Ruthless Returns

THE RULEBOOK

You are an entrepreneur. You have three fiscal years to end up with the most cash. Hire people. Invest in product development and work environment. Copy the competitor's product.

And when honest growth gets inconvenient: Sue your neighbours, smear them in the press and steal their best employees. Then look genuinely surprised when they do it back.

You can start now. If you'd like to win, read on.

How a game flows

A game is 3 fiscal years. Every year has the exact same two beats.

1
The Draft

Everyone gets a hand of cards. At the same time, each of you keeps one card and passes the rest to a neighbour. Repeat until the hands are used up. This is where you build your company, and where you knife everyone else's.

2
The Reckoning

The books close. Each entrepreneur adds up income, pays expenses and tax, repays loans, and finds out whether they survived the year. Do this three times. Then count the cash.

It is 7 Wonders in a very expensive suit, in a world that reads like the business section on its worst day: shell companies, offshore accounts, lawsuits and press conferences. Except the people scheming are at your table.

The Draft: how a year is played

Each round, everyone does this at the same time: choose one card, reveal, resolve, pass the rest. The year's hand is 8 cards, and every expansion card pack adds one more.

► Play it

Pay its cost in cash and place it in front of you. This is how you hire, invest, take a bank loan, or attack a neighbour.

► Discard it

Can't afford anything? Slide one card away and take cash instead: 1M in year 1, 2M in year 2 and 3M in year 3. A discarded card does nothing but line your pockets.

The rest rotate on

The remaining cards move to your neighbour (automatically in the digital edition): years 1 & 3 to the LEFT, year 2 to the RIGHT. Your next hand arrives from the other side.

The five card types and their order (why timing is a weapon)

Every card belongs to one of five types: Investment (cash and income engines), Connection (bank loans, tax tricks and shady favours), Work Environment (well-being and shields), Employee (your workforce) and Competition (the dirty tricks). The field guide further down covers each of them.

When the round's played cards interact, they resolve in a fixed order:
Investment → Connection → Work Environment → Employee → Competition.

Hate-drafting: the cards you don't take go to the person next to you. When you are choosing between three cards, don't just weigh what they are worth to you. Weigh what they are worth to the rival who gets the rest. That amazing lawyer you can't afford? Pass it on and your rival hires it. Sometimes the best play is to take a strong card and discard it, just to keep it out of enemy hands. It won't win the game on its own, but it is often what decides who is ahead at the year-end.

The three scales

Your company is measured on three tracks, each from 0 to 7. Cards and employees push them up. They are the engine of everything, and they are permanent: climb early and they pay you every year that follows.

Product Development

How good your product is, or at least how convincingly you say it is. Your investments pay more for every step, and the scale is your shield against consumer surveys.

Work Environment

How happy your employees are. Shields you from shitstorms and illness, and at step 5+ your wage rises are halved.

Legal Expertise

Your firepower in court. Each step pays +1M income every year, and Legal decides every lawsuit.

Playing with the Lobbyists expansion adds a fourth scale: Political Influence (0 to 7). It pays state subsidies at every settlement (1M per step) and is added to your bid in the year's public tender, but a shitstorm that hits you costs a step.

The five engines

Every winning company runs on an engine: a family of cards that build each other. Pick one early, feed it every year, and let the others fend for themselves. Each engine has cards that build it, cards that amplify it, and a weapon it powers. Mix two if you dare.

The Wellbeing EngineHappy employees pay every year, and step 5+ tames the wage creep. You build your own tower.

The Wellbeing Engine

Happy employees pay every year, and step 5+ tames the wage creep. You build your own tower.

Every WE step pays +1M a year · step 5+ halves wage increases · shield against well-being surveys and illness

builds
amplifies
the weapon
The Product EngineEvery step pays, and the scale is your shield against consumer surveys.

The Product Engine

Every step pays, and the scale is your shield against consumer surveys.

