Wednesday, September 11, 2024

Game Review: Seat and Eat

You guys remember Diner Dash?

Seat and Eat tasks you with optimally seating customers in your restaurant across four tables. There's no need to worry about diners impatiently waiting for a table; you score points based on complete table arrangements, each card scoring based on seating and table conditions. Draw a card and place it on an empty seat. Once a table is full you immediately score, then the table is cleared for the other guests, and this goes on until the end of the shift (the whole deck). Partial tables score half in total. The goal is to score at least 120 points.

Simple enough to play, but as with most games that have self-referential scoring conditions, you have many factors to consider with each play even if there are optimal arrangements. A card scoring might prevent another from scoring, and it's a matter of decisions given the non-zero nature of the scoring dynamics.

The layout is also another dynamic to this. There are three positional relationships that score: being adjacent to a card, being across a card and being in the same table as a card independent of whether either of the first two are true. Each card scores based on only one of these relationships and one card scores based solely on where it sits, though it scores decently enough to be a consideration. Every table is a set of cards mutually connected to each other, and there's four of them working independent of each other. Card placement has its consequences even if it doesn't affect the whole board; a card has effect once it's placed.

The quick points/long term gains dilemma happens at the same time given the way the game works, there is no rush to complete a table but you can't just delay until the right card comes. As for counting cards, what matters is what can no longer score so you safely make a play without interference.

The game requires a large play area but it's simple to get the hang of and is just like arranging real tables.

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