese cuisine is very diverse, sushi is probably the best known Japanese take-out outside Japan.

IDEA
Sushi is a dish eaten only by people in houses with gardens; they will prefer it over any other food or drink.

Components and Setup
1. Place all sushi counters in the general supply.
2. Slot all 12 ‘Any Cook’ Kitchen Trainee cards in the employee tray (page 2).
3. Slot all 6 Sushi Cook cards in the tray.
4. Slot a number of Sushi Chef cards per the player count as normal, and 1 additional Luxuries Manager in the employee tray (page 2).

Rules

PHASE 3. WORKING 9-5
Sushi is produced by Sushi Cooks and Chefs in the same way as other food.

PHASE 4. DINNERTIME
Only for a house with a garden: If a restaurant has a number of available Sushi that exactly matches (or exceeds) the number of demand counters on the house (of any item types, in any combination), they go eat the sushi at this restaurant.
• If no restaurant has enough Sushi to sell as determined above (or the house does not have a garden), follow the normal rules for Dining Out, ignoring all available Sushi (if any).
• If multiple restaurants have enough Sushi to meet demand, apply the rules for “competition” as normal for these restaurants.

PHASE 6. MARKETING
You cannot market sushi.
If a house eats Sushi at your restaurant, you must immediately discard (to the supply) all demand counters on the house and a matching number of Sushi item counters from your stock (collect cash for this Sushi as a normal item being sold).

CLARIFICATIONS: Houses without a garden will never desire or eat sushi. Parks are not gardens. Sushi cannot be used as a substitute for coffee. Sushi counts as food for the purposes of milestones; it can be stored in a freezer.

6x Sushi Cook
3x Sushi Chef
40x Sushi Counters
1x Luxuries Manager

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SUSHI EXAMPLE 1:

House 7 has a garden but goes to Xango to meet their entire demand. 2 sushi and a burger is not desirable because Sushi replaces all or
none of the demand counters.
SUSHI EXAMPLE 2:

House 19 has a garden, so they prioritize sushi, and go to eat at Golden Duck (instead of the closer Xango with lemonade).

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Page 9

BACKGROUND
After creating kimchi for the Korean
translation, we wanted to have a
module celebrating our Chinese
translation; spoiled for choice, we
decided on noodles.
IDEA
Noodles can replace any other food
or drink; however, houses will always
prefer the specific items marketed
to them over noodles if they have a
choice.
NOODLES EXAMPLE:

House 1 cannot get to a restaurant
with a soda, lemonade, and burger
(nor a restaurant with 3 sushi if playing
with that expansion), so it now goes
looking for noodles. Golden Duck has
enough noodles in number to match
their 3 demand items: the soda,
lemonade, and burger are discarded
from house 1, and 3 noodles are
discarded (sold) from Golden Duck.
Components and Setup
1. Place all noodles counters in
the general supply.
2. Slot all 12 ‘ Any Cook’
Kitchen Trainee cards in the
employee tray (page 2).
3. Slot all 6 Noodle Cook cards in
the tray.
4. Slot a number of Noodle Chef
cards per the player count
as normal, and 1 additional
Luxuries Manager in the
employee tray (page 2).
Rules
PHASE 3. WORKING 9-5
Noodles are produced by Noodle Cooks and Chefs in the same way as other food.
PHASE 4. DINNERTIME
Normally, for a house to eat at an open restaurant, it must meet both of the
following requirements; however, there is an additional check before the house
decides to stay home (and not go out to eat) when playing with the Noodles module:
• The restaurant must be connected by road to the house (at any distance); and
• The restaurant must have a full set of food and drink items in stock that
exactly matches (or exceeds) the demand counters on the house.
a. Only if an exact match does not exist: If a restaurant has a number of
available noodles that exactly matches (or exceeds) the number of demand
counters on the house (of any item types, in any combination), they go eat at
this restaurant. If multiple restaurants have enough noodles to meet demand,
apply the rules for “competition” as normal for these tied restaurants.
If a house eats noodles at your restaurant, you must immediately discard (to the
supply) all demand counters on the house and an exact number of noodle item
counters from your stock (collect cash for these noodles as a normal item being sold).
CLARIFICATIONS: Noodles may not be used as a substitute for coffee. Noodles count
as food for the purposes of milestones; they can be stored in a freezer.
PHASE 6. MARKETING
Noodles cannot be marketed.

6x Noodle
Cook
3x Noodle
Chef
40x Noodle
Counters
1x Luxuries
Manager
12x Large Noodle
Counters

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Page 10

BACKGROUND
Whenever we are in the US, we
are always struck by the fact that
everyone seems to stop at a coffee
place while traveling, and arrive at
their destination carrying polystyrene
foam mugs with their names,
misspelled of course. In terms of
gameplay, we wanted to create a
complete alternative to marketing
and selling food in restaurants.
This alternative will be particularly
good in price war situations.
IDEA
You can sell coffee to anyone who
drives past your restaurants on the
way to eat somewhere else. You can
also open up coffee shops that cater
exclusively to people driving by.
Components and Setup
1. Place all Coffee counters in the
general supply.
2. Slot all 12 Barista Trainee cards
in the tray.
3. Slot all 6 Barista cards in the
tray.
4. Slot a number of Lead Barista
cards per the player count
as normal, and 1 additional
Luxuries Manager in the
employee tray (page 2).
5. Attach the module milestones
attachment to the bottom of
your milestones board.
6. Insert the “First Coffee Sold”
milestone card into any of its
vacant spots.
7. Each player takes 3 coffee
shops that correspond to their
chosen restaurant.
Rules
• A coffee shop is considered to have an entrance corner on all
sides (it connects to all orthogonally-adjacent roads).
• Coffee shops only sell coffee, no food or drinks.
• Coffee shops can be used as a starting point to compute the range of all cards
(e.g., you can send a Truck Driver out from one of your coffee shops.)
• Played Baristas produce coffee in the same way as other food; except, coffee is not
considered a drink (e.g., when determining milestones).
PHASE 4. DINNERTIME
Determine which restaurant chain the house eats at as normal and follow all steps
up until “Serving Customers and Getting Paid”. Ignore all coffee at this point - selling
or not selling coffee has no impact on the other steps of Dinnertime. See Dinnertime
Coffee Sales on the next page.
PHASE 6. MARKETING
You cannot market coffee.
12x Barista
Trainee
6x Barista
40x Coffee
Counters
3x Lead
Barista
1x Luxuries
Manager
Coffee Shop Miniatures
First Coffee
Sold Milestone
Module Milestone
Board Attachment

