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Rat Race

Climb the corporate ladder fast. Scheme. Sabotage. Self-promote. The first player to reach the corner office wins.

This is a satirical card game about tickets, tactics, and stolen credit. It is for 2 to 4 players.

What is Rat Race?

Each turn, flip a ticket from the pile. A ticket is a task or an achievement. A task needs Kudos, Focus, Influence, and Grit. Pledge resource cards from your hand to pay for the task. If you cover the full cost, the task ships and you earn full EXP. Use EXP to buy achievements.

If you do not cover the cost, the ticket is rejected and you lose every card you pledged. This risk is the heart of the game. Push your luck on a big task, or play it safe.

Between tickets, use tactics to sabotage other players. Use Take a Break to block an attack. You may use your persona power once each turn. Climb over your coworkers to win.

How you win

Be the first player to hold 3 achievements. This rule applies at every player count. Achievements cost EXP. A completed task pays 2 to 3 EXP. An achievement costs 3 to 5 EXP.

The game can end in three ways. You claim 3 achievements. You steal the last achievement with Take Credit. Or every other player quits, and you are the last employee standing.

Watch the leader. Protect your achievements. Never pledge cards you cannot afford to lose.

A turn in three steps

01
Draw & flip
Draw 2 cards. Then flip the top ticket. A ticket is a task to ship or an achievement to claim.
02
Play a tactic
Sabotage another player, or help yourself. You can steal, skip a turn, block an attack, or bank bonus EXP.
03
Pledge & ship
Pledge resource cards to the ticket. If you cover the cost, it ships for EXP. If you fall short, you lose the pledged cards.
๐Ÿ“– Full rule book (expand)

Win condition

Be the first player to reach 3 achievements.

Your turn

  1. Draw 2 cards. If your hand is empty, refill it to 7 cards.
  2. Flip a ticket.
  3. Pledge resource cards from your hand to the ticket.
  4. End your turn. If you cover the cost, you earn EXP. If you fall short, you lose the pledged cards.
  5. Discard down to 7 cards.

Tactics

  • Brainstorm: draws 2 cards.
  • Side Project: gives you 1 EXP.
  • Passive-Aggressive Email: removes 1 EXP from a target.
  • Micromanage: steals 1 resource card from a target.
  • Gardening Leave: makes a target skip their next turn.
  • Take Credit: steals an achievement from a target.
  • Slacker: if you flip an achievement you cannot afford, swap it for a fresh task instead of skipping your turn. Self only.
  • Take a Break: cancels a tactic. Only the target of a tactic may play it. The attacker may then counter with their own Take a Break.

Powers (use once per turn)

  • ๐Ÿ› ๏ธ Overtime: swaps the current ticket for a random one, or completes it if covered. Also offers a bonus ticket after each completion.
  • ๐ŸŽฉ Delegate: discard 4 resource cards to steal up to 2 EXP.
  • ๐Ÿ‘ž Volunteer: discard 3 resource cards to complete the ticket.
  • โ˜• Dumpster Dive: discard 3 resource cards to retrieve 2 cards from the discard pile.
  • ๐Ÿ•ณ๏ธ Scope Creep: discard 3 resource cards to make a target pay double on their next task.
  • โœŠ Solidarity: every other player draws 1 card, you draw 2 cards.

Achievements

Only the player who flips an achievement may claim it. If that player does not claim it, the achievement returns to the pile.

Resources

Kudos โญ ยท Focus ๐Ÿง  ยท Influence ๐Ÿ—ฃ๏ธ ยท Grit ๐Ÿ‹๏ธ. There are 9 cards of each resource: 4 worth +1, 3 worth +2, and 2 worth +3. This does not change at any player count.

Pick your persona

Personas differ only by power. You may use your power once each turn. Your power resets every turn.

๐Ÿ› ๏ธ
Grinder
Overtime

Discard 1 resource card to swap the current ticket for a new random ticket. Your pledged cards return to your hand. If the ticket is already covered, it ships as normal. After any ticket resolves, you may pay 1 card for a bonus random ticket.

