How scoring works
Your score is seconds + wasted clicks × 0.5, and lower wins. Clicks the plate needed are free. Only the ones you throw away cost you.
30.0s + (35 − 31 clicks) × 0.5 = 32.0
a par-31 cutlet, finished in 35 clicks — 4 wasted
Par
Par is the fewest clicks the plate can be finished in. Each field holds a known amount of food and serves a fixed bite, so the minimum is arithmetic rather than an estimate. Your scorecard shows it beside your click count.
It shifts day to day — 29 to 32, usually 30 or 31. Come in under it and the run is thrown out, because it cannot happen on a real plate.
Charging waste instead of clicks is what stops a stopwatch from rewarding whoever taps fastest. Aim beats speed. And a flawless run pays nothing for its clicks, whatever par the day set.
The three fields
Every cutlet has three, and they do not pay the same:
- Juicy core — 6% of the meal per bite, the biggest on the plate, in a sweet spot that moves every day.
- Golden middle — 3.5%, a little under two-thirds of a core bite.
- Crispy edge — 2% at the rim. Three edge bites equal one from the core.
Every field runs dry. Tap a bare one and you scrape crumbs worth 1%, half an edge bite for a whole click. Emptying the core and then drumming on the same spot is the most common way to lose a run.
What costs you a click
A tap that lands off the food, and a tap on a field already eaten bare. There is a forgiveness ring around the silhouette that widens as the piece shrinks, so late bites never become a pixel hunt, but the plate itself is not food.
Nothing else counts. Taps inside a 120 millisecond cooldown are swallowed whole: no bite, no click, no miss. Only your primary finger or pointer registers, so two-handed drumming earns nothing, and a touchscreen buys you no advantage over a mouse.
The server checks that cooldown from its own side. Thirty clicks cannot have taken under 3.48 seconds, so a run claiming otherwise is rejected rather than ranked. A run also has 200 seconds before the kitchen takes the plate back.
Everyone eats the same plate
The dish and the exact position of every field are seeded from the UTC date. Every player on Earth gets an identical plate on a given day, which is what makes a daily board mean anything.
Damage is not your score
Damage is the armory’s currency, and it is unranked on purpose. Tools differ in it, and clean chained hits multiply it. Not one of them changes your bite size, your cooldown or your aim tolerance.
Keeping it separate is what lets the armory exist. Tools unlock on dishes eaten — three, ten, then twenty-five — so a ladder that fed into the score would rank players by how long they had been playing. Damage gets its own board, where the katana is supposed to matter.
Tables
Being 4,012th in the world is a shrug. Being third of your eight friends is a reason to open the tab tomorrow. A table is a private board for a group: anyone with the name plays on it, and it exists the moment someone eats at it. Where you sit never changes your score, only who you are measured against.
The short version
Hit the juicy core until it runs dry, work outward, don’t waste taps on bare crust, and don’t miss. Lower wins.