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Page 11
PLACING A COFFEE SHOP:
There are only 3 ways to place
a coffee shop:
• Train a Barista Trainee to a Barista.
• Train a Barista to a Lead Barista.
• Be the first player to sell coffee
(gaining the associated milestone,
see below).
COFFEE SHOP PLACEMENT
RULES:
You must obey these rules when
placing a coffee shop; it must:
• Cover an empty square.
• Be orthogonally adjacent to a road,
and NOT share a map tile with another
coffee shop (1 max per map tile).
• You can place a coffee shop
anywhere on the map (infinite range)
unless you place it via Training a
Barista: In this case, you must place
it within road range 2 of any of your
existing restaurants or coffee shops.
MOVING A COFFEE SHOP:
Only if all 3 of your coffee shops are
placed on the map, when given the
opportunity (from any source) to place
a coffee shop, you may move one of
your coffee shops to any legal space
on the map.
MILESTONES
The first player(s) to sell coffee gain(s) the associated milestone; then, during the Cleanup Phase directly after they sold their first coffee,
they each place 1 coffee shop in turn order, following the normal rules, with no range restriction.
PHASE 7. CLEANUP
During Cleanup, all remaining coffee is discarded (it cannot be stored in a freezer).

Dinnertime Coffee Sales
Only if a suitable restaurant chain is found to eat at, the house will buy coffee from each restaurant/coffee shop passed on the
shortest-distance route to the restaurant.
If a suitable restaurant chain to eat at is not found, no Coffee is sold; skip the rest of the steps below and proceed to “Serving
Customers and Getting Paid”.
Immediately before “Serving Customers and Getting Paid”:
Determine the Shortest-Distance Route the house will use to trace a path to their desired restaurant.
1. The shortest distance is used, but the actual path traced
along the roads will extend as far as possible to reach the
greatest-number of orthogonally-adjacent restaurants/
coffee shops with coffee available to sell.
2. If there are multiple routes, see “Tied Routes” on page 12.
HOW MUCH COFFEE IS SOLD?
“Coffee is not a choice, it must be bought if you see it, unless you cannot determine the best place to get it…” -Coffee drinkers
Along the ‘shortest-distance’ route determined above, the house automatically buys 1 coffee from each restaurant/shop location
orthogonally-adjacent to the traced path (if available). (Buying is mandatory, but only 1 coffee can be sold per source, even if passed
by more than once on the route.)
• The destination restaurant never sells coffee.
• Treat all sold coffee as a normal food item (e.g., its price is affected by gardens and cards), except it is not a drink (e.g., it does not get a
bonus from the marketing milestone).

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Page 12

1
1

COFFEE EXAMPLE 1:

In this scenario, house 4 is going out to eat at Golden Duck. Both
Golden Duck Restaurants have a shortest-distance route of 1
distance. Each route (shown by arrows) allows house 4 to pass
by 2 orthogonally-adjacent Siap coffee shops. Siap has 2 coffees
available to sell.
Even with 2 Siap coffee shops on each route, Siap does not sell
2 coffee!
First, consider which part of the route is common and shared: the Siap
coffee shop on the same tile as house 4 is passed by on both routes,
so 1 coffee is definitely sold by Siap to house 4.
The other non-common parts of each route pass by 1 Siap coffee
shop each, but they are different coffee shop locations…
so house 4 cannot make a decision on which coffee shop they
want to go to, so they do not buy from either!
1
EXAMPLE 1 CONTINUED:

Note that house 4 doesn’t try to take the shortest-physical path to a
restaurant, only the shortest distance as measured by passing into
new map tiles - so the yellow arrow route is not considered, because
house 4 can walk out the southside of their house to pass by the
coffee shop on their tile regardless of the final restaurant they end up
going to.
TIED ROUTES
If there are multiple “shortest-distance” routes (of tied distance), choose the shortest-distance route that has a traced path that sells
the most coffee.
If there are multiple “shortest-distance” routes that would each sell the same amount of coffee, sell coffee as follows:
Among these tied routes, determine which specific restaurant/coffee shop locations (with available coffee) are shared between all tied
routes; only these specific restaurant/shop locations actually sell 1 coffee each.
Thematically, the house cannot determine which source to buy from among the different choices, so they end up not making any
decision at all, and do not buy from any of the varying sources at all.
Proceed to “Serving Customers and Getting Paid” as normal after selling (or not selling) coffee.

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Page 13
COFFEE EXAMPLE 2:

There are 7 possible coffee sources on the map, labeled A through G. House 7 is going to eat at Golden Duck. There are two possible
3-distance routes, with 6 sources of coffee on each route; however, only 5 specific sources are found on both routes (A, B, C, D, & E) -
so House 7 only buys a total of 5 coffee. Note that roads can be traced along multiple times, as this is the only way to reach all coffee
sources on the middle map tile, but each source still only sells 1 coffee. The 6th coffee source on each route (F & G) might be the same
restaurant chain, but the house has heard conflicting things about each of these locations, so cannot determine which one to actually
buy from (so does not buy from either at all).
2
3
2
3
11
A
B
C
D
E
F
G

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Page 14
COFFEE EXAMPLE 3:

House 18 is going out to eat at Golden Duck. The shortest-distance route is 3 for both Golden Duck restaurant locations. There seems to be a
lot of coffee that can be sold, but if you trace all 5 possible routes of distance 3 from house 18 to either Duck restaurant, there are exactly
2 sources (labeled A and B) of coffee and on all routes (all sources have available coffee). This means, only the source passed on all routes
actually sells, so Gluttony’s coffee shop (labeled A) sells a single coffee.
A
B
B
B
B
B
1111
2
2
22
3
33 3
3
2
1
COFFEE EXAMPLE 4:

