P:C Party Game Rulebook

PROJECT:COUNTDOWN!

THE PARTY GAME · CRISIS & RESPONSE · RULEBOOK · PLAYTEST 0.2

Win Crisis cards. Keep them through the Audit.

3–8 PLAYERS9–12 IN TEAMS30–40 MINUTES14+ AGES0 PENCILS

This is the Party Game

Quick, competitive and funny, for game nights and team socials. For organizations and workshops there's a separate, co-operative Professional Edition: ten stages, evidence cards and a structured debrief. Professional Edition rules ↗ · Compare the two ↗

TO:Everyone at the tableFROM:ManagementRE:How to win, in one sentence

Win Crisis cards. Keep them through the Audit.

  1. The Sponsor reads a Crisis card out loud.
  2. Everyone else secretly plays a Response. The Sponsor picks the one they like best, for any reason. That player wins the Crisis card.
  3. Flip the Crisis card. The card, not the Sponsor, says what was sound. A By the Book response earns a Receipt. A trap earns a face-down Fallout. If the winning answer was a trap, the company actually did it: the winner takes two.
  4. When the clock hits DEADLINE, the Audit flips everyone's Fallout. Most Crisis cards left wins.

Five kinds of card, no pencils, no score sheet.

What's in the box

363 cards, five kinds that matter

90Crisis cardsThe situation on the front, By the Book on the back. 15 for each of six industries: Office, Tech, Health, Build, Events, Food & Retail.
160Response cards32 of each kind: Careful, People, Data, Fast and Dodge.
15Clock cardsThe workday, 8 AM to the DEADLINE. The deck is the timer.
60Receipt cardsProof you did it by the book. Each cancels one Fallout at the Audit.
36Fallout cardsFace down until the Audit. 12 harmless, 16 cost one Crisis card, 8 cost two.
2Reference cardsThe Best Paper Trail award, and the Debrief card for after the game.

Card anatomy

The Sponsor judges the joke. The card judges the call.

The front of a Crisis card is what the Sponsor reads. The back, By the Book, says which kinds of response a professional would reach for and which kinds are traps, with the practice behind it. Nobody looks at the back until the Sponsor has picked.

CRISISTECH

Go-live is Monday. The vendor just emailed "quick question."

ESCALATES
FRONTOFFICE-SAFE
BY THE BOOKTECH
BY THE BOOK
CAREFULDATA
TRAP
FASTDODGE

Find out what the vendor found before the calendar decides for you.

PRACTICE PM-1BACK
RESPONSE

A spreadsheet nobody asked for.

DATA
#14 DEFINE SUCCESS FIRST

Every card shows its kind as a symbol and a word, so colour is never the only cue. The footer on each Response card names the practice it comes from in the Project: Countdown! Best Practice Database.

The five kinds of response

CAREFUL

Slow down, test it, read it twice. Usually right, sometimes too slow.

PEOPLE

Talk to the person who knows. Most missing information is in someone, not in a system.

DATA

Check the numbers, the baseline and the logs before you believe anyone.

FAST

Act now. Usually a trap, but not when the fire alarm goes off.

DODGE

Delay, deflect, rebrand. Almost always a trap. A few crises reward saying "not now."

Setup

Two minutes, then clock in

  1. Build the clock

    Use 12 Clock cards: 8:00 AM through 3:00 PM, with DEADLINE on the bottom. Stack them face down and turn the top one face up.

  2. Shuffle

    Shuffle the Crisis, Response and Fallout decks. Put the Receipts and the Best Paper Trail card where everyone can reach them.

  3. Deal

    Deal 7 Response cards to each player.

  4. First Sponsor

    Whoever most recently sat through a meeting that could have been an email. Hand them the Crisis deck.

A round

Crisis, response, flip

  1. The crisis

    The Sponsor draws a Crisis card and reads the front out loud, without looking at the back.

  2. Respond

    Everyone except the Sponsor plays one Response card face down. If the crisis says PLAY 2, play two; they're read together as one answer.

  3. Read and pick

    The Sponsor shuffles the responses, reads each one after the crisis, and picks a winner for any reason: funny, clever, painfully accurate. The winner takes the Crisis card.

  4. Flip

    Turn the Crisis card over and check every response that was played:

    • By the Book: take a Receipt.
    • Trap: take a Fallout card face down, without looking.
    • The winner played a trap: the company did what you said. Take two Fallout.
    • Neither: nothing happens. With two cards, one trap is enough for Fallout; otherwise one match is enough for a Receipt.
  5. Burn the clock

    Turn over the next Clock card, or two if the crisis said ESCALATES. Resolve any note printed on a Clock card when it appears.

  6. Refill and pass

    Everyone draws back to 7. The Crisis deck passes left to the next Sponsor.

Why winning with a trap costs double

The winning answer is the one the company goes with. A funny bad idea still wins you the round and the card, but it's the one that shipped, so it's the one that gets audited hardest.

The clock

The deck is the deadline

One Clock card burns each round, two when a crisis escalates. When DEADLINE turns up, play one last round, then go to the Audit.

