Food Chain Magnate: The Ketchup Mechanism & Other Ideas Expansion - How to Play. By Stella & Tarrant

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ketchup kimchi french fries noodles and sushi our new restaurants will have some new additions in a new menu do you want to learn how to play food chain magnetic ketchup mechanism and other ideas expansion in this video we're going to take you through all of the new modules that come with this food chain magnate expansion assuming that you're familiar with the base game if you aren't you can check out the link to our how to play for the base game in the description below otherwise let's move on and learn about the ketchup mechanism coming up hi it's Terran and Stella from Bluebird city now let's get to the new modules for food chain magnate again buy your own Dumon and Yoda's via senior and published bias product the ketchup mechanism is a modular expansion for third chain magnate introducing a total of 17 new and interchangeable modules to the game you can mix and match these modules in any combination you wish in order to add some flexibility into your setup for food chain magnet across the course of this video we will take you through each and every one of the new modules added to the game firstly you'll be pleased to know that the game can now be played with six players there are pieces for the Sochi restaurant which many of you will recognize from spotters earlier game Indonesia there is a new six player turn order track and new copies of several base game milestones so that you now have six of each the game comes with six new map tiles and for the six player game you'll need at least four of them to make the map large enough remove the tiles showing the two parks unless you're playing with the lobbyist module then shuffle the rest in with your other tiles and lay them out in a six by four rectangle I'll take you through the features of the new map tiles a little bit later in the video as for the five player game you'll use three copies of each of the one times employees the expansion also comes with large versions of each of the food and drink tokens with a large one representing five small ones so with that let's get into some of the expansion modules the four modules I'm going to talk about in this section introduced new foods to the game which breaks some of the marketing rules that you're familiar with from the base game each of these adds some new kitchen staff employees to the game these are the kimchi module the sushi module the noodle module and the French fries module these four modules can be used independently or in combination with each other and at the end of this section we'll talk about how they interact to set up any of these four modules place the corresponding employees on the table remembering that the kimchi master sushi chef a noodle chef are all one-times employees additionally replace the kitchen trainees burger cooks and pizza cooks from the base game with those from the expansion as those reflect the new career paths the first module is kimchi and this introduces the kimchi master the kimchi master is unlike any of the employees in the base game because of this triangle it can be hired directly without having to be trained from another employee but she automatically requires a salary and is a one x employee the kimchi master produces a single kimchi each round this occurs at the end of the cleanup phase rather than during the working nine to five phase however it occurs after you've had to throw out leftover ingredients and so even if you don't have a freezer you can automatically store that kimchi produced until the next round if you wish to keep kimchi beyond the next cleanup phase then you will need to have the freezer milestone as usual and kimchi has a very strong odor so no other foods or drinks may be stored in your freezer other than kimchi kimchi is the most sought-after food by houses in the game and in fact it's automatically sought after and does not need to be marketed a house will always go to a location where it can buy it's full demand plus kimchi before it goes to a local and where it can buy it's full demand without kimchi so here even though green is at a price of seven and a distance of zero house one will travel all the way to blue with a price of ten and a distance of five to fulfil the full demand plus kimchi kimchi has the same base price as everything else so here coming from a house with a garden this player would be selling buyer goods for $100 however the house will not visit the restaurant with kimchi if it cannot fulfil the rest of the demand here for example the house requires two burgers and the restaurant can sell only one and the restaurant must be accessible by Road as usual if multiple restaurants can serve the full demand plus kimchi then the normal rules apply and price plus distance will determine who gets the sale the next module is sushi which introduces the sushi cook and the sushi chef these work like the burger and pizza cooks and chefs such that you can train a kitchen trainee to a sushi cook and a sushi cook to a sushi chef which is a one-time scar the sushi cook will produce two sushi and the sushi chef will produce five sushi kitchen trainees can still produce only burgers and pizza they are not skilled enough to produce sushi much like kimchi sushi is never marketed directly to the houses on the board instead houses which have gardens will automatically seek sushi if its entire demand can be met with sushi consider again here the blue restaurant which has two sushi house number one has demand for a single lemonade but because it has a garden will prefer to go to a restaurant which has at least one sushi rather than one which has eliminated so here house one will visit blue removing the demand and one sushi and selling it for the standard price the houses entire demand must be replaced by sushi in order to sell its sushi so in the case here of house seven blue could not sell to sushi plus one burger it would have to