Time is the resource that never comes back.
Every turn costs you Hours — unless you play a Corporate Slave card. Run out and you're exposed — every player at the table becomes a threat. Every play is a real trade-off, not a lucky draw.
A strategic card game for 2–4 players where every hour spent is gone forever. Sacrifice time, claim the power seat, or escape the grind before someone else does. Fast enough for a coffee break — sharp enough to sting.
Not another “office sucks” rant in card form. This one puts you inside the system — and makes you complicit in it.
Every turn costs you Hours — unless you play a Corporate Slave card. Run out and you're exposed — every player at the table becomes a threat. Every play is a real trade-off, not a lucky draw.
The Power Role begins unclaimed. Play a Boss card to seize it — then demand a Corporate Slave card from any player on your turn. But the seat is never safe: someone can replace you, overthrow you, or eliminate you from play entirely.
Collect five Corporate Slave cards and clock out for good — or outlast everyone as their hours run dry. Whether you're in the power seat or working around it, both paths stay open until the last card drops.
New players follow instinct and have a blast. Experienced players pivot, manage uncertainty, and exploit changing situations through soft advantages like smarter sequencing, timing, and risk control. The depth reveals itself — nobody needs to explain it upfront.
They look harmless. They're not. Every character in this deck is either your ticket out or someone else's leverage — and they all show up to work with an agenda.
Collect 5 to win · Play 1 to skip your per-turn cost
Trying to survive the week and clock out before the place breaks them completely. Play one on your turn to skip the Hours cost — collect five and you win. Simple premise. Brutal competition.




Play one to claim the Power Role
Still punching a clock, just with a view. Play a Boss card to seize the Power Role — instantly replacing whoever held it. As the boss, you don't pay hours — you assign the problem by demanding a Corporate Slave card from any player on your turn. Until someone plays their own Boss card and takes your seat.




+ many more in the full deck
Every turn costs you Hours — unless you play a Corporate Slave card. Run out and you're exposed: every player at the table becomes a threat. Every card you play is a real choice.
Play a Boss card to seize the Power Role and start demanding a Corporate Slave card from any player on your turn. But the seat is never safe: anyone can replace you — or eliminate you from play entirely.
Collect five Corporate Slave cards and clock out to win. Or stay in long enough that everyone else burns through their hours. Two paths — which you chase depends on your hand and who's in the power seat.
More cards that keep every turn interesting:
Play most Actions on your turn to steal, redirect, or disrupt — and sometimes just to help yourself or set up your next move. Some are Reactive — played out of turn to defend yourself before something lands. It rarely feels personal. It just feels like the system doing its thing.
Any player can play an Event on their turn — global effects that hit the whole table at once, for better or worse. Some shake things up in your favor; others are pure chaos for everyone. And because some cards can block or counter what comes next, there are always more decisions here than the card count suggests.
Magnetic closure, linen-finish cards, hand-illustrated throughout. The lid pops off and doubles as a table reference board. Made to hold up through session after session — not a one-time novelty.
Still on the fence? These are the most common questions. If yours isn't here, reach us via the socials below.
Very likely. Bald Bosses has plenty of interaction (which we like!), but most of it is situation-driven rather than pure “screw your neighbor.” Events affect everyone, Actions often depend on timing and context, and even "attacks" can backfire if you don’t read the table well. That means the conflict feels more like the system doing its thing rather than nonstop bullying.
In fact, there’s basically only one card that feels remotely “take that” (a Steal effect), and even that works as a blind steal—you’re grabbing something unknown, not sniping a specific rival’s best card.
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