A strategy boardgame about running a hawker stall in 1990s Singapore. 2β4 players. 60 minutes. Kueh, kopi, and customer queues.
Campaign by
Daryl W
Singpass verifiedThis is a demo campaign
A sample of whatβs possible on get that bread β not a real live campaign. Want to back something like this when it goes live? Tell us. Thinking of launching your own? Get in touch.
Design lock + playtest complete
Due 24 July 2026
Manufacturer-ready files + first proof
Due 7 October 2026
Shipped to backers
Due 6 December 2026
Hawker centres are the most efficient food businesses in the world. A stall does 400 plates a day, runs on 4 staff, makes a profit on a S$4 noodle. And every game about running a small business is set in a McDonald's or a generic medieval tavern. Hawker Wars is the boardgame about the system most Singaporeans have grown up watching but never seen modelled.
A 2β4 player strategy boardgame about running a competing hawker stall in 1990s Singapore. 60 minutes per game. Each player takes a stall β char kway teow, kueh, kopi, satay β and over 8 rounds (representing one financial quarter) you buy ingredients, manage queues, hire and fire help, navigate inspection days, deal with weather, and watch your competitors do the same. Highest profit at quarter-end wins.
The setting is deliberately 1990s. Tray-return wasn't a thing yet. NEA inspections were less digitised. The cashless transition hadn't started. Setting the game then means the mechanics stay tight β fewer modern variables, more focus on the actual operational tradeoffs of running a stall.
Boardgame audiences worldwide are hungry for region-specific games. Tokaido (Japan), Caverna (medieval Europe), Brass: Lancashire (industrial UK) β strategy games rooted in a specific place outsell generic ones consistently. Singapore has not had a serious original-design strategy game with this kind of cultural specificity. There's a hole in the market and a long-term demand from the SG diaspora for "things from home that aren't food".
I've also wanted to make this for four years and only now have the bandwidth. I'd rather ship it now (with backer co-design on the stretch tile) than hold it for a perfect time that doesn't come.
Each round is a quarter-day (morning prep / lunch rush / afternoon / evening). On your turn you choose one action: buy ingredients (from a shared market with rotating prices), serve a customer queue (resolves 3 customers at once), hire help (faster service, but costs daily wage), or pull an event card. The tension is that you cannot do everything in 60 minutes of play, and the choices interlock β buying chillies cheap in round 2 only matters if you have queue capacity in round 5.
The competitive layer is real but indirect. You don't directly attack other stalls, but the ingredient market is shared (if I buy out chillies, you pay double next round) and customer queues redirect (a queue I can't serve walks two stalls down). It's "polite competition" β the Singapore way β but it bites.
The loop we've focused on is the hardest part of running a hawker stall: the choice between margin and volume. Cheap ingredients = thinner queues but bigger margin. Premium ingredients = longer queues, lower margin per plate, more risk on inspection day. You'll lose three games before this clicks; that's the design.
Goal: S$60,000. Itemised:
Total: S$60,000. Stretch goals fund the expansions and lore booklet β they sit on top, not inside, the base budget.
Days 0β75 (after campaign close): Design lock + final playtest cycle. Two paid playtest weekends with serious SG boardgame players (Settlers SG community + Tabletop Singapore meetup). Adjust card balance based on data. This is the timeline's most-likely-to-slip phase β boardgame balance work is genuinely hard.
Days 75β150: Manufacturer-ready files to Hanoi OEM. First proof produced and shipped to me in Singapore for sign-off. If proof fails, we iterate (1β2 week delay). If it passes, full 1,500-unit run starts.
Days 150β210: Full production + sea freight + customs. Boardgames at this volume travel by sea β air freight would double per-unit cost. Sea freight Hanoi β Singapore is roughly 14 days plus customs. Allow 3 weeks of slack here for Lunar New Year shutdowns.
Days 210+: Pick-pack + ship. Domestic SG backers first, intl backers across the next 4β6 weeks.
Daryl Wui β Singaporean, ex-HubSpot Asia-Pacific, currently building getthatbread.sg (this platform). I am NOT the lead game designer β I'm the producer, budget-holder, and SG-side fulfillment lead. The design work is being done by a paid SG-based boardgame designer (locked, name held back at their request until campaign close because they're publicly tied to a different project right now). Illustrations are commissioned from a Singapore illustrator we've test-briefed; full reveal at design lock.
Yes β same intl tier coverage as our other campaigns: Australia, NZ, UK, US, Canada, Hong Kong, Malaysia, most of Western Europe. The base game weighs about 1.6kg packed, so intl postage is reasonable.
The Two-Pack (S$150) is designed for gifting β split shipping addresses at fulfillment time. The Founder's Edition (signed by designer) is the natural single-gift tier.
Get That Bread is all-or-nothing. If we don't hit S$60,000, no card is captured and any PayNow pledges refund automatically. I lose the design + illustration deposits (~S$4k); you lose nothing.
2β4 players. 60 minutes for a learning game (longer for first play with a heavy rulebook reader). 45 minutes once people know it. Designed to land in the same complexity range as Splendor + light Carcassonne β accessible enough for non-gamers but with enough depth for serious boardgame nights.
Select a reward tier to continue backing.
Pledge without rewardBonus goals that unlock when funding surpasses the main target.
Mini-expansion: CNY Special
Extra event card pack covering festive demand spikes β CNY, Hari Raya, Deepavali, NDP rush. Included free with all physical-tier backers.
Target
$80,000
Full-colour illustrated rulebook + Singapore hawker lore booklet
Rulebook upgraded from 2-colour to full-colour, plus a 24-page lore booklet with the history of each dish, stall type, and event card. Included with all physical editions.
Target
$110,000
Second expansion: Hawker Centre Wars
A multi-stall coopetition mode where 4 players run a single hawker centre against another centre (4v4). Free with all Standard / Founder's / Custom tiers.
Target
$150,000
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