The rules, minus the fine print

Rules of engagement.

Everything you need for the digital game or the cards in your box. Enough order to keep the jokes moving. Not enough to resemble work.

Objective

Reach 2,000 imaginary billable hours before anyone else. Every winning round earns one point—worth 400 hours—so the standard game ends at five points.

Standard game

Players: 3 to 8 recommended, 12 maximum
Hand: 5 answer cards
Target: 5 points
Judge: Rotating Managing Partner

Setup

  1. The host starts a game and chooses Calgary, Vancouver, Toronto, or the city-neutral General edition.
  2. Players scan the QR code or enter the six-character game code, then choose a display name.
  3. At least three active players are required. The host begins when the room is ready.
  4. Every player receives five private answer cards. The first Managing Partner is assigned when play begins.

Each round

  1. A prompt is revealed. The number of blanks determines how many answers are required.
  2. Every active player except the Managing Partner chooses the required answers. For multiple blanks, tap cards in the order they should appear.
  3. When all eligible players submit, answers appear in a random order without player names.
  4. The Managing Partner chooses the funniest or most fitting submission. That player receives one point.
  5. Used answers are replaced automatically. The Managing Partner role moves clockwise by seat.

Winning

In score mode, the first active player to the configured target wins. In rounds mode, the highest score after the configured number of rounds wins. A tied rounds game continues in sudden death until one player leads.

Edge cases

Someone refreshes or changes networks

Use the same browser and your seat comes back. Open the join link again to return to the current round and hand.

The host leaves

The next player takes over as host. If fewer than three players remain, the game ends.

The Managing Partner leaves

The role moves to the next player. If the new Managing Partner already submitted a card, that card returns to their hand before judging.

The deck runs low

Discarded cards recycle in a new draw cycle. Cards already in a hand, active prompt, or active submission cannot be dealt twice.

Physical play

  1. Split the cards into separate face-down piles by back colour: blue prompt cards and white answer cards.
  2. Every player takes five white cards.
  3. Nominate the first judge, or appoint whoever billed the most hours that week.
  4. The judge reveals the top blue card and reads it aloud, saying “blank” for each blank.
  5. Every non-judge plays one white card to complete the phrase.
  6. The judge reads every completed combination aloud. Non-judges may classlessly plead their cases.
  7. The judge chooses the winning combination.
  8. The winner earns 400 imaginary billable hours by taking back only their winning white card and leaving it face up beside them. The other played white cards stay out of play.
  9. Move the judge role clockwise and repeat. The first player with five face-up white cards has 2,000 imaginary billable hours and wins.

The digital companion can keep time and score without replacing the cards.