be three sushi to jump ahead of green who has the proper demand in this case green would be the one to sell to house and remember that sushi is an upmarket dish which is only sold to houses with Gardens so house 10 without a garden will still prefer to go to the green restaurant to get the proper demand the next module is noodles and it works in a fairly similar way to the sushi model but favors volume over quality once again it introduces the noodle cook and the noodle chef and you can train the noodle cook from the kitchen training a noodle cook produces six noodles and a noodle chef produces sixteen noodles once again like the sushi and kimchi noodles are never marketed directly to the houses rather you can think of them as a back-up plan for any house that can't get its preferred to man anywhere else when evaluating each house first determine whether there is a restaurant which can meet its demand properly if there is not then check to see if there's a restaurant which can meet the entire demand with noodles once again the restaurant cannot mix and match the entire demand must be met with noodles if such a restaurant exists and it's accessible to the house then the sale will be made with noodles instead of the advertised product as you can see on this forward all of the houses have demand for coke and this restaurant can't supply any of it but Blu has enough noodles to supply all of the houses making this an incredibly profitable round of noodles each of these food modules breaks the base rules in a different way and so if you're using them all in the same game you'll need to know how they interact with each other for this specific house here with two burgers and a lemonade marketed this order from top to bottom represents the priority order in which that house will visit these restaurants it will first look for a house that can fulfill the whole demand in sushi plus kimchi then it will look for the actual demand plus kimchi and then noodles plus kimchi then it will look for sushi the actual demand and finally noodles for a house without a garden the restaurants with sushi are not considered buy that house it's only once multiple restaurants can meet the same type of demand that you look at price and this since to determine where that house visits the final food module is french fries which introduces the fry chef any one of the games for cooks can be trained in to fry sure there are no tokens to represent the French fries that the fry chef producers instead it's assumed that you automatically sell one server french fries to each house that eats at one of your restaurants during dinner time this will be worth a $10 bonus for each house served this is a bonus not a sale of goods and so this is a fixed price it is unaffected by Gardens discount or pricing managers and so on if you employ multiple fry chefs then you can serve multiple french fries to each house giving you an additional $10 bonus / house / fry chef the next module is the coffee module which adds the most new mechanisms to the game of any of these modules this adds three new employees the trainee barista the barista and lead barista as well as the first coffee sold milestone and the coffee tokens each player also gets three coffee shop tokens at the start of the game matching their restaurant the coffee module is based on the premise that a house when driving to a restaurant will stop off at coffee shops along the way to buy coffee and this allows you to sell coffee while another player is making a restaurant sale a barista trainee is a basic employee which can be hired and commands no salary in the working nine to five days he'll produce one coffee the barista trainee can be trained into a barista who during the working phase produces two coffee she requires a salary so you can then be trained into a lead barista who is a one x card and produces five coffee like other food and drinks coffee must be thrown away at the end of the round and unlike other food and drinks cannot be stored in your freezer for obvious reasons you can get your coffee shops onto the board in one of two ways either by training your baristas or by getting the first coffee sold milestone it's represented by this icon down the bottom of the card when you train to a barista as a bonus you get to place one coffee shop at a row distance of up to two and when you train a barista to a lead barista you place one coffee shop anywhere on the board this milestone also lets you place a one-off coffee shop anywhere on the board further normal placement rules coffee shops must go on two empty spaces and adjoining roads a coffee shop is considered to have a door on all four sides once a coffee shop has been placed it can count as a starting point for any other distance limited action in the game and so even if you don't intend to sell coffee it can be a good way to move and spread around the board without placing restaurants if ever you are allowed to place a coffee shop and you use all three then you may move one of your coffee shops instead finally there may never be more than one coffee shop of any player on a single tile so now let's look at how to determine who sells coffee firstly for a house to buy coffee that house must be going out to eat at a restaurant here no restaurant can serve house a team's demand and so house a team will not buy coffee for a house that is going out to eat determine where that house is eating via the normal method ignoring coffee entirely here how seven will visit green because green can sell sushi and sushi outranks pizza / the rules described before next determine the route that that house takes to get to that restaurant and it will be the shortest route as measured by distance in this case the house will go along this route into the restaurant like so find every coffee shop and restaurant along that route from a player who has coffee each such restaurant and coffee shop will sell one coffee to that house the final destination does not sell coffee the price for each coffee sold is determined