Akuma Musume no Kanban Ryouri/System

Basic Gameplay
Players get 144 turns (1 turn represented as 1 week in the game) before the current run finishes. Players use up a turn through a myriad of actions, but they are free to adjust their menus and ingredients from suppliers as they see fit before ending the turn with an action. The number of actions possible during each turn is limited at the beginning, but expands as more choices are unlocked through events. Players can choose from the following: At the end of each turn, players receive a report detailing the income and expenditure of the restaurant. The report also continues information alerts relating to excess inventory stock which is thrown away, dishes lacking ingredients and the activities of rival trade guilds which has a slightly negative effect on customer spending at the restaurant. In between each action and the end-of-turn report, travelling salesmen occasionally turn up and offer to sell commodities or ingredients to the restaurant. The player can choose either to pay for the item or forego the opportunity. For commodities, the restaurant will attempt to resell the item in question to its customers with varying results (ranging from a big profit on the resale or a huge loss). Ingredients will be transferred to the inventory provided it isn't at maximum capacity (in which case other ingredients are thrown out to make room).
 * Culinary research (discover new dishes either through trial and error or through set recipes as well as improve the quality of dishes with specific ingredients).
 * Issue quests to adventuring parties with the Adventuring Guild's notice board.
 * Change the interior layout of the restaurant as well as expand the restaurant's facilities.
 * Hold events to increase the restaurant's sales. These can range from helping a specific staff member at work to holding special activities like a cooking festival in the autumn.

General Tips
Below is a list of general tips. Please keep in mind that these points don't always have to dictate your approach on the game. Being able to read situations and adapt is highly encouraged.
 * To finish the game, a lot of grinding is required to train up the adventurer parties to be strong enough to open up the various supply routes as well as to acquire recipes for the most lucrative dishes.
 * Kumu's ending is the easiest one to acquire, but the most important bonus from helping her is the recipes for new dishes she reveals.


 * Build up the trust of the adventurers by giving new parties easy jobs to do and paying them more (red tab on the quest menu). Success develops trust with the extra payment increasing the speed in which they get to the maximum trust rating. Iron's crew and the Black Knights will always be available from the start so they'll be the first parties to reach S rank. Always build the training grounds and workshops to increase the maximum number of adventurer parties available as well as the rate of experience gained from quests.


 * Plan ahead before confirming actions. Where possible buy many facility upgrades at once instead of wasting turns buying individual upgrades at a time. Do not waste turns assigning an urgent quest to a hero party which is not available to accept because it is engaged elsewhere.


 * The route view is very useful for letting players know at a glance potential hazards which can affect supplies in the near future. Bandits and beasts can be pre-empted with the appropriate quests, landslides can only be cleared once they've occurred (or pre-empted using the emergency evacuation drill event when it is available) while wars are at best delayed (using the town rugby event) or made less likely by building the luxury apartments for plots 2-6.


 * Opening up the horse carriage service is expensive as is expanding the service to all four of the default supply routes. The trade-off for the expenditure both in time and currency is a reduction in the likelihood of negative events (war, landslides, bandits and monsters) and unlocking access to two of the trade guilds (subject to completing the negotiation quest for the respective guilds; said guilds are the only source for some rare ingredients like spices, honey and sugar until the Gungaska guild is unlocked).


 * If players import more ingredients than the storehouse can hold, a random number of ingredients already held will be discarded to accommodate the new stock. Hence players are strongly encouraged to impose their own limits on specific ingredients and to adjust supply arrangements accordingly. Two CG in the gallery do relate to having an almost full inventory though.