You choose the route when collecting
drinks, but the specific traced
path is automatic for a coffee route
taking the ‘most coffee option’ when
distance doesn’t change/increase.
This means, if a coffee road route enters
a tile with any ‘roundabout’ opportunities,
they are always taken, and the maximum
coverage is always assumed to be traced
along: House 25 is 0 distance away
from Gluttony’s restaurant, and they
can collect from the coffee shop without
increasing the distance, so they do that
first before eating out at the restaurant.
0

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Page 15
BACKGROUND
We wanted to allow players to
change the connectivity of the map,
ideally allowing both better or worse
connections. We did this by creating a
paid Lobbyist, who can influence city
hall to build roads. To balance play, we
added the extra ability to build parks
and increase the value of property.
IDEA
Hiring a Lobbyist allows you to build
a new road or a park. A newly-placed
road restricts traffic for 1 turn before
it can be used. Parks increase the
cash gained from each orthogonally-
adjacent house.
Components and Setup
1. Slot all 6 Lobbyist cards in the
employee tray.
2. Attach the module milestones
attachment to the bottom of your
milestones board and insert the
“First Lobbyist Used” milestone
card into any of its vacant spots.
NOTE: When using the park
miniatures, only two L-shaped
miniatures can be used in the game
at one time.
MAP SETUP CHANGES
Before setting up the map, agree which (if any) of the 6 new map tiles you wish to include
in your game (only these tiles can show up during gameplay).
You must always include all base-game map tiles in the pool.
If playing with 5 or 6 players, you must include all 6 new map tiles in the map pool.
Return the new map tiles you decided to not include (if any) to the game box. These
returned tiles cannot be selected as part of the “First Lobbyist Used Milestone”.
Shuffle all new map tiles that you decided to include with all base-game map tiles; set up
the map as normal based on your player count using these shuffled tiles.

Keep any map tiles remaining (those shuffled, but unused in the map, if any) nearby for
possible “First Lobbyist Used Milestone” use.
Place all roads, roadwork miniatures, and parks nearby.
Rules
Each Lobbyist you play allows you to place 1 road or park (on empty squares)
adjacent to a road square within 2 road range of any of your entrance corners.
• This placement takes place after the house/garden placement window
(immediately before the restaurant placement window).
• The Roads and parks are limited; if they run out, the lobbyist can no longer do
anything useful.
• Roads cannot hang off the end of the map.
ROADS
Follow all of these rules for road placement:
You must place a new road with the
‘under construction’ side face up.
One of its arrows must point to either:
A. Any of your entrance corners; or,
B. An orthogonally-adjacent road square
that is within 2 road distance from any of
your entrance corners.
You may point to a roadwork miniature
that was previously placed this turn by you
or another player (do not place another
miniature on top).
The other arrow can point to anything (or
an empty space).
You must place a roadwork miniature on
each orthogonally-adjacent road square
pointed to by an arrow.
TRACING ROAD ROUTES
Passing through a roadwork miniature adds +1 distance to the route. ‘Under construction’
roads cannot be used to trace a route (until they are flipped, see Cleanup).
Page 15
6x Lobbyist
Cards
Module Milestone
Board Attachment
First Lobbyist
Used Milestone
8 Roadwork miniatures
8 Park Miniatures
8 Road Tiles

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Page 16
PHASE 7. CLEANUP
Remove all roadwork miniatures and flip all ‘under construction’ roads to their other side. From now on, treat the flipped
road as a normal road.
Road Route Clarifications and Examples
With the new road miniatures (and coffee), you might have some questions. We tried to edit the rules of the core game to
make sure they accounted for these expansion roads (without technically changing the rules), but here are some additional
examples just in case.
ROAD ROUTE EXAMPLE 1:

It only takes 1 range to get both lemonades using this road route.
1
The specific path you take with a collection route is your choice, but if you pass a source, you must collect it.
(This is unlike coffee, where you have no choice on the intra-tile traced path, page 10).
ROAD ROUTE EXAMPLE 2:

Depending on your entrance point to the
tile, and the direction you wish to leave
out of, the lemonade you must collect will
vary. All of the following options take
2 distance:
A. Collect 1 lemonade and exit the tile
west to collect 1 beer using the white
route. (You could also go around and
collect all 3 lemonade instead.)
B. Collect 2 lemonade and exit the
tile south using the yellow route.
C. Collect 3 lemonade and exit the tile
east to collect 1 soda using the pink
route. (You could also exit the tile east
collecting only 2 lemonade by going
north first when starting, or collect all
3 lemonade and go south.)
D. Collect 1 OR 3 lemonade
and exit the tile north.
A
B
D
C
DOR

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Page 17
Parks
PHASE 4. DINNERTIME
A house/apartment orthogonally-adjacent to a park pays 2x item price for each food or drink consumed. This does not
influence the distance or demand in any way.
A house with a garden that is orthogonally-adjacent (via any of its sides) to a park pays 3x item price for each food or drink consumed.
If a house/apartment is adjacent to more than one park, this gives no additional bonuses; you only get a bonus for the first park.
Parks have no impact on demand for sushi or on the maximum amount of demand counters.
First Lobbyist Used Milestone
The first player(s) to place a road or park receive the First Lobbyist Used milestone. This allows you to immediately place an
additional map tile (resolve in turn order).
PLACING A NEW MAP TILE
You must select the additional map tile to place from the tiles that were shuffled at the start of the game to create the map (and
went unused). If tiles run out, some/all players cannot place a new tile (do not take map tiles from those returned to the game box).
• The map tile must be placed orthogonally-adjacent to an existing map tile - it must align to the existing grid.
• There are no range or road connection limitations.
• You cannot place it adjacent to the edge of a map tile that already has an airplane or Freeway aligned with any part of
that map tile’s edge.
CLARIFICATION: New restaurants, parks, and/or new roads may be placed on the tile this turn.
BACKGROUND
The milestones have a very strong
impact on strategy in Food Chain
Magnate; changing them is easy
to explain but forces players to
rethink their standard strategies.
Now players with an early marketing
strategy have more options.
Components and Setup
1. Each player uses the Expansion
Milestones insert and places
a “Remove after turn 2” token
on the “First Marketeer used”,
“First trainer used”, and “First
recruiting girl used” milestones.
2. Place the new airplane marketing
campaigns beside the board.
Awarding Milestones
Milestones are awarded in the same way as in the base game.
NOTE: Many of the new milestones require you to use the text of a card (not just play it in a
work slot).
Using a card requires at least 1 of its effects to be resolved during the Working 9-5,
Dinnertime, or Payday phases.
CLARIFICATIONS: Playing a card, training a card, or paying salary for it, does not in itself
count as using it. Marketeers are only used if you actually place a marketing campaign with
them; if you do not place a campaign, you do not get the corresponding milestone.
HARD CHOICES
After turn 2, if any of the milestones with a “Remove after turn 2” token are still available, all players
place an “X” token on them and discard the “Remove after turn 2” tokens to the game box.
Airplane Marketing
Campaigns
Expansion Milestone Insert
Milestone Depletion Tokens

