Game Mechanics
Foodogeki looks simple on the surface — drop cards, watch them fight, last truck standing wins. The depth lives in the rules below. This page summarizes the systems; sub-pages go deep on each one.
If you're new, start with the Buzz Economy page — it covers the single most important skill in the game. Veterans jump to action roles for the deeper play, or Advanced Mechanics for the engine-side stuff.
The 3-minute match
A Foodogeki match is two players, one arena, three minutes. Each player has a food truck (their main base) and a stock tower (secondary resource tower). Cards convert undecided people into customers, attack opponent cards, or drain opponent buildings. Win by destroying the opponent's food truck — or by collecting more customer revenue when the timer expires.
⚡ Buzz
The resource you spend to play cards. Regenerates passively, with a cap. More →
🚚 Trucks & Stock
Food truck = main base. Stock tower = secondary objective. Lose the truck and you lose the match.
🃏 Cards
Eight cards per deck, four in hand. Play one, draw one. Cycling = control.
The three battlefield entities
- Undecided people — uncommitted bystanders scattered across the arena. Cards with the Attract role convert them into your customers.
- Converted customers — people walking toward a food truck. They'll deliver revenue when they arrive. Disruptors and Looters target them.
- Cards — the troops, buildings, and spells you and your opponent deploy. The bulk of in-match interaction is between cards.
The eight action roles
Every card has one of eight roles. The role tells you what the card targets:
| Role | What it targets | Use it when… |
|---|---|---|
| Attract | Undecided people | You need to convert customers — the core win condition |
| Attack | Opponent cards | You need to clear their troops cleanly |
| Destructor | Opponent buildings (truck/stock) | You need to threaten their objectives |
| Disruptor | Opp customers | You want to drain their revenue |
| Loot | Opp customers | You want to wipe their revenue (pure debuff) |
| Spell | Buffs / debuffs / AoE | You need a tactical lever, fast |
| Building | Stationary structure | You want sustained pressure or pure HP wall |
| Crew | Auto-triggered | Free emergency repair (Stock Man) |
Hybrid roles
Most cards are hybrids. Attract + Attack is the most common combination — Discount Diva, Master Chef, Air Dancer all attract undecided people AND attack opponent cards depending on what's nearby. The Nori Nook building is a unique three-way hybrid (Attract + Loot + Building). Hybrids are the workhorses of most decks; pure-role specialists (Hashtag Harmony for pure Attract, Bouncer for pure Attack) trade flexibility for raw output.
Spawner relationships
Some buildings spawn troops at intervals. The spawned troops also exist as standalone cards you can deck-build with directly:
- Squak Box spawns Twiggies (also playable as a card)
- Buzz Booth spawns Noris (also playable as Tuxedo Trio)
- Cooking Show spawns Master Chefs (also playable directly)
- Nori Nook does NOT spawn — its FatKat lives inside and works through the AoE pulse
What's not on this page
Foodogeki's combat engine has more depth than this overview shows — per-target damage tables, spawn-rate timings, projectile gravity, movement speed bands. We've separated those into a dedicated Advanced Mechanics page so beginners aren't overwhelmed and theorycrafters get what they need.
Some implementation details (internal balancing constants, exact L9 anchor values, the engine's tile-to-cm scaling) are intentionally not published. Those are designer-side knobs.