FOOD
FIGHT!
Build your pantry. Stack your traits. Bait your rival with a Problematic Peanut and settle dinner once and for all.
Health: 60
Health: 40
Health: 50
Health: 80
Health: 40
Health: 60
Health: 60
Health: 40
Health: 50
Health: 100
Health: 55
Health: 90
Health: 50
Health: 130
Health: 40
Health: 40
Health: 50
Health: 50
Health: 45
Health: 100
Health: 55
Health: 75
Health: 100
Health: 55
Health: 70
Health: 60
Health: 70
Health: 45
Health: 40
Health: 40
Health: 30
Health: 70
Health: 80
Health: 70
Health: 70
Health: 80
Health: 65
Health: 40
Health: 60
Health: 75
Health: 65
Health: 75
Health: 60
Health: 70
Health: 60
Health: 110
Health: 90
Health: 80
Health: 100
Health: 100
Health: 100
Health: 100
Health: 110
Health: 110
Health: 180
Health: 130
Health: 200
Health: 140
Health: 150
Health: 130
Health: 180
Health: 140
How to play.
A two-player duel. First cook to drop the other to zero Health wins the kitchen.
Bring a deck of thirty cards. Spend energy. Play smart trait combos. Don't get caught with a Problematic Peanut in your hand.
Setup
Each player brings a deck of exactly thirty cards. Shuffle and draw five. You may once swap: shuffle your opening hand back and draw four.
- Both players start with 200 Health.
- Both players start with 0 energy
⚡. - The player who lost the last duel chooses who goes first.
The Turn
Each turn follows the same five-phase rhythm. Your rival can only react during the Plate and Serve phases.
- Prep: Gain 1 energy (up to 10). Untap placed cards.
- Draw: Draw one card from your deck.
- Plate: Play cards from hand. Trigger on-play Special Traits.
- Serve: Send placed cards to attack rival's Health or other cards.
- Cleanse: Resolve end-of-turn effects. End your turn.
Energy & Cost
Every card costs energy to play, shown in the upper-right corner as ⚡ N. Spend it during your Plate phase. Unspent energy doesn't carry over to the next turn.
You may also burn a card from your hand — exile it from play — to gain 1 energy for the current turn. It's the only way to power up early and reach the high-cost legendaries.
Combat
During Serve, declare which cards attack. Your rival assigns defenders. Each card has a Damage / Health stat: damage is dealt on attack, health is what it can take before being sent to the Scrap.
- If a card's health hits zero, it goes to the Scrap row.
- Unblocked attackers deal damage directly to rival's Health.
- Special Traits trigger automatically when their condition fires.
- Active Abilities cost energy and may be limited use — read the card.
- Flavor traits like Salty, Burning, or Marbled interact with cards that name them.
Victory
You win when your rival's Health hits zero, or when they can't draw a card at the start of their Draw phase.
- Health to zero — the standard win.
- Empty pantry — rival has nothing left to draw.
- Concede — your rival walks away from the table.
Drop us a line.
Card ideas, tournament questions, hot takes on the Peanut meta — we read everything.
Send a message.
Questions about rules, tournament organisation, or want to host a Food Fight event at your local game store? Reach out and we'll get back to you.