Every PD step pays +1M a year · shield against consumer surveys · prequalifies you for the big tenders

builds
amplifies
the weapon
The Courtroom TrackCash still wins: the courtroom just makes sure the others have less.

The Courtroom Track

Cash still wins: the courtroom just makes sure the others have less.

Every LAW step pays +1M a year · the plaintiff wins ties · rivals' lawsuits bounce off

builds
amplifies
the weapon
The Portfolio TrackInvestments feed each other: the more you own, the steeper the curve.

The Portfolio Track

Investments feed each other: the more you own, the steeper the curve.

Portfolio cards pay per investment you own · investments last all three years · copy cards feed on the neighbour's PD

builds
amplifies
feeds on the neighbour
The Noise CannonCommunication specialists are income, weapon and shield at once.

The Noise Cannon

Communication specialists are income, weapon and shield at once.

Shitstorm damage grows with your communication surplus · the same people are your own shield · charges hit everyone

builds
amplifies
the weapon
At the table: the emblem in the card's banner tells you the family. Sort each year's deck by banner and you can see every engine's cards at a glance. On the PC: pick "Onboarding" and play one engine at a time with a mentor.

How to read a card

Every card is a small illustrated contract. Here is how to read one at a glance.

An employee card
A Service employee
  • The coin, top right, is what the card costs in cash to play right now.
  • The band names the card's type: here a Service employee. The type also decides when it resolves in the round.
  • Each effect line is tagged so you know how long it lasts: instant pays once, yearly pays at every Reckoning, permanent stays for good.
  • Coloured keywords are the three scales: Product Development (blue), Work Environment (green), Legal (gold).
  • Upkeep, at the bottom, is the card's running cost each year. For employees the card shows the wage climbing year by year (+0.5M per year employed), so an old hire is an expensive hire. Keep Work Environment at 5+ and the raises are halved.
The abbreviations

Your opponents' small boards shorten the three scales, using the game's original Danish short forms. Here's the key:

PU (Produktudvikling) = Product Development AM (Arbejdsmiljø) = Work Environment JURA = Legal

Each scale runs from 0 to 7. Hover a row in the game for the full name.

The deck up close

A handful of real cards from the game. Hover any of them to see what it does.

Chief Economisti

Chief Economist

An income engine in a suit: 4M cash now, then 4M every year for each investment card you buy this year. Adds room for three extra hires and shaves your tax. Finance people pay for themselves.

Corporate Counseli

Corporate Counsel

A legal hire whose billable hours flow YOUR way: income for every lawsuit you file, plus a bonus for each one you win. The heart of a courtroom strategy.

Copy the Competitori

Copy the Competitor

Your neighbour's product development is yours too: 1M income every year per Product Development step the neighbour you pick stands on. The Store Brand and Same same but different follow in years 2 and 3 at higher rates.

Sue Lefti

Sue Left

Take your left neighbour to court. The plaintiff wins ties on Legal, and the verdict lands at the year-end Reckoning.

Trophy Hunti

Trophy Hunt

From the Headhunters expansion: headhunt an employee of your choice from your left neighbour, and the scale points that hire earned go with them. Non-compete clauses protect their owner, but the hunt moves on to the nearest unprotected office.

Money, the only scoreboard

Cash is what you have, and the only thing that counts. Income is what arrives at the Reckoning. A card costs cash now but pays every year, so an early buy is worth more than a late one. Confusing the two is how profitable companies go bankrupt.

