


Aggretsuko - Work Rage Balance
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Someone plays the Rainbow Bomb at just the right time. Someone screams it's not fair. Someone is already planning revenge for the next round. And everyone perfectly understands Retsuko.
WHAT IT IS ABOUT
Five workdays, a deck of cards, and a lot of pent-up rage
Aggretsuko: Work/Rage Balance is based on the Sanrio anime that conquered Netflix: the life of Retsuko, an accounting red panda who releases work stress by singing death metal karaoke. Ben Eisner and Steve Ellis translate this duality into a ladder climbing game that lasts exactly five rounds — five workdays — where the goal is simple: get rid of all your cards before the weekend.
You play increasing combinations of numbered cards, try to empty your hand before others, and once per round you can Rage: stop the game, metaphorically scream, and steal a card from the table to take it back into your hand. The Rainbow Bomb — four consecutive cards of different suits — can turn any situation around, but only if you have the nerves and the right cards at the right time.
What they say abroad
A climbing game that doesn't take itself too seriously, perfect for ending the evening.
— FroGames
The Rage system adds that touch of chaos that classic games of the genre lacked.
— FroGames
Aggretsuko: Work/Rage Balance
Your survival weapons
What you have in hand to survive the week
86 numbered cards
From 1 to 13 in four suits, with asymmetric distribution in high values. Each starting hand of 13 cards is different, and you have to figure out what you can build right away.
Rage Card
One per player, once per round. You play it when you pass: choose a card from the table and take it back into your hand. It's your death metal karaoke, the moment you regain control.
Rainbow Bomb
Four consecutive cards, each of a different suit. Can be played at any time, on any combination. The only thing that beats it is a higher Rainbow Bomb.
Scoring system
At the end of the round, each card left in your hand is worth negative points: 1-3 depending on how many you have. After five rounds, the player with the fewest points wins. The weekend awaits, but you have to get there.
At the end of the fifth workday, someone will have won, someone will have lost, and everyone will have screamed at least once. Just like Retsuko.
A game in five moments
What happens at the table
Not the rules. The experience.
Monday morning: the opening hand
Deal 13 cards to each player. Someone smiles seeing a potential Rainbow Bomb. Someone quietly curses looking at a hand of scattered low cards. Someone is already calculating when to use their Rage. The first player plays a combination, and the work week begins.
Tuesday: the first Rage
You're forced to pass on a combination that's too high. Instead of giving up, you play the Rage card: you block the table, pick up the card you need, and put it back in your hand. The others realize it won't be a quiet week.
Wednesday: Rainbow Bomb
Someone had hidden four consecutive cards of different suits. They slam them on the table out of turn, canceling your triple 10s. You have to pass. The table erupts in shouts and laughter.
Thursday: the final rush
Someone has two cards left. You still have seven. You play a desperate combination hoping no one can beat it. But someone can, and they play. The round ends, and you count your negative points with resignation.
Friday evening: the final verdict
After five rounds — five workdays — you sum up the negative points. Whoever has the fewest points has survived the week best. The winner can finally go to karaoke. The others are already planning their revenge.
How to play
The flow of each round
Each round is a workday. Survive by playing higher cards than others, or by letting out your rage at the right time.
Everyone receives 13 cards. You look at your hand, search for possible combinations (pairs, triples, straights, the Rainbow Bomb if you're lucky), and plan when to use your single Rage for the round.
Whoever won the previous trick (or the first player) plays 1-5 cards in a valid combination: single, pair, triple, straight. Others must play the same number of cards, but of a higher value, or pass.
When you pass, once per round you can play the Rage card: you place the Rage token on a card on the table. When the trick ends, that card returns to your hand instead of being discarded.
When someone empties their hand, the round ends. Whoever still has cards in hand scores negative points: 1 point per card if you have 1-4, 2 points if you have 5-8, 3 points per card if you have 9+. Play for five total rounds.
