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Food Court Empire

Chapter 53 · Buy food shops on Tidehaven High Street, collect rent, add shops and flagships, dodge the Lockup and bankrupt your rivals. A property-trading game against two to five players, people or computers, on an original board

TURNYou
YOUR CASH$1500
NET WORTH$1500
ROUND1/25
Roll the dice

You win

Tap a square on the board to see its price and rents.
Players:
Seats (tap to switch person / computer):
Computers:
Game length:

📖 How to play Food Court Empire

2 to 5 players, in the colours blue, red, green, gold and purple. Tap a seat to make it a person (pass the phone around) or a computer. By default blue is you and the rest are computers. Everyone starts with $1500. The aim is to bankrupt the others, or to be the richest when the game ends (after 25 rounds in a short game, 150 in a full one).

On your turn

  • Roll two dice and move that many squares clockwise. Passing or landing on Payday pays you $200. Doubles give you another roll; three doubles in a row send you to the Lockup.
  • Unowned shop, takeaway or supplier: you may buy it at the price shown. If you don’t, it stays for sale (there are no auctions in this version).
  • Owned by someone else: pay them rent. Your own: nothing happens. Mortgaged properties collect no rent.
  • Hygiene Fine / Business Rates: pay the tax. Fortune / Council: take the next card. Rest Stop: nothing. Go to Lockup: go straight to the Lockup, without passing Payday.

Rent

  • Shops come in 8 coloured trades (Bakery, Sweet & Cool, Coffee & Tea, Fast Food, Takeaway Kitchen, Seafood, Curry & Noodles, Fine Dining), 3 different shops in each. Own all 3 of a trade and the rent on empty shops doubles, and you can add shops: up to 4 on each, then a flagship, building evenly across the trade. Rent rises sharply with each shop.
  • Takeaways (4 on the board): $25, $50, $100 or $200 for owning 1, 2, 3 or 4. Suppliers (2): 4× the dice you rolled with one, 10× with both.

Money problems

  • Tap Manage shops to add shops, sell them back (for half), mortgage a property for half its price (you can’t mortgage a trade that has shops) and pay it off later for 10% extra.
  • If you owe more than you have, you must sell and mortgage until you can pay. If that is not enough you are bankrupt: your things go to the player you owed, or back to the bank.

The Lockup

  • You land there by the Go to Lockup square, a card or three doubles. To get out, pay $50 before you roll, use a Get-out card, or roll doubles. After three failed rolls you pay $50 and move.

This version

  • No auctions and no trading between players. Houses are not limited in number.
  • Tap any square to see its details. The computers are decent but not clever, and the game is mostly luck; Hard is about as good as Normal.