in the same way as any other food or beverage in the game a base price of $10 which can be modified by pricing managers gardens and so on any coffee sold are then discarded now let's look at some of the other specific considerations to determine what route a house takes whenever there is any doubt on the route the house will take the shortest route by distance that goes past the most servers of coffee so let's look at some examples imagine the blue coffee shop where here instead of here house 7 could get to this restaurant out this door and straight in or it could go out the back door pass this coffee shop and then around and into the restaurant like so remember that distance in food chain magnate is countered by the number of tiles cross and so both of those are distance 2 as such how several we'll go out the back door buying coffee here and then go around the house the restaurant like so now let's look at house five which we'll be dining at Santa Maria because it's the only one that can serve two coke there are several different routes that could be taken of distance too but the one which passes the most restaurants and coffee shops without doubling back is to come out here run around past there and then up here buying from both of those before finishing here a restaurant with no coffee available doesn't count when considering the route and so in this case here the route which serves the most coffee and has it available is down past here buying from both here and here the route we showed before around this way yields only one coffee in that scenario finally when an entire route or a portion of a route is tired for both distance and number of coffee shops the house becomes indecisive and buys no coffee on the disputed portion of the route consider this scenario here house five can come around past here past these two restaurants and complete therefore a total of three coffees or can come out around this side again buying from here buying from these two before coming here both of these routes go past here this is an in disputed part of the route where coffee can be bought but from that point forward to the restaurant the rest of the route is tied at a distance of two and two coffees and therefore none of those will sell coffee as such you can see a lot of consideration goes into where the most profitable locations to place your coffee shops or to place coffee shops to disrupt opponents should go next we'll look at all the modules which allow some new features on the map the expansion comes with these six new map tiles the top three don't add any new rules you can simply shuffle them in with the base game lemonade Junction gives you an effective way of getting lemonade this tile gives you two late round locations in the same place which could be efficient if you market to it effectively and this tile places house 25 on the board which can be the only house on the board at the start of the game with a garden houses pie and 9 and 3/4 are both apartment buildings these are high-density living and they work slightly differently to the normal houses firstly whenever products are marketed to an apartment building to demand tokens are placed instead of one secondly there is no limit to the maximum number of demand tokens which may be placed on an apartment building however you must still be able to meet the entire demand of an apartment building that is accessible in order to sell to it and so if you plan for it well you may be able to make a huge windfall with a single sale you could never build a garden on an apartment building and so you cannot double its price in this way the last new tile is this one which shows two parks and this is used only with the lobbyist module which we'll go through now lobbyists give you unprecedented flexibility over the map allowing you to place new parks and even build new roads the lobbyist is an employee card which can be hired directly but immediately requires a salary to be paid when you play a lobbyist into your structure you may either place one new road tile or build one new park this is done between steps five and six of working nine to five so after new houses and gardens but before new restaurants to place a park choose any one of the four park tokens and then place it somewhere on the board at a road distance of up to two parks may never be moved once they've been placed and so once all four of parks are gone this action may no longer be taken parks have some similarities with Gardens but they are not exactly the same much like a garden a house that is adjacent to a park will pay double the base price for food however unlike a garden this does not increase the houses maximum demand from three to five and it does not make the house interested in buying sushi if a house is adjacent to two parks it still pays only double the base price for food and if a house has both a garden and as adjacent to a park then it will pay triple the base price for food as mentioned before the apartment buildings may never have gardens but they may be placed adjacent to parks and this will double the base price paid by that apartment block the lobbyists other option is to build a new road and once again part of this road must be at a road distance of two from your restaurant to take this action take any one of the eight road tiles flip it over to the under construction side and then and join it to the map each of these arrows must point either to an existing piece of road or directly to your restaurant entrance meaning that this would also be a legal placement then additionally place an under construction token onto the square of road that is attached to your new construction these will be their only first single turn in the dinner-time phase immediately following the placement of this road the under construction road may not be used and the road that is underneath these tokens may be used but counts as an additional distance of one when counting distances as such even if you're not interested in the new road you can use the