2 to 6 players. Players are visitors who have gone to their local county fair for one reason: To eat as much terrible fair food as possible.
1 game board featuring 5 food vendors and a medical tent.
6 unique decks of cards, one for each vendor and the medical tent
1 deck of meal plan cards
1 12-sided die
At the start of the game, players draw one card from the meal plan deck, then place their pawn at the fair entrance. On their turn they can choose one of three actions: Move their pawn up to their current move value, Draw a card, or Play a card.
Moving: All players begin with a basic move value of 6. On their turn they can move up to 6 spaces in any direction on the board. Players are not required to use their full move. As food is eaten, the cards in the players’ stomachs will give penalties to their move value. Therefore the more the player eats, the slower they will be able to move. The player may choose to move additional spaces if they wish, but must make a puke roll first. Success means they can move the additional distance. Failure means they puke and their turn ends. Each successful puke roll gives them an additional 2 squares.
Draw a card: The players may choose to draw a card, but only if their pawn has stopped at a vendor location, or at the medical tent. Only one card may be drawn from that vendor, unless another card in your stomach permits otherwise. That card is put into your hand, unless the card text directs otherwise. One Exception: A player may at any time choose to draw an additional meal plan card. If the payer chooses this option, they may do so on their turn regardless of their position on the board.
Play a card: There are three different types of cards: Consumables, Attacks, and Defenses. If you play a Consumable card, that means you are eating that item. Consumables are usually types of unhealthy fair food, but may also be medicines to reduce the negative effects of the unhealthy food. Attack and Defense cards are played to either force another player to make a puke roll, or defense against another player’s attack. Some of these cards can only be played during your turn, others can be played to immediately interrupt another player’s action. Please refer to the card text for details.
Eating: As you eat a consumable, you place that card on the table in front you. This is your “stomach”. The card is played face up so that everyone can see. When you eat additional consumable items, play the new card to the right of the previous one. Your stomach can hold up to 6 consumable items at a time. If you are ready to play a 7th consumable item, the first card that was played is moved face down to your “digested” pile. Cards in your digested pile are used for scoring at the end of the game and cannot be puked. You may look through your digested pile at any time.
Puke Rolls: At various times during the game you may be required to make a puke roll. To do this, first add up the puke value on each card in your stomach. This is your puke score. Next, roll the d12. If you roll higher than your puke score, then you have successfully avoided puking. If you roll your puke score or lower, you have failed and puked. All cards that are currently in your stomach must be removed and placed into the trash. A result of 12 is always a success.
End Game: The game ends when one of the vendors is out of cards. At this time, all players must make one final puke roll. Any food that remains in their stomachs can then be moved to their digested piles. Next add the total puke score that has been digested. This is your basic score. Lastly, review your meal plan cards.
Meal Plan Cards: Each Meal Plan Card lists specific types of food that must be eaten in order to gain a bonus to your final score. The more difficult the meal plan to complete, the higher the bonus. However, any incomplete meal plans at the end of the game count against your final score. Individual food items count toward completing multiple meal plans (Example: If player 1 has two meal plans that require a corn dog, and he has only eaten 1 corn dog, he has met the requirement of both plans. Player 1 does not need to eat two corn dogs to satisfy both meal plans).
Finally, add your basic score to your meal plan bonus, then subtract any meal plan penalties. The resulting number is your final score. The player with the highest final score is the winner.
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