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.
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.
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.
Be the first player to reach 3 achievements.
Only the player who flips an achievement may claim it. If that player does not claim it, the achievement returns to the pile.
Kudos โญ ยท Focus ๐ง ยท Influence ๐ฃ๏ธ ยท Grit ๐๏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.
Personas differ only by power. You may use your power once each turn. Your power resets every turn.
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 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.
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 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.
Discard 4 resource cards. Steal up to 2 EXP from another player. They do the work. You take the credit.
โ 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.
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 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.
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 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.
Every other player draws 1 card. You draw 2 cards. You can use this power on a task turn or an achievement turn.
โ This persona is built for generosity with a benefit for you. Every player gains a card. But you gain the most.
Two card types drive the game. Resource cards pay for tickets. Tactic cards target other players, or yourself.
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.