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Page 18
The Milestones in detail
FIRST MARKETEER USED
This milestone has two separate effects.
1. From now on, you gain $5 for each
demand counter placed on a house/
apartment by a marketing campaign
placed by one of your Marketeers. You
earn this money immediately (during
the same phase). Note that the game
can only end in the Dinnertime phase.
If the bank breaks during the Marketing
phase, play continues until the next
Dinnertime phase.
2. From now on, during Dinnertime, after
computing the distance to any of your
restaurants, lower the distance by 2. In
other words, count your distance from
customers to restaurants as (item price
+ distance - 2). The result may become
negative! This represents brand loyalty
to your ‘original’ products.
INTERACTION WITH OTHER
MILESTONES AND MODULES:
• The “pizza radio” created by the
milestone is not linked to a Marketeer,
and will not provide this bonus.
• Apartments and the Rural area
receive two counters per Marketeer,
so you get the $5 bonus twice.
• The distance reduction stacks with
the similar bonus provided by the
Ketchup milestone “Someone sells
your demand”.
FIRST BRAND
DIRECTOR USED
Placing any type of marketing
campaign gains you this milestone, but
it only impacts your radio.
FOR EXAMPLE:

You can place a billboard to get the
milestone; then later, once this employee
returns from the billboard campaign,
place an Eternal Campaign radio using
them. An Eternal Campaign has unlimited
duration and is never removed from the
map: slot an eternal flag into the radio
and only place 1 duration counter on it.
This counter is not removed during the
Marketing phase. The Brand Director
remains busy for the rest of the game,
and can never again be played or trained
again. You cannot fire them (unless
required due to insufficient cash to pay
their salary).
FIRST CAMPAIGN
MANAGER USED
The Campaign Manager (that you just
used) may place a second marketing
campaign of the same type: billboard or
mailbox, same item, and same duration.
You may place it following the normal rules.
Your Campaign Manager is linked to
both marketing campaigns, and returns
when they are depleted.
NOTE: If you use a second Campaign
Manager in the same turn, you do not get
this benefit a second time. You may not
save the benefit for a later turn.
FIRST BRAND
MANAGER USED
If your Brand Manager places an airplane
marketing campaign that gains you this
milestone, you may place 2 different item
counters on it (each of the same duration
of your choice, up to 4).
The airplane markets both items each
round as per the normal rules when the
indicated number is next to market,
marketing the “A” item first, and the “B”
item afterwards.
NOTE: If you use a second Brand Manager
in the same turn, you do not get this benefit
a second time. You forfeit this milestone
ability for the rest of the game (but you still
gain it, blocking it for all players as normal)
if you place a mailbox or a billboard with
your Brand Manager first; and you may not
save it until a later turn.
FIRST MARKETING
TRAINEE USED
Take 1 free Kitchen Trainee and 1 free
Errand Boy, placing them On the Beach.
You cannot Train them this round.
FIRST BURGER
SOLD
From now on, your CEO has 4 Work slots.
Bank reserve card slot effects do not
impact you anymore.
FIRST PIZZA
SOLD
For the first three houses that buy a pizza
this turn (including the house that bought
the 1st pizza to trigger this milestone) the
player selling to that house must place a
radio marketing campaign with 2 pizza
counters (2 duration) on any legal space
on the tile containing the house (if a legal
space exists, otherwise, forfeit the ability).
These function as normal marketing
campaigns. However, they are not linked
to any Marketeer, so they do not provide
$5 for the first Marketeer milestone.
FIRST LEMONADE
SOLD
From now on, you may Train your
played employees in Work slots, but
you must train them into the same
color. All other rules still apply (e.g.,
you need an employee that offers a
Train action, and you cannot stack Train
actions unless you have that ability).
The newly-Trained employee is
placed back into the same Work slot.
You may immediately use them, but
only if the old (un-Trained) employee
was not yet used this turn.
NOTE: If you Train an employee before
you have used them, you may miss out on
the related milestone.