lobbyist to hold up opponents temporarily during the cleanup phase you'll then remove any under construction tokens that are on the board and flip new roads over to their usable side roads may never be moved once they've been placed on the board and once again once there are no more Road tiles left this action may no longer be taken finally when using the lobbyist module you'll in include this new milestone first lobbyist used the player who gains this immediately adds one new tile from all of the tiles that weren't used to build the city at the start of the game and joins it onto the edge of the city this can be placed anywhere provided it doesn't interfere with something that's already on the edge of the board and is placed immediately during the working nine-to-five phase meaning that the subsequent actions may be taken on that tile the last of the map modules is the rural marketing module for this you require the rural market here the first rural market here used milestone and then the rural market rural billboards and the freeway off-ramps at the side of the game set up the rural market off to the side of the main board this is an outlying town somewhere near the city who might occasionally come into the big city to get some food to bring the rural market into the game you must first hire a rural market ear which is trained from a marketing trainee then when you play the rural market ear you may immediately place one giant billboard adjacent to the rural market the giant billboard is always a form of eternal marketing regardless of any milestones you may have and so whatever you choose to market on it will be marketed to the rural market for the rest of the game as with the eternal marketing milestone this market tier is now permanently active on this billboard there are only four giant billboards in the game and so there's room for a total of four things to be marketed to the rural market the first player all players to use a rural market ear gained this milestone letting them place a freeway off-ramp and essentially determine where the rural market is these players then place a freeway off-ramp token adjacent to a road which leaves the city once the milestones have been taken and that round is over no more off ramps will be placed and the location of this market will be set for the rest of the game from that point forward the rural market behaves in a very similar way to the apartment buildings on each round Marketing is doubled that is two tokens for every one token on a billboard and there is no maximum demand a player must be able to meet the entire demand to sell to the rural market and the restaurant must be accessible from a freeway off-ramp if multiple players can meet the demand then determine the tie by price and distance to a freeway off-ramp this infinity here represents the order number for the rural market the rural market is always the last one to be resolved during dinner time the next two modules introduce two new employees the nightshift manager and the mass-market ear and I'm calling these Expeditors because they have a significant effect on the number of actions available in the game the night shift manager module introduces this employee like the kimchi master he can be hired directly but is a one x card and immediately requires a salary like all management employees the nightshift manager may only report up to the CEO in this case the special still a CEO card that I got her for her birthday a couple years ago the night shift manager has no slots and has no direct reports however when you have an active night shift manager all of your non salaried employees work twice in this round instead of once so in this structure here you'd be able to train two people this would count as two waitresses both for ties and for gaining money you could do two marketing campaigns drop your prices twice and have the kitchen trainee produced two food but the truck driver is salaried and so he would only work once the bonus applies only to non management employees and the one marketing trainee may conduct two campaigns at once in this case the card would have two busy tokens placed on but an important restriction is that the trainer must still train different people unless you already have a milestone or bonus letting you train this same person twice in a day the mass-market earing module introduces the mass marketer who can be trained from a marketing trainee mass-market ears can be used to flood the markets not only with your own ads but with all players ads for each mass-market air that has been played by any player during around there will be an additional marketing phase consider this layout here supposing to mass market ears have been played by different players during the round first resolve the normal marketing phase here marketing burgers to these three houses then a pizza here and then lemonade here then conduct this mass marketeers marketing phase in this case marketing burgers here and here but not here because it's already full and then a pizza here again these two a full so they won't take another lemonade then conduct this mass marketers marketing phase this time putting a burger here and a pizza here only then do you remove one token from each of the advertising campaigns and remove any that are complete in this way you can use mass marketeers to completely flood the market with demand that other players may not have been expecting there are two more new employee modules in this expansion the gourmet food critic and the movie stars the gourmet food critic is a marketeer who can be trained from a marketing trainee the gourmet food critic when played may launch a campaign using a snooty guidebook this will market the chosen sorts of goods at a maximum duration of three to all houses on the board with Gardens the marketing campaign is not placed on the board itself and there's no busy token for it so you can just keep it with your food critic to indicate that he's busy parks do not count as Gardens for the purposes of the food critic