


Employee Redundancy Program
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FroGames — Moments You'll Remember
Someone reads a card and the room erupts. Someone tells their worst story. Someone gets eliminated, cursing. And in the end, no one remembers who won, but everyone remembers that card.
WHAT IT'S ABOUT
A collective therapy session disguised as a brutal party game
Employee Disposal Program is born from the real-life experience of Pleiades Interactive, with illustrations by Zayane. It's not a game about office life: it's a reckoning with office life. Each card features a small, true story, one of those moments you immediately recognize if you've ever worked in an open-plan office.
At the table, you try to eliminate others before they eliminate you. The mechanics are simple: draw, play, destroy. But the game actively sabotages classic strategies. Hoarding cards? You eliminate yourself. Waiting for the right moment? It never comes. You have to improvise, react, turn disaster into an advantage. Just like in the office, in fact.
What they're saying abroad
It's as if someone turned every useless meeting into a playable card.
— FroGames
This game is unforgiving. Just like your boss.
— FroGames
Employee Disposal Program
The burnout arsenal
Cards you'll recognize all too well
Passive-aggressive emails
Attack cards that seem kind but eliminate. Like those emails that end with 'As per my previous' and make you want to resign.
Coffee Break Cards
Moments of truce that save you from elimination. Or condemn you if you use them wrong. Just like real coffee breaks.
Useless meetings
Cards that block everyone. No one plays, no one progresses, everyone suffers together. A faithful representation of reality.
HR Intervention
The most devastating cards. When they arrive, someone leaves the game. Permanently. HR strikes again.
In half an hour, you'll all have a story to tell. And probably a corporate trauma to reprocess.
A game in five moments
What happens at the table
Not the rules. The experience.
Rules explained in 3 minutes
The deck is shuffled, the cards dealt. Someone reads the rules and is already laughing. The rules are intentionally simple: draw, play, eliminate. But there's a strange phrase: 'Holding too many cards automatically eliminates you'. Someone asks why. The answer will come soon.
The first card read
Someone plays the first card and reads the text at the bottom. It's a 15-word story about a colleague stealing lunch from the fridge. The room erupts. Everyone has experienced that scene. Counter-stories begin. The game is forgotten for 2 minutes.
The first elimination
Someone accumulates cards thinking of building a strategy. Boom: eliminated for excess. Everyone laughs. He curses the game. It's exactly what would happen in the office: those who plan too much get overwhelmed by daily chaos.
The legendary card
That card comes out. The one with the story that hurts. The one about that boss who calls you at 11 PM for an urgent email that could have waited until Monday. Silence. Then someone says 'I resigned because of this'. Others nod. The game stops again.
Technical victory, true catharsis
Someone wins, technically. But no one remembers how. Everyone remembers the stories. Everyone has shared at least one personal anecdote. The game has done its job: transforming anger into laughter, trauma into community.
How to play
The flow of each turn
A turn lasts 30 seconds or 5 minutes, depending on how many stories are told.
Add a card to your hand. But beware: exceeding the limit eliminates you. The game forces you to play, not to hoard.
Direct attacks, defenses, devastating combos. Each card has an effect and a story. Read the story aloud: it's part of the game.
Effects are immediate and chaotic. No complex phases, no stack to resolve. Someone is hit, someone is saved, someone is eliminated.
If you survive, the chaos passes to the next player. If you are eliminated, you stay at the table to comment. This too is true to corporate reality.
Why it's different from others
Six mechanics that make a difference
Punishes planners
Most card games reward those who accumulate resources. This game eliminates you if you hold too many cards. You have to play immediately, adapt, improvise. Just like when your boss changes your priorities at 5:45 PM.
Stories are the game
Each card carries a true micro-story of office life. They are not ignorable flavor text: they are the emotional heart of the game. When someone reads 'The colleague who talks loudly on the phone for 40 minutes,' everyone has an anecdote to share.
Quick and painless elimination
Are you eliminated? You don't leave the table. You stay there, comment, laugh, tell stories. Elimination is liberation, not punishment. Just like resigning.
Ages 17+ with full awareness
It's not a random rating. The game deals with adult themes: burnout, mobbing, corporate toxicity. The humor is dark, the situations recognizable. It's not for families, it's for survivors.
Chaotic combos, never predictable
Cards combine in unpredictable ways. A defense becomes an attack, an attack backfires. Chaos is engineered: it seems random, but each card is calibrated to sabotage comfortable strategies.
Fast games, lasting effect
A game lasts 15-30 minutes. But the shared stories remain. It's a social catalyst disguised as a card game: it creates connection through shared trauma.
How it ends
How to win and how to lose
Victory is technical. Catharsis is guaranteed.
Victory
- You are the last player left in the game (everyone else eliminated)
- You survive long enough to see others self-destruct
- You use the right cards at the right time, without overplanning
Elimination
- You exceed the hand limit (you planned too much, the system eliminates you)
- You are hit by a devastating combo from other players
- You receive an HR Intervention and have no defenses (just like in real life)
Employee Disposal Program is not a game about office life. It's a collective therapy session that makes you laugh at your burnout. And it works.
Frequently asked questions
FAQ about Employee Disposal Program
Is it really as chaotic as it seems?
Yes. The game is designed to punish traditional strategies. If you're looking for control and planning, this isn't your game. If you're looking for improvisation and liberating chaos, it's exactly what you need.
Are the stories on the cards true?
According to the publisher, yes. Each micro-story is based on real-life corporate experiences. And that's what makes them so effective: anyone who has worked in an office recognizes at least half of them.
Why 17+ as a minimum age?
Because the game deals with adult themes: workplace toxicity, burnout, power dynamics. The humor is dark, and the situations are only recognizable if you've experienced that reality. It's not graphic violence, it's emotional violence from an open-plan office.
Does it work well with 2 players?
It works, but the game is best with 3 or more players. The chaos and story sharing are richer with more voices at the table. With 2, it becomes more tactical and loses some of its cathartic effect.
Is it available in Italian?
No, this edition is in English. Cards, rules, and especially the micro-stories are in the original language. It requires a good understanding of English to appreciate the nuances of the dark humor.
Employee Disposal Program is a competitive party game for 2-5 players, ages 17+, lasting 15-30 minutes, published by Pleiades Interactive with illustrations by Zayane. Based on direct elimination and take-that mechanics, the game actively punishes card-hoarding strategies, forcing players to improvise and react to chaos. Each card includes authentic micro-stories of corporate life that transform the game into a collective therapy session disguised as a card game. Designed for adults who have experienced corporate toxicity, it combines dark humor, immediate relatability, and social catharsis. Available on FroGames.it.

Employee Redundancy Program
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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