Coming to Kickstarter

You're Running Out of Time.

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.

Players
2 – 4
Play Time
5–20m
Age
14+
Join the list — early backers get a special offer.
Sign up to get an exclusive early-backer offer.

No spam, ever. Unsubscribe anytime.

Bald Bosses game box surrounded by colorful cards — orange, aqua, yellow, purple, magenta
Bald Bosses game box, magnetic closure, 3/4 angle
Fan of Bald Bosses cards showing all colors and sample card text
Why You'll Love It

Relatable laughs, tough choices.

Yellow Hours cards

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.

Internal note: if Hours go missing from the ledger, check morale.exe. File #BB-001

Power Role card being placed

Nobody starts in charge. Everyone wants to be.

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.

Hand-drawn Bald Bosses cards

Two ways to win. Pick your style.

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.

Players around a table

Fast for casuals. Deep for gamers.

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.

Character Cards

You've definitely worked with these people.

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.

Corporate Slaves

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.

Vacation Mason
Vacation MasonChronically unavailable. Somehow still employed.
Chill Jill
Chill JillUnbothered. Undefeated. Probably on her third coffee.
Rookie Rachel
Rookie RachelStill thinks hard work gets rewarded. Bless.
Side-Hustle Russell
Side-Hustle RussellTechnically present. Mentally already incorporated.
Bosses

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.

George the Feedback Machine
George the Feedback MachineHas notes. Always has notes. The notes have notes.
Bill the Boss of Burnout
Bill the Boss of BurnoutRuns on urgency. Schedules meetings about meetings.
Liz the Head of People-Pleasing
Liz the Head of People-PleasingLoves alignment. Allergic to conflict. Master of the non-answer.
Lance the Surveillance Manager
Lance the Surveillance ManagerKnows your login time. Questions your lunch break.

+ many more in the full deck

How It Works

The grind has rules.

Yellow Hours cards being spent
01

Spend your hours or play smart

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.

Power Role card being placed
02

Claim the seat — if you dare

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.

Fan of Bald Bosses cards
03

Escape — or outlast everyone else

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:

Action card example
Action Cards

Move first. Or react faster.

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.

Event cards
Event Cards

Nobody escapes the chaos.

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 box with linen-finish cards
Premium Production

Ready to play. Built to last.

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.

FAQ

Quick answers before you sign up.

Still on the fence? These are the most common questions. If yours isn't here, reach us via the socials below.

How long does a game take?
Most games run 5–20 minutes. Fast enough for a lunch break, sharp enough that every decision matters. A full table of four will hit the upper end, but it never slows to a crawl.
Is this good for people who don't usually play card games?
Yes. New players follow instinct — turns are short, interactions are immediate, and the humor makes it easy for non-gamers to pick up without memorizing a rulebook. Experienced players will find the time-management and strategic layers they're looking for.
Will hobby gamers enjoy Bald Bosses too?
Yes. While the core rules are easy to grasp, Bald Bosses has enough tension, timing, and tactical decision-making to keep hobby gamers engaged. The more you play, the more the card interactions and table reads open up.
I don’t like “Take That” mechanics. Will I like Bald Bosses?

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.

What's in the box?
A full deck of hand-illustrated cards: Corporate Slaves, Bosses, Action cards, Event cards, and Sacrificial Hours cards. Magnetic closure box with linen-finish cards. The lid detaches and doubles as a table reference board.
When does it launch on Kickstarter?
We're building the list now. Sign up and we'll send you a heads-up the moment we go live. No spam — ever.