What do employees cost, and when do wages rise?Expenses & Wages
  • Every card in play has a running cost. Your expenses are always at least 1M + 0.5M per employee.
  • Each employee gets 0.5M more expensive per year for every year employed. Work Environment 5+ halves the raise (rounded up to the nearest half).
  • Capacity is the trap for beginners: you only have room for so many employees. Accounting staff can always be hired and expand your capacity themselves, so buy them before you fill up.
How is tax calculated?Tax
  • Tax on the year's profit (income minus expenses): 1M, plus 1M per full 5M of profit. A loss year is tax-free.
  • Every accounting employee lowers the tax by 0.5M. With The Lobbyists, every leaf-marked card (the sprout on the banner) does the same.
  • An offshore account cuts 1.5M to 4M a year depending on the haven, all the way down to zero.
  • All tax collected lands in the taxman's pool at the table. Growing fast without a finance function is dangerous.
How does a bank loan work?Loans
  • Some cards let you take a bank loan: plenty of cash now, and an instalment at every Reckoning for the rest of the game.
  • The total always exceeds the loan. The bank always wins. An offshore account makes the instalments cheaper.
  • Great for a big early move. The debt just follows you to the final settlement.

Dirty tricks: the reason this game exists

Most attacks hit the neighbour on your left or your right, and the direction is printed on the card. Choose your seat wisely: that is who you will spend three years ruining. Some attacks hit the whole table, and if a neighbour is bankrupt or protected, the attack skips onwards in the same direction. No seat is entirely safe.

LEFT RIVAL
◄
YOU
►
RIGHT RIVAL
The Lawsuit

Decided at the Reckoning, purely on Legal: the plaintiff wins on an equal or higher Legal step. Filing is an advantage: ties go to the attacker. Lawyer up, or don't get sued.

The Shitstorm

A media firestorm. It bites harder the more your communication specialists outgun theirs: a pure communications duel, where Heads of PR count double and a green image softens the blow. And it always lands at least a glancing blow.

The Consumer Survey

A hit piece dressed up as research. It scales against their Product Development: a genuinely great product is hard to smear.

The Poach

From the Headhunters expansion: steal an employee of your choice. The talent leaves them and joins you, and takes their scale points along (their tracks drop, yours rise).

You see them coming, so fight back

The arrows across the table and the game's log tell you who is aiming at you. In the digital edition the screen glows in the attack's colour, and the scale shows what you lost.

The lawsuit is the slow blade. It is filed now but only decided at the Reckoning, which leaves you the whole year to defend yourself:

  • Overtake them on Legal. The plaintiff only wins on a tie or better, so climb your Legal track above theirs and the suit falls apart.
  • Plant evidence. Knock the plaintiff's own Legal down a step: they're your neighbour, so you can reach them.
  • Settle early. Force a settlement and one lost verdict every year costs only half. Buy more copies and you settle more cases per year.

The shitstorm and the consumer survey are the fast blade. They land the instant they are played, and your yearly income takes the hit then and there:

  • Surveys are measured in scale leads. A high Product Development shrugs most of it off.
  • Shitstorms are a pure communications duel. Your own communication specialists are the defence. With The Lobbyists, every leaf-marked card (the sprout on the banner) counts as one more specialist, up to two.
  • A spin doctor (the Lobbyists expansion) can reflect them back at the sender.
The badge of the player in the lead
The mark of whoever is leading

The Crown

A crown marks whoever is currently set to win: the most useful thing on the table. When someone pulls ahead, the smart move is for everyone else to point their knives at them, before they run away with it.

The Reckoning: closing the year

When the hands run out, every company closes its books in this order.

Masks off. Any cards played in secret this year are revealed. Surprise.
The bid round (only with the Lobbyists). Two public tenders are posted every year. If you are prequalified, you bid in secret on both at once.
How the bid round works
  • Split cash and influence. You divide your cash between the two contracts, and your Political Influence the same way: 5 steps can become 3 on one and 2 on the other. Your effective bid on a contract is the cash plus the influence you placed there.
  • The cap. Your cash bid can be at most half the order value, and the sum of your bids can never exceed your cash. A won tender therefore never costs you money, even if you win both.
  • The decision. The highest effective bid wins and pays its bid now, before court. The order value is paid out after tax. If two bids tie, the most influence on that contract wins, then the most steps on the scales the tender demands, and finally the seating order.
  • The requirement. It is printed on the tender card and follows the money: the small ones ask for 1 step of Product Development or Legal, the big ones demand two scales at once, say Product Development 2 and Legal 2. If you do not meet it, you are out of the bid round.
Court is in session. Every pending lawsuit is decided (plaintiff wins ties on Legal). Money changes hands.
Income − Expenses − Tax. Add income, subtract running costs, subtract tax. Add entrepreneur perks. If you play with expansions they settle here too: subsidies from the Lobbyists, and your board demand's bonus or fine from the Board. The result lands in your cash.
Repay loans. Every bank loan comes due now (cheaper with an offshore account).
Bankruptcy check. If your cash falls below zero, you cannot cover the year. You are bankrupt and out of the game. Your strategy may still have been visionary. It is simply no longer solvent.
Winning