Why it's different from others
Six details that make a difference
Once per round you can take a card back from the table instead of just passing. It's the thematic twist: you're Retsuko letting out your rage at karaoke and taking back control. It transforms moments of surrender into strategic opportunities.
Four consecutive cards of different suits can be played at any time, even out of turn, on any combination. The only thing that beats it is a higher Rainbow Bomb. It completely changes the tension of the game.
It's not 1 point per card left. The more you have, the more each one weighs: 1-4 cards = 1 point each, 5-8 = 2 points, 9+ = 3 points. Falling behind becomes exponentially painful.
There are two copies of each number from 1 to 10 for each suit, but only three 11s, two 12s, a single 13. High values are rare, and a pair of 12s or the single 13 become valuable tactical weapons.
You don't play until someone collapses. You play exactly five rounds — five workdays — then it's over. The fixed time structure creates rhythm and makes each round significant: you can't endlessly catch up.
3 to 6 players, always 30 minutes. It doesn't get longer with more people because the opening hand remains 13 cards and Rage limits endless defensive moves. Perfect for varying groups.
How it ends
How to win and how to lose
After five rounds, the player with the lowest negative score wins. Each round can save or doom your week.
Victory
- Empty your hand before others as often as possible: 0 points for that round
- Use Rage at the right time to retrieve key cards and complete strong combinations
- Hold onto the Rainbow Bomb for the devastating moment, when it can get rid of 4 cards at once
Defeat
- End up with 9+ cards in hand at the end of the round: 3 points per card, devastating
- Waste Rage too early or on useless cards, losing the only chance to recover in the round
- Focus on a perfect combination while others clear their hands with simple plays
Aggretsuko doesn't reinvent ladder climbing, but it knows exactly what it wants to be: a fast party game where shouting "Rage" is part of the experience, not just the mechanic.
Frequently Asked Questions
FAQ about Aggretsuko: Work/Rage Balance
Does it work well with 3 players, or do you need a full group?
It works well with any number between 3 and 6. With 3-4 players, it's more tactical because you can better track who used Rage and which cards have been played. With 5-6, it becomes more chaotic and unpredictable, perfect for a party atmosphere. The duration always remains 30 minutes.
If I've never played Big Two or Tichu, can I follow?
Absolutely. Aggretsuko is designed as an entry point to the ladder climbing genre. The basic rules are very simple: play higher cards or pass. Rage adds an extra move, but it remains intuitive. Rules explained in 5 minutes, first game immediate.
Is the Rage system really useful or is it just thematic?
It's very useful. It allows you to retrieve that key card to complete a straight, or to take back a 13 that no one can beat. Used well, it can win you a round that seemed lost. Used poorly (too early, on useless cards), it's wasted. It's your only defensive move for the round, and it matters.
Does the Rainbow Bomb ruin the game's balance?
No, because it's rare to assemble (you need 4 consecutive cards of all different suits) and can be beaten by a higher Rainbow Bomb. When it comes out, it creates a memorable moment, but it doesn't dominate the game. Often it's better to play those cards in normal combinations rather than waiting for the perfect moment that never comes.
Is the game available in Italian?
No, this Renegade edition is in English. But the language dependency is minimal: the cards only have numbers and suits, there's no text. You only need to read the rulebook once (unofficially available online in Italian) and you're ready. Perfect even for those who don't have a strong grasp of English.
Aggretsuko: Work/Rage Balance is a ladder climbing game for 3-6 players, lasting 30 minutes, recommended age 10+. Designed by Ben Eisner and Steve Ellis for Renegade Game Studios, it brings the classic climbing game mechanic (play higher cards or pass) into the Sanrio anime universe: five rounds representing five workdays, with a Rage system that allows you to retrieve cards from the table once per round, and the Rainbow Bomb — a combination of four consecutive cards of different suits — which can turn any situation around. Available on FroGames.it.

Aggretsuko - Work Rage Balance
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