โ—ˆ This persona is built for volume and choice. It never plays a bad ticket. It can complete two tasks in one turn. But this costs hand size.

๐Ÿ‘ž
Bootlicker
Volunteer

Discard 3 resource cards. The current ticket completes for its full EXP value. This works regardless of the ticket's cost. Your pledged cards return to your hand.

โ—ˆ This persona is built for timing and sure results. It turns three weak cards into guaranteed progress. It makes even a 3-EXP ticket easy. But it runs out of resource cards if you overuse it.

๐ŸŽฉ
Politician
Delegate

Discard 4 resource cards. Steal up to 2 EXP from another player. They do the work. You take the credit.

โ—ˆ This persona is built for late-game greed. It lets you climb using other players' work. But the cost of 4 cards keeps it balanced.

โ˜•
Intern
Dumpster Dive

Discard any 3 resource cards. Then take any 2 resource cards from the discard pile. You can use this power on a task turn or an achievement turn.

โ—ˆ This persona is built for efficiency. It turns weak cards into the exact cards you need from the discard pile. It works on every turn type. It starts slowly, but becomes strong once the discard pile fills up.

๐Ÿ•ณ๏ธ
Saboteur
Scope Creep

Discard 3 resource cards. Choose a target player. That player pays double the resource cost on their next task. The target may block this with a Take a Break card.

โ—ˆ This persona is built to slow down the leader. It can make the leader's next ticket impossible to cover. But other players can block it, so timing matters.

โœŠ
Union Rep
Solidarity

Every other player draws 1 card. You draw 2 cards. You can use this power on a task turn or an achievement turn.

โ—ˆ This persona is built for generosity with a benefit for you. Every player gains a card. But you gain the most.

The deck

Two card types drive the game. Resource cards pay for tickets. Tactic cards target other players, or yourself.

resource
Kudos
+3 โญ
Great job! (no raise)
resource
Focus
+2 ๐Ÿง 
Headphones on. Slack off.
resource
Influence
+1 ๐Ÿ—ฃ๏ธ
Knows a guy in Procurement.
resource
Grit
+2 ๐Ÿ‹๏ธ
Coffee is a food group.

There are 4 resource types and 3 card values: +1, +2, and +3. Each task needs specific resources in specific amounts. You cannot pledge more than the task needs, so exact change matters.

tactic
Brainstorm
Draw 2 cards
No bad ideas. Several bad ideas.
Brainstorm
Draw 2 cards
Refuel your hand. There is no limit. Play as many Brainstorm cards as you draw.
tactic
Side Project
Gain 1 EXP
Do not tell Legal.
Side Project
Gain 1 EXP
Once each turn, convert an idle moment into progress toward your next achievement.
tactic
Passive-Aggressive Email
Target loses 1 EXP
As previously discussed.
Passive-Aggressive Email
Target loses 1 EXP
Petty and cheap, but on theme. A target can cancel this tactic with a Take a Break card.
tactic
Micromanage
See target's hand, take a resource card
Quick question. And another.
Micromanage
See target's hand, take a resource card
This tactic gives you information and theft together. Steal the exact resource value you need.
tactic
Gardening Leave
Target skips their next turn
HR insists you enjoy the hydrangeas.
Gardening Leave
Target skips their next turn
This tactic delays a target by one turn. It is strong right before an opponent claims a big achievement.
tactic
Take Credit
Steal one of target's achievements
Per my last email: that was mine.
Take Credit
Steal one of target's achievements
This tactic can win the game outright. Other players can negate it.
tactic
Slacker
Swap an achievement you can't afford for a task
Not my job. Literally.
Slacker
Swap an achievement you can't afford for a task
If you flip an achievement you cannot pay for, use this tactic. Swap it for a fresh task instead of skipping your turn.
tactic
Take a Break
Reaction: cancel a tactic
Do not disturb.
Take a Break
Reaction: cancel a tactic
This is your shield. You start the game with one. Only the target of an attack may block it. The attacker may then counter-block.