8:00
8:30
9:00
10:00
11:00REPLY ALL: NEXT CRISIS IS PLAY 2
12:00LUNCH: DRAW 2, DISCARD 2
1:00
1:30
2:00ALL-HANDS: PASS 2 CARDS LEFT
2:30
3:00
5:00DEADLINE

The Audit

Everyone's Fallout comes due

  1. Spend Receipts

    For each Receipt, discard one of your Fallout cards without looking. You choose which. Keep unspent Receipts in front of you.

  2. Flip what's left

    Turn over your remaining Fallout one at a time, out loud. If you owe more Crisis cards than you have, return what you have.

  3. Best Paper Trail

    The one player with the most unspent Receipts takes the Best Paper Trail card. It counts as a Crisis card. If two or more tie for most, nobody gets it.

  4. Count

    Most Crisis cards is Promoted. A tie goes to more unspent Receipts; still tied, you share the promotion. Everyone else is Reassigned to a Special Project.

What a Fallout card can say

FALLOUT · 12 IN THE DECKGot away with it.Nobody read the report. Discard this card.
FALLOUT · 16 IN THE DECKFound out.Return 1 Crisis card to the box.
FALLOUT · 8 IN THE DECKFront-page news.Return 2 Crisis cards to the box.

Teams

Nine to twelve players

Split into pairs; with an odd number, one team of three. Each team shares one hand of 9 cards, plays one response together, and keeps one pile of Crisis, Receipt and Fallout cards. Sponsors rotate by team, and the team picks one voice to read. Everything else is the same.

Variants

Change the length or the industry

QUICK MEETINGABOUT 20 MINUTES

Use 8 Clock cards: 8:00 through 12:00, then DEADLINE.

OVERTIMEABOUT 50 MINUTES

Use all 15 Clock cards.

TONIGHT WE'RE A HOSPITALPICK AN INDUSTRY

Play with the Crisis cards from one or two industries. Each has 15.

PITCH ITHOUSE RULE

Before the Sponsor picks, each player gets fifteen seconds to defend their answer.

Office-safe

The test every card passes

Cards marked AFTER HOURS are edgier; remove them for work events. Every card in the box, After Hours included, passes this test:

NOTHING ABOUT

Protected characteristics, health or disability, pay, or anyone's body, age or family.

NO TARGETS

No role, profession or level is the joke. The intern, the nurse and the CFO are never the punchline.

THE JOKE IS THE SYSTEM

Meetings, tools, processes, deadlines and jargon are fair game.

NO REAL NAMES

No real companies, products, people or disasters.

After the Audit

The Debrief card

Optional, two minutes, and the part a team remembers. Spread out the Crisis cards that were won, By the Book side up. Then go round the table:

  1. Which answer won a round but got audited? What would the By the Book move have looked like?
  2. Which crisis have you actually lived? What happened?
  3. Name one By the Book move you'll use this week.

Sample cards

Twelve crises, front and back

Forty responses, by kind

Tested in simulation

What 10,000 simulated games showed

Before any table playtest, these rules were run through a simulator with three kinds of player: comedians who play the funniest card, by-the-book players who play it safe, and balanced players who weigh both. The simulator's humour scores and reading odds are assumptions, so these are design checks, not predictions.

MeasureRules v0.1Rules v0.2Target
Win rate, comedians28.8%17.1%Near the fair share, 18.8%
Win rate, balanced13.2%18.6%
Win rate, by the book11.1%21.5%
Games where the Audit changed the winner12%42%A real twist, not a coin flip
Crisis cards lost per game in the Audit0.92.5Enough to feel
Times the Receipt pile ran out11,0407Almost never
Rounds per game10.710.7About 30–40 minutes

What changed from v0.1: roles, objectives and Interrupts moved to add-ons; the Sponsor no longer takes Receipts or Fallout; a winning trap costs two Fallout; the Fallout deck got harsher (12, 16 and 8 instead of 18, 12 and 6); Receipts went from 36 to 60; the Best Paper Trail card was added. Still to test at real tables: teach time (target under three minutes), when players first ask "how do I win?", and whether counting Receipts feels like fun or bookkeeping.

After your first Audit

Add-on modules

These are held out of the first edition to keep the teach short. Add one at a time once the table knows the core game.

ROLES8 CARDS

The six seats from the video game plus the Vendor and the Consultant, each with one power used once per game. The CIO peeks at By the Book; HR swaps a Fallout for a Receipt.

HIDDEN OBJECTIVES16 CARDS

One secret goal each, worth 2 Crisis cards if it came true. "Clean audit: finish with no Fallout."

INTERRUPTS20 CARDS

Played out of turn, one per round for the whole table. "Per my last email" cancels a response; "Let's take this offline" swaps the crisis.

Questions

Before someone asks

So how do I win?

Win Crisis cards. Keep them through the Audit. Funny answers win rounds; sound answers protect what you won.

Can the Sponsor pick an answer just because it's funny?

Yes. The Sponsor judges on anything they like. The card judges whether it was sound.

Can I look at my Fallout?

No. You know how many you have, not what they say.

What if the Response deck runs out?

Shuffle the discard pile into a new deck.

Is this a training game?

It's a party game first. The best practices are real, and the Debrief card is there when a team wants to talk about them. The Project: Countdown! video game and workshops go deeper.

House rule for every table

Mock the system, the meeting and the jargon. Never the people, the patients or the customers.