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Page 19
FIRST BEER
SOLD
When paying salaries, you can pay
employees with item counters - except
coffee. One item counter pays one
salary. You may pay some employees
in items and others in cash.
INTERACTION WITH OTHER
MILESTONES AND MODULES:
The $3 salary milestone has no effect
when paying with item counters.
In the rare case that you cannot fire
anyone and have item counters but
no cash, you are obliged to pay your
employees using the item counters.
FIRST CART OPERATOR
USED
Your Cart Operators and Zeppelin
Pilots collect 4 drinks (instead of 2)
at every drink supplier on its route.
Collect 6 drinks for every supplier on
your route(s) with a Truck Driver.
This applies immediately to the Cart
Operator used to gain this milestone.
FIRST SODA
SOLD
This provides a freezer; it functions
the same as the milestone
from the base game.
INTERACTION WITH OTHER
MILESTONES AND MODULES:
• Coffee cannot be stored
in the freezer;
• Kimchi can be stored, but follows
special rules (see kimchi);
• Noodles and sushi can be
stored in a freezer.
FIRST RECRUITING
GIRL USED
Take an Executive Vice President
from the employee tray and put them
on the beach; do not pay their salary
for the rest of the game. Only if the
employee tray is exhausted of Executive
Vice President cards, take one from
the gamebox instead (it can be an
‘expansion’ or ‘base-game’ version card
that is taken from the game box).
FIRST TRAINER USED
Take a free Trainer and put it on the
beach. In addition, you no longer have to
fire any employees when you cannot pay
them. However, you are still obliged to
pay cash (and, if applicable, spend item
counters) if able.
FIRST DISCOUNT
MANAGER USED
From now on, each turn (including this
one) in which you discount by $3 or
more, remove $100 from the bank at
the end of the Restructuring phase. This
money is removed from the game.
If multiple players have this milestone, it
will be applied for each of them, so a lot
of money can leave the bank each turn.
FIRST HOUSE
BUILT
This milestone allows you to stack Training
actions, similar to the “First to pay $20
in salaries” milestone in the base game.
FIRST NEW RESTAURANT
FIRST NEW RESTAURANT
This milestone allows you to build a free
permanent mailbox anywhere within
“mailbox range” of the just-placed
Restaurant (i.e., it cannot trace through
roads). You may determine what it markets.
As this mailbox is not linked to a Marketeer,
you will not get a $5 bonus for demand
marketed by it for the first Marketeer
milestone.
FIRST WAITRESS USED
Your salary cost is now $3 per employee
that requires a salary (instead of $5).
Recruiting Manager and HR Director
abilities still give a $5 discount to your total
salary cost.
However, when paying with food or drinks
(see first beer sold milestone above), you
still need one counter per employee.

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Page 20

BACKGROUND
At Splotter, we tend to have a
different take on game design
than many other publishers. We
take competitive gameplay, and
our players, very seriously. Not
everybody likes this and so from
time to time people write critical
reviews that basically suggest
our games should be more like
all the others. During a Splotter
playtest event some years ago,
we had a lot of fun by thinking of
additions that we could make to
‘improve’ our games in this way.
IDEA
The idea of a catch-up mechanism
called ketchup stuck, and ever
since the expansion has been
named after it. We’ll let you find out
yourselves if it is really a catch-up
mechanism, or if it is more bloody
than that! So now, if someone
‘steals’ one of the items you have
marketed, gain a ‘ketchup’ boost!
Components and Setup
1. Attach the module milestones
attachment to the bottom of
your milestones board. Insert
the “Someone Sells your
Demand” milestone card into
any of its vacant spots.
Rules
PHASE 4. DINNERTIME
You gain the “Someone Sells your Demand” milestone at the end of the
Dinnertime phase when another player sells to a house that your Marketeer
created demand for. (The player(s) who created the original demand gains the
milestone.) When gained, the milestone cannot influence the current (immediate)
Dinnertime phase.
If the house has demand on it that was created by multiple Marketeers, multiple
players may get the achievement as a result of the same sale.
CLARIFICATIONS: There is no effect on any other range rules. It is not possible for one
player to have multiple Ketchup milestones; but the Ketchup milestone may be stacked
with similar milestones in the new milestone set. The Ketchup milestone also works for
orders only containing drinks, as ketchup makes everything taste better (even lemonade).
CALCULA TING DISTANCE
During Dinnertime, if you have the Ketchup milestone, count distance from
customers to restaurants as (item price + distance - 1). In other words,
customers will go one extra step in order to eat at a restaurant that has ketchup.
Module Milestone
Board Attachment
Someone Sells
your Demand
Milestone

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Page 21
BACKGROUND
We wanted to create a way to
make some extra money in
situations with low prices. During
most of the playtesting, this was
done by a glacier (ice cream
maker), but in the end, french
fries seemed to fit the era and
the rules for this module better.
IDEA
Train a Fry Chef to gain a fixed
$10 bonus for each sale.
Components and Setup
1. Return all ‘base-game’ Pizza
Cook and Burger Cook cards
to the box; then slot all 6 Pizza
Cook and 6 Burger Cook
‘ Fry Chef’ cards in the
employee tray.
2. Slot all 12 ‘ Any Cook’
Kitchen Trainee cards in the
tray (return the non-expansion
ones to the box).
3. Slot all 6 Fry Chef cards in the
tray.
Rules
PHASE 3. WORKING 9-5
You can Train a Fry Chef from any Cook (Pizza Cook, Burger Cook, Sushi Cook,
or Noodle Cook).
PHASE 4. DINNERTIME
Gain a $10 cash bonus per Fry Chef you’ve played, each time
you make a sale (to a house/apartment/Rural area). The number
of items sold during the sale has no impact on this.
FRY CHEF EXAMPLE:

You sell 3 burgers to a house for $20 each, and you played 2 Fry Chefs this round.
The total you gain this round is $80. Cash bonuses are not included when calculating
your effective item price, so they have no effect on whether customers decide to eat at
your restaurant.
6x Burger
Cook Cards
12x Kitchen
Trainee Cards
6x Fry Chef Cards
6x Pizza
Cook Cards
Page 21

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Page 22
BACKGROUND
We wanted to try out a different
manager card form, and see if we
could get the game mechanism to
allow for fast expansion without using
trainers by using non-salaried
employees twice.
Components and Setup
1. Slot a number of Night Shift
Managers according to the
player count as normal
(page 2).
Rules
PHASE 3. WORKING 9-5
You can only play Night Shift Managers into CEO Work slots.
If you play a Night Shift Manager, all non-salary employees (no salary icon on the
card) that you have played this turn ‘work’ a second time (night shift). Treat this as
if you played two copies of that card during your normal Working 9-5 phase.
CLARIFICA TIONS
TRAINER: You cannot Train an employee that has already been Trained this turn,
unless you have a milestone that allows you to do so.
MARKETING TRAINEES: A Marketing Trainee can initiate a second billboard
campaign; place both busy tokens on the same Marketing Trainee card to
indicate they are running two marketing campaigns. They only return once both
campaigns are exhausted.
WAITRESS: Gain 2x their normal cash income, and they each count as
2 Waitresses when determining ties.
MANAGEMENT TRAINEE: No Effect (you cannot play additional employees).
Thematically, the Management Trainee must manage the same employees
during the day and the night shift.
CEO (YOU): No effect.
3x Night Shift Manager

