Coffee Break
Coffee Break: if you do not want to or cannot play a useful card, discard 1 and draw 1. It replaces your action, is allowed in any state, removes no Stress and does not trigger “when you play” abilities.
A Day in a Consultant's Life. A fast, satirical card game about deadlines, sabotage, support decks and the sacred ritual of pretending everything is under control.
Set up the table, follow the turn, then open the details when you need them.
Competitive: race to finish. Cooperative: work toward the shared objective.
Shuffle the Projects and reveal one. Read the objective for your mode, Stress limit and special rule.
Shuffle the Grades. Deal one face up to each player and apply its starting ability.
Shuffle the Main Deck face down. Leave room for discards, Completed Tasks and Shields. Set personal and shared Stress to 0.
Each player draws to their hand limit: normally 5 cards. Keep your Grade visible.
Pick a first player at random. Keep the Project and shared Stress visible to everyone.
This guide uses the personal Stress Trackers. Increase or decrease your personal total when a rule adds or removes Stress; the shared tracker records the sum of all players’ Stress. The Stress Deck is the alternative tracking system.
Refill to your current hand limit. Normally 5 in Healthy/Stressed, 3 in Overburn/Burnout. Apply any draw modifiers.
Play one card allowed by your state. Your Grade or Project may change this. Coffee Break and Wellness Check replace the action; pass if you cannot play.
Apply the card and relevant abilities. Keep Completed Tasks in front of you; resolve Stress changes immediately.
Check the Project objective. Reaching or exceeding the shared Stress limit ends the game immediately; do not wait for the next turn.
If the game continues, discard down to your current hand limit and pass the turn. You choose what to discard unless an effect says otherwise.
Example: Consultant, 2 Stress, 3 cards in hand. No additional Project effects. The objective is not yet complete and total Stress stays below the Project limit.
| Stress | State | Playable | Hand limit |
|---|---|---|---|
| 0–1 | Healthy | Everything | 5 |
| 2–3 | Stressed | Small, Medium Task · Support · Sabotage | 5 |
| 4–5 | Overburn | Small Task · Support | 3 |
| 6+ | Burnout | Support only | 3 |
Grade exceptions: Junior Analyst always keeps a hand limit of 5. Director draws 1 extra card after refilling. Manager may play 2 cards of different types; state restrictions still apply.
Coffee Break: if you do not want to or cannot play a useful card, discard 1 and draw 1. It replaces your action, is allowed in any state, removes no Stress and does not trigger “when you play” abilities.
Wellness Check: only in Overburn/Burnout, discard your whole hand, draw the same number, then gain 1 Stress. It replaces your action; it is never an automatic reaction.
At the end of your turn, discard any cards above your current hand limit. If an effect makes you discard, you choose the cards unless it says otherwise. A change of state does not force an immediate mid-effect discard.
Grade exceptions: Junior Analyst always keeps a hand limit of 5. Director draws 1 extra card after refilling. Manager may play 2 cards of different types; state restrictions still apply.
Task: played = instantly Completed, counts toward the objective, then take Stress by size. Only Large needs Healthy; Medium is also playable while Stressed.
Support: remove Stress or gain a Shield (cancels the next Sabotage against you, then discards).
Sabotage: hits one player or everyone: extra Stress, forced discards, blocked draws, or cancels a Completed Task. Also adds Stress to the shared table.
A Sabotage that cancels a Task needs an eligible Completed Task. Discard the cancelled Task; its owner keeps the Stress already gained.
Your Burnout state updates instantly, even off-turn.
If you enter Overburn/Burnout mid-turn, keep your cards while resolving effects. At the end of that turn, discard down to the new limit; use it for your next refill too.
Win: complete the required Tasks. Immediate.
Forced end: total Stress reaches the Project limit → lowest Stress wins, ties go to most Completed Tasks.
Declare cooperative mode before setup and use the Project's cooperative objective.
Completed Tasks from all players count together.
Drawn Sabotage cards are discarded and replaced; never played on teammates.
Stress limit reached first: everyone loses.
At the end of your turn, discard any cards above your current hand limit. If an effect makes you discard, you choose the cards unless it says otherwise. A change of state does not force an immediate mid-effect discard.
A Sabotage that cancels a Task needs an eligible Completed Task. Discard the cancelled Task; its owner keeps the Stress already gained.
An active Shield cancels the next Sabotage received, then is discarded. The Partner ability still makes the attacker gain 1 Stress even if a Shield cancels the Sabotage.
When the Main Deck runs out, shuffle its discard pile to make a new draw pile. Completed Tasks and active Shields are not part of that pile.
Grade exceptions: Junior Analyst always keeps a hand limit of 5. Director draws 1 extra card after refilling. Manager may play 2 cards of different types; state restrictions still apply.
Optional modifiers
Scale the Project Stress Limit for tables of 4 or more, depending on the mode you're playing.
For every player above 3, increase the Project Stress Limit by 4.
For every player above 3, decrease the Project Stress Limit by 4.
Move the slider and watch your consultant become a pastel diagram of professional despair. The rules change as stress rises.
You still believe the timeline. Adorable.
Switch between Task, Support and Sabotage to see how each card type changes the emotional weather of the table.
Complete big work, score progress, and draw enough stress to hear the legacy system whisper your name.
Translation for reference only: the printed card is in English.
Pick a corporate persona and receive one questionable advantage.
A tiny preview of how a session feels: time passes, scope grows, sanity decreases.
Tap a project to reveal its special kind of pain.
Translation for reference only: the printed card is in English.
Translation for reference only: the printed card is in English.
73 Main Deck cards + 10 Projects + 7 Grades + 5 personal trackers + 1 shared Project tracker + 1 How to Play / Rules Access card.
Task: 14 Small + 14 Medium + 9 Large. Titles below are the distinct cards; some have multiple copies.
ASAP is a series. The consultant edition is here. Other stressed lives will follow.
The first ASAP edition: 2-5 players survive real consulting projects between deadlines, sabotage and passive-aggressive support. Available soon in print.
The same stress engine, applied to other beautifully dysfunctional worlds. Which ones? Still confidential, like every good roadmap.
Got a stressed life that deserves its own deck? Tell us: the next edition will be the one people ask for the most.
There's no store yet, no launch date, no marketing budget, just this page, passed from one exhausted consultant to the next. If someone sent it to you, they already saw themselves in it. Now it's your turn.
Link copied. Forward with care.
Short answers, zero buzzwords. Almost.
For authenticity. The consulting world runs on English: nobody has ever simply talked to a client: they aligned the stakeholders. Playing in English is part of the satire, and it means the same deck works in any office on the planet.
2 to 5 players.
Complete the Tasks required by the active Project card before total Stress on the table reaches the project limit. Support cards remove Stress and grant shields; Sabotage cards generously share the pain with your colleagues.
No. If you have ever had a deadline, a manager or a “quick call”, you are qualified. Consultants just get the extra pleasure of recognising themselves in every single card.
Both. Race to complete the Project first, or switch to cooperative mode where everyone wins together, or burns out together.
The retail edition is launching soon online. Companies can also order custom branded decks: yes, your firm’s logo on the Sabotage cards. Get in touch for corporate orders.