After the third Reckoning, everyone still standing counts their cash. The richest entrepreneur wins. Good luck. You'll need less of it than you think, and more nerve.

A worked year

Read this once and it all clicks. Meet three entrepreneurs: you (Peter), Sarah on your left, and Martin on your right.

Read the example: Peter, Sarah and Martin in year 1
SARAH · left
YOU · Peter
MARTIN · right
Round 1
  • The hand: a great Accountant, a cheap Product Developer, and a Lawsuit.
  • The dilemma: you want the Accountant, but if you pass it left, Sarah hires it. And she is already rich.
  • The move: you play the cheap Product Developer, it pays income all game, and pass the rest left. The Accountant is now heading to Sarah. Annoying.
Rounds 2 to 7
  • You take a Bank Loan to afford a Lawyer (Legal 0 → 2) and draft a couple of income cards.
  • You fire a Consumer Survey at Martin's flimsy product.
  • Martin, bless him, keeps discarding cards for quick cash and wonders why his product is being torn apart in the press.
The Reckoning
  • Court: you sued Martin. Your Legal 2 beats his 0, and he pays up.
  • Books: income covers expenses, and your one Accountant even trims your tax.
  • Loan: comes due. You planned for it and end the year comfortably in the black.
  • Martin survives, barely, and now has you in his sights for next year. Two more years like that and someone gets very rich. Make it you.

Field guide: the five card types

You don't need this to play. It's here for when a question comes up. The types are also the order cards resolve in each round.

InvestmentRESOLVES 1ST

Cash-and-income engines: webshops, stock, solar farms, IPOs, grants and copies of your neighbour's product. The safe, boring, extremely effective backbone of a fortune.

ConnectionRESOLVES 2ND

Favours and financial engineering: bank loans, offshore accounts (permanent tax relief + cheaper loans), subsidies and lobbying (the Lobbyists expansion), and the covert jobs, like planting evidence on a neighbour. They bend the rules in your favour.

Work EnvironmentRESOLVES 3RD

Cards that raise your Work Environment and shield you from shitstorms and illness. Home of the Staffing Policy (year 1), the Pay Policy (year 2) and Ownership or Abuse? (year 3): each time you pick between two models, say co-ownership for the best or pay set by the algorithm. One pays for the relationship and yields income per employee, the other removes the relationship, pays more per employee and costs a Work Environment step. And the satirical parental-leave cards from the Headhunters expansion.

EmployeeRESOLVES 4TH

Your workforce in five colours: Service, Communication, Sales, Legal and Accounting. They push scales and income, but eat capacity and rack up wages.

Salespeople fight their own duel, the Client Raid: at every Reckoning you steal 1M income per surplus salesperson against each rival, and vice versa. The Head of Sales counts as two.

Employees can only be fired through cards (Restructuring), and only poached with the Headhunters.

CompetitionRESOLVES LAST

The dirty tricks: lawsuits, shitstorms, surveys, illness, and with the Headhunters expansion, poaching. Always target a left or right neighbour, and land after everyone has finished building for the round.

Expansions: mix and match freely

Each card expansion adds 1 card to every hand, so the years run richer.

The Board

Draft four board demands, commit to one each year. Meet it for a bonus, miss it and