Starting on Day 4, and every third day after, PlateUp! stops your run and makes you pick between two cards: a Food Card that grows the menu, or a Customer Card that reshapes who’s walking through the door. 122 cards exist across every restaurant, 37 Unlock cards in a normal run, 30 franchise-tier cards, 16 Heat and 3 Chill cards for post-Day-15 runs, plus 18 Halloween Tricks, 7 Treats, 7 Setting and 4 Theme cards tied to specific restaurants. Each entry lists its EXP payout and whether it pushes customer count up or down.
Picking a Card
Food or Customer
From Day 4 onward, every third day forces a choice between a Food Card, which usually adds a dish, a topping or new kitchen tech, and a Customer Card, which changes who shows up and how they behave. Customer Cards are the ones to actually read: EXP means nothing if a card also floods your dinner rush with more people than your kitchen can handle. A card that lowers customer count can beat a better EXP payout every time.
Heat and Chill
Heat and Chill cards only show up once you’ve beaten Day 15 on a dish. The 16 Heat cards stack extra difficulty onto a recipe you’ve already finished, for players chasing a harder version of a dish they’ve already mastered; the 3 Chill cards do the opposite and strip pressure out so you can experiment without losing the run. Neither type appears on a first playthrough. Both live entirely in the franchise stage of the game.
Customer messes are flammable.
Fire spreads faster, and through doors and hatches.
Heat 11
Heat cards only turn up once you have taken a dish past Day 15. They stack difficulty onto a recipe you have already finished, and the number is how much of it this one adds.