the other new employee is the movie stars when using the movie stars use the waitresses from the expansion as this shows that they can be trained into movie stars with the movie stars there are nine of them 3 B's 3 C's and 3ds but they are a one x card so when you're setting up if you're playing with five or six players you'll use only three movie stars a B or C and a D with four players you'll remove the D and with two or three players you'll remove to see all of these other movie stars that you will never use simply because the game is produced with three identical decks of cards in your box during the game you may train one of your waitresses into a movie star the first player to do this would take the B movie star the next will take the C and the next will take the D movie stars are a one x card and require a salary and they no longer gain you cash however they give you a couple of new bonuses firstly when it comes to Phase two of each round which is choosing position in turn order movie stars are now the first determining factor in who gets first choice so in this scenario having the B movie star outranks having 12 empty slots and Stella's company would get to choose turn order position first if multiple players have movie stars then the B movie star outranks the C movie star who outranks the D movie star only after all of the movie stars are resolved do you then look at who has the most slots in the corporate structure secondly when it comes to breaking ties after two companies are tied for price and distance whereas normally the company with the most waitresses would break the tie now the company with the highest rated movie star breaks the time only after all movie stars have been resolved in sequence do you then look at waitresses and finally turn order to determine who makes the sale the final four modules in the game make some changes to some more of the base concepts in the game the reserves and the milestones first there is the reserve prices module and in this module each player gets these three reserve cards instead of these three to choose from at the start of the game as usual this dictates how the game will change when the bank breaks for the first time recalled it in the base game the reserve cards tell you how much money goes in the bank and how many slots each player's CEO will have for the second half the game now all players will still add 200 dollars into the bank however the base price may change depending on which reserve cards are played when the bank breaks open up all the reserve cards and then see which one has the majority in this case it's this 220 for the rest of the game each item of food or drink sold will have a base price of 20 dollars instead of 10 this can combo significantly with your garden houses and tell you whether you really want to focus on gardens or if you want to focus on volume if there is a tie for number of a certain reserve card in the pot then 20 dollars takes precedence over five dollars which takes precedence over 10 this means you're more likely than not to change the base price halfway through the game the hard choices module adds a time limit on to five of the game's milestones now if you want one of those milestones you have to commit to it early first burger pizza and drink marketed and first to train someone will all disappear after turn 2 and first to hire three people in one turn will disappear after turn three the new milestones module introduces a completely new set of 17 milestones which can be used instead of the 18 that came with the base game these are not intended to be mixed and matched you will note that the expansion comes with some new plane tokens showing an A and B and these are related to this milestone and replace the token of the same number the new milestones also come with hard choices with the first marketeer first recruiting girl and first trainer all slated to disappear after turn 2 I'm not going to take you through the specifics of each of these milestones I'll leave you to read them in the rulebook finally we have the game's namesake the catch-up mechanism one new milestone that you can add to the base set or the expansion set the catch-up milestone is awarded to a player who has marketed goods that are then sold by someone else here Blue has marketed this pizza and then green is going to make the first sale the blue player will then get the ketchup mechanism for the rest of the game from this point forward during dinner time deduct one from the distance between your restaurant and the house you're selling to this will make your restaurant a little bit more competitive without costing you on base price ketchup even works on houses which only want drinks because everything tastes better with ketchup and that's how to play the new modules for food chain magnate we hope you enjoyed this video and we hope you enjoy playing if you enjoy this video please help us by hitting the like button subscribe to us you can also hit the me pour in the corner to do so and hit the bell icon so you'll be one of the first to know when we have new videos you can also follow me on Instagram for my board games journeys and if you have any questions comments or feedback please write them in the comment section below until next time [Music]
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Channel: Meeple University
Views: 9,212
Rating: 5 out of 5
Keywords: instructional, Food Chain Magnate The Ketchup Mechanism and Other Ideas, how to play Food Chain Magnate The Ketchup Mechanism and Other Ideas, Food Chain Magnate The Ketchup Mechanism and Other Ideas board game, Food Chain Magnate The Ketchup Mechanism and Other Ideas how to play, Food Chain Magnate The Ketchup Mechanism and Other Ideas rules, Food Chain Magnate The Ketchup Mechanism and Other Ideas meeple university, stella jahja, tarrant falcke
Id: cbaX_XkRD5Y
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Length: 32min 34sec (1954 seconds)
Published: Mon Dec 02 2019
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