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Page 23
BACKGROUND
We wanted to enable a style of play
where you can flood the market
with demand. This idea can be
especially vicious when combined
with some other expansions that
allow for more items to be marketed;
now additional Marketing phases
during the same turn are possible.
Components and Setup
1. Slot all 6 Mass Marketeer cards
into the tray.
2. Use the Marketing Trainee
cards that show the Mass
Marketeer Training path option
(return the base game ones to
the box).
Rules
PHASE 3. WORKING 9-5
You can gain a Mass Marketeer by Training a Marketing Trainee.
The Mass Marketeer is a Marketing employee and follows all the rules for those cards.
PHASE 6. MARKETING
For each Mass Marketeer played in a Work slot (in total among all players), run an
additional Marketing phase.
So, if there is one Mass Marketeer, you will have 2 Marketing phases, with 2 Mass
Marketeers, play 3 phases, etc. It does not matter which player played the Mass
Marketeer(s) —their effect is global and additive.
The marketing duration counter on the marketing campaign is only discarded after
the last round of marketing this phase.
First resolve all marketing campaigns once, and only then start the next series.
MASS MARKETEERS EXAMPLE 1:

If you run 3 Marketing phases this turn, only 1 duration counter is removed
from each marketing campaign after all 3 Marketing phases are resolved.
Page 23
6x Mass
Marketeer Cards
12x Expansion
Marketing
Trainee Cards

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Page 24 Page 24
MASS MARKETEERS EXAMPLE 2:

For example, if one Mass Marketeer was played and the currently active marketing campaigns on the map include radio “1” and billboard
“14”: you first activate radio “1”, followed by billboard “14”. Then, for the second Marketing phase, you again activate radio “1” and then
billboard “14”. House 5 gains 1 lemonade, but then cannot gain any more, and no burgers. House 14 has a garden, so it gains 2 lemonade
and 2 burgers, in the order as shown by the numbers.
1 3
3
1
3
1
2
4
1
1
3

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Page 25 Page 25 Page 25
BACKGROUND
The Rural area can potentially
be hotly contested by players
on different sides of the map. It
provides a volume-based alternative
to normal marketing activities.
The Rural area is treated as one
(potentially enormous) house
(it’s only one house… but a big
woods…). Only Rural Marketeers
can market and create demand
there using Rural marketing
campaigns. The location of the
connection of the Rural area to
the map is determined by the first
player(s) to use a Rural Marketeer.
Components and Setup
1. Slot all 6 Rural Marketeer cards
in the tray.
2. Attach the module milestones
attachment to the bottom of
your milestones board. Insert
the “First Rural Marketeer
Used” milestone card into any
of its vacant spots. Place the
Rural Area, 4 Rural marketing
campaigns, and 3 Freeways
nearby.
3. Use the Marketing Trainee
cards that show the Mass
Marketeer Training path option
(return the base game ones to
the box).
Rules
You can gain a Rural Marketeer by Training a Marketing Trainee.
The Rural Marketeer is a marketeer employee and follows all the rules for those cards.
Milestones
The first player(s) to use a Rural Marketeer get(s) the “First Rural Marketeer used”
milestone.
Gaining this milestone allows you to (optional!) place a Freeway. (Yes,
you can choose to not place it, if you’re the only one with the milestone, and make the Rural
area a worthless hunk of land that will never see the light of your restaurant empire.)
The Freeway must be placed adjacent to the outer edge of a map tile, orthogonally-
adjacent to a road by 1 or more squares.
You cannot overlap any part of an airplane’s position. The Freeway is placed immediately,
during the active player’s Working 9-5 Phase. If the Freeways run out, further players using
Rural Marketeers do not get to place any.
PHASE 3. WORKING 9-5
When you play a Rural Marketeer, during the Launch Campaigns step, you may
place a Rural marketing campaign next to the Rural Area. There are 4 Rural
marketing campaigns, 1 can be placed adjacent to each side of the Rural Area.
Place 1 item counter on the Rural marketing campaign (a food or drink of your
choice that is eligible to be marketed - e.g., not coffee).
Rural marketing campaigns are always Eternal, they never disappear. After
placing the billboard, the Rural Marketeer is busy for the rest of the game.
Only the Rural Marketeer may place Rural marketing campaigns.
6x Rural
Marketeer Cards
First Rural Marketeer
Used Milestone1x Rural Area Miniature
3x Freeway Miniatures4x Rural Area Marketing Campaigns
12x Expansion
Marketing Trainee Cards

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Page 26
BACKGROUND
We wanted to create new types
of marketing campaigns. For
a while, we considered using
a more complex Michelin star
rating to celebrate French cuisine,
as the game is very popular in
France; this simpler setup works
better in the game. Now you
can market to all houses with a
garden, regardless of distance.
Components and Setup
1. Place the 4 Gourmet
marketing campaigns nearby.
2. Slot all 6 Gourmet Food Critic
cards in the tray.
3. Slot the 12 ‘expansion’
Marketing Trainee cards
(page 2) in the tray.
Rules
You can gain a Gourmet Food Critic by Training a Marketing Trainee. When played,
during the Launch Campaigns step of Working 9-5, you may place a Gourmet
marketing campaign.
• Place it anywhere beside the map, location does not matter as it impacts all
houses with a garden.
• It follows the same rules as other marketing campaign: you may place 1-3 item
counters of the same type on it.
• The Gourmet Food Critic remains busy while the Gourmet marketing campaign is
active.
• Each turn, the Gourmet campaign markets based on its number (like a normal
marketing campaign); however, 1 demand counter of the indicated type is placed on
all houses that have a garden. Houses without a garden, including apartments, houses
with just a park, and the Rural area, do not get any demand counters.
Page 26
PHASE 4. DINNERTIME
The Rural area always eats last (infinitely last, just think of the
infinitely-wide woodland to remember this).
The distance between the Rural area and restaurants is
computed starting from any Freeway.
As with any other house, in order to make the sale, a restaurant
must completely fulfill the Rural area’s demand.
PHASE 6. MARKETING
Each Rural marketing campaign places 2 demand counters
on the Rural area (and the item counter on the marketing
campaign is never removed). The Rural area has no maximum
demand.
6x Gourmet
Food Critic Cards
12x Expansion
Marketing
Trainee Cards
4x Gourmet Marketing
Campaigns

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Page 27
BACKGROUND
We feel the Waitresses are not
as useful as they were in earlier
playtests, so we decided to open
up career opportunities. It is said
every waitress is a Movie Star
temporarily down on opportunities.
We felt movie stars would fit well
with the order of play mechanisms,
with the stars operating on their
own time. Now you can Train
Waitresses to become Movie Stars,
which can choose order of play
before any of the other players.
Components and Setup
1. Based on the player count,
include 1-3 total Movie Star
cards as follows:
2. In a 2- or 3-player game: slot a
single B-Movie Star.
• In a 4-player game: slot
1 B-Movie Star, and 1
C-Movie Star.
• In a 5- or 6-player game: slot
1 B-Movie Star, 1 C-Movie
Star, and 1 D-Movie Star.
3. Return all 12 ‘base-game’
Waitress cards to the box;
then slot all 12 ‘ Movie
Star’ Waitress cards in the
employee tray.
Rules
Gain a Movie Star by Training a Waitress following the normal rules. If more than
1 Movie Star is included for your player count, you may choose which specific one
to Train into (B, C, or D, as available in the tray); however, the first player to Train will
usually choose the B-Movie Star.
MOVIE STARS FOLLOW THE NORMAL “1X” CARD RULES WITH THE
FOLLOWING CHANGE: All Movie Stars B, C, and D are considered a single
“1x” card type, meaning a single player cannot have more than 1 Movie Star in
total (regardless of its letter).
PHASE 2. ORDER OF BUSINESS
If you played a Movie Star in your structure, you may choose your order of play before
any other player.
• If multiple Movie Stars were played this round, the player with the played
B-Movie Star may choose first; secondly, the player with a played C-Movie Star
may choose; then lastly, the player with a played D-Movie Star may choose.
PHASE 4. DINNERTIME
Ties that are decided by the number of Waitresses a player has are now
automatically won by a player with a played Movie Star; if multiple Movie Stars
are played, the B-Movie Star wins against C/D-Movie Stars, and the C-Movie
Star wins against the D-Movie Star (and the D-Movie Star wins against all other
remaining players).
Page 27
D-Movie Star
C-Movie Star B-Movie Star

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Page 28 Page 28
BACKGROUND
We wanted to experiment with other
effects on the bank reserve cards,
specifically because given the fast
expansion seen in many games,
the current bank reserve card
mechanism sometimes only has
a small impact on the duration of
the game. Now bank reserve cards
chosen at the start of the game no
longer impact the number of slots or
the money in the bank. Instead, they
change the base price of all products.
Components and Setup
1. Each player takes the 3 new
Bank Reserve cards (1 each
of Base Price $5, $10, and $20)
The bank reserve cards from
the base game are returned to
the game box.
Rules
At the start of the game, determine bank reserve cards using the alternate set.
When the bank breaks for the first time, add $200 per player to the bank,
and the base price for the rest of the game may change as follows:
• First, check if there is one type of bank reserve card that occurs more than any other. If
so, take this price as the new base unit price.
• If there is a tie, the tie is broken as follows: $20 wins over $10 and $5; $5 wins over $10.
• From now on, use this new base price during Dinnertime.
18x Bank
Reserve Cards

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Page 29
BACKGROUND
In many playtest sessions and online
games, we see that players follow a
similar strategy so that they all get (the
same) multiple milestones in the first
rounds. In the new milestone module,
we forced players to choose between
three “starting” milestones. It is possible
to do the same with the original
milestones. The initial set of milestones
are only available if you aim for them
in round one, forcing players to choose
between which ones they get.
Components and Setup
1. The hard choices module
must be combined with the
standard milestone set from
the base game.
2. Each player places a “Remove
after turn 2” token on the
following milestones:
• First burger marketed
• First pizza marketed
• First drink marketed
• First to Train someone
3. Each player places a “Remove
after turn 3” token on the
following milestone:
• First to hire 3 people in 1 turn
4. Return any unused “Remove”
tokens to the game box.
Rules
In the cleanup of the second round, if any of the milestones with a “Remove
after turn 2” token are still in play, each player places an “X” token on them and
discards the “Remove after turn 2” token to the game box. These milestones
are no longer available. Do the same after turn 3 for the first to Hire milestone.
Milestone Board Set
from Base Game
Milestone Depletion Tokens

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Page 30
BACKGROUND
There was demand for a 6-player
version of the game. The game does not
change except for the initial setup.
Components and Setup
1. Add the additional player
pieces, menu, and restaurant
chain to the pool of player
components that can be
chosen from.
2. Set up the map normally, but
create a 4x6 grid instead (you
must use the New Districts
module).
3. Include a number of “1x” cards
as if you were playing a 5-player
game (3 of each).
Rules
There are no rules changes.
Map as a 4x6 grid
6-Player Turn Order Tracker
Siap Faji
Turn Order Mini
Siap Faji Milestone Board
and Add-On
Siap Faji Player Menu
3x Siap Faji Restaurants

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Page 31
Noodles, Sushi, and Kimchi Combination Platters
A visual representation of priority order for a house with a garden:
1. All demand is met by an equal
number of sushi + 1 kimchi.
2. All demand is met by an exact match
of item counters + 1 kimchi.
3. All demand is met by an equal
number of noodles + 1 kimchi.
4. All demand is met by an equal
number of sushi.
5. All demand is met by an exact match
of item counters.
6. All demand is met by an equal
number of noodles.
Kimchi can be seen as a ‘tie-breaker’
of sorts, as you can see that anything
with kimchi is sold first, even when
comparing sushi and noodles,
and regardless of distance/price,
unless there are further ties.
A visual representation of priority order for a house with no garden:
1. All demand is met by an exact match of item counters + 1 kimchi.
2. All demand is met by an equal number of noodles + 1 kimchi.
3. All demand is met by an exact match of item counters.
4. All demand is met by an equal number of noodles. 1 1 2 2 3 3 4 4 5 5 6 6 1 1 2 2 3 3 4 4

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Page 32
Noodles, Sushi, and Kimchi Combination Platters
Sushi rules changes are colored like this; noodles are colored like this; and kimchi is colored like this. Anything
not colored is just a copy of the normal rules so you can see the complete structure in one place.
PHASE 4. DINNERTIME
If a house has any demand counters, check if there are any open
restaurants it can eat at. In order for a house to eat at an open
restaurant, it must meet both of these requirements:
• The restaurant must be connected by road to the house (at any distance); and
• Only for houses with a garden: The house (with a garden) goes to eat at the
restaurant with a number of available sushi that exactly matches (or exceeds)
the number of demand counters on the house (of any item types, in any
combination).
• If none exist and/or the house has no garden (or if not playing with sushi):
a. The house goes to eat at the restaurant with a full set of food and drink items
in stock that exactly matches (or exceeds) the demand counters on the house.
b. If an exact match does not exist:
»The house goes to eat at the restaurant with a number of available
noodles that exactly matches (or exceeds) the number of demand
counters on the house (of any item types, in any combination).
If multiple restaurants meet the same condition, the house goes to the restaurant
that additionally has Kimchi (then break further ties as normal, per ‘competition’,
page 26 of the Food Chain Magnate Special Edition Rulebook).
Sell coffee per the coffee route rules
below (note that coffee does not impact
which restaurant is chosen, and has
no impact on the rules above).
If a house eats noodles/sushi at your
restaurant, you must immediately
discard (to the supply) all demand
counters on the house and an exact
number of noodles/sushi item counters
from your stock. Collect cash for these
noodles/sushi as a normal item being
sold. In addition, you must discard
exactly 1 Kimchi from your stock (if you
have any). Collect cash for this
Kimchi as a normal item being sold.
Selling Coffee Summary
Determine the Shortest-Distance Route to the desired restaurant.
The house automatically buys 1 coffee from each restaurant/shop
location orthogonally-adjacent to the traced path to the restaurant.
Trace a path as far as possible to buy the most coffee
possible (without increasing the distance).
If tied, among the tied routes, determine which available-coffee sources are shared
between all tied routes, and only these specific coffee shop sources sell coffee.
TIED SHORTEST-DISTANCE ROUTES:
Choose the tied route that can sell the most coffee. If still tied, among these
tied routes, determine which specific restaurant/coffee shop locations (with
available coffee) are shared between all tied routes; only these specific
restaurant/shop locations actually sell 1 coffee each.
(See pages 10-14 for the full Coffee rules).

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Page 33
Credits
GAME DESIGN:
Jeroen Doumen, Joris Wiersinga
ORIGINAL GAME GRAPHIC DESIGN:
Ynze Moedt, Iris de Haan
ORIGINAL GAME
KIMCHI MASTER ARTWORK:
Moon Jeong Park
ORIGINAL GAME RULE TRANSLATIONS:
Birgit Hugk, Torsten Hintz
ORIGINAL GAME PUBLISHED BY:
Splotter Spellen, The Netherlands,
info@splotter.nl, http://www.splotter.nl
SPECIAL/DELUXE EDITION DEVELOPMENT:
Lucky Duck Games - Az Drummond,
Radek Milewski, Scott Morris, and
Jan Stanisław Raszyński
SPECIAL/DELUXE EDITION
GRAPHIC DESIGN:
Matt Paquette & Co.
SPECIAL/DELUXE EDITION
RULES EDITING:
Jonathan Bobal, Jeff Fraser
SPECIAL/DELUXE EDITION
RULES LAYOUT:
Sarah Kelly
SPECIAL/DELUXE EDITION
GAMES PUBLISHED BY:
Lucky Duck Games, Poland,
info@luckyduckgames.com,
http://www.luckyduckgames.com
3D SCULPTING/MINIATURE
CREATION/INSERT DESIGN:
Bryce Cook - Black Magic Inserts
COVER ART:
Kwanchai Moriya
ADDITIONAL ART:
Amelia Połtoracka, Snow Conrad
PLAYTESTERS:
Jessica Aduana, Gianluigi ’Amore, Mauro
Annino, Rianne Berger, Owen Bowyer, Robin
Cafolla, Jess Cassady, Isaac Childres, Roberto
Ching, Seyit Çinici, Richard Clyne, Jim Corbett,
TauCeti Deichmann, John Delaney, des_ninja,
Tim Dörter, Bianca van Duijl, Luc Edixhoven,
Star Fix, Tomosz Flis, Frank Floris, Ollie
Fournier, Espen Frøystad, Federico Garza de
Leon, Ferdy Hanssen, Richard Harris, Mikko
Heikelä, Stefan Hellhigel, Jason Holt, Joe
Huber, Greg Jarvinetti, Andreas Johansson,
Jeroen de Jong, Martijn de Jong, Derek Jonson,
Dominik Kanzian, Mats Karlöf, MichelAngelo
Kleinhaus, Ragnar Krempel, Robbie Lange,
Michael Lee, Andrew Li, Timothy Luffingham,
Mari Makris, Bill Masek, Sanne Landman,
Robin Lang, Henri Lo, Matthias Mahr, Warren
Maruschak, Tom McCorry, Michael McMillen,
Moritz Negwer, Terry O’Neill, Jakob Nøtseth,
David Paintin, Sascha Parsa, Larissa Pauli,
Tom Piercy, Darren Quinn, Eric Rasmussen,
Fratti Reinald, Ben Robinson, Morten
Rønning, Joe Rushanan, Mike Shaw, Geoff
Simons, Daniel Simpson, Matt Simpson,
Dave Sidore, Max Sommer, Pip Spall, Geoff
Speare, Hanna Stasiukiewicz, Philipp Steinfort,
Juriaan van der Ster, Edward Uhler, Dag Ve,
Anna Vervat, Aljosa Vizovisek, Sebastian
Weber, Simon Weinberger, Michael Wilck,
Peter Wolf, James Wood, James Woodward,
Michael Xuereb. Apologies if you are not on
the list, or if we spelled your name wrong!
Special thanks to Ragnar Krempel and Bianca
van Duijl who playtested the game multiple
times a day on many, many Sundays for almost
three years. Without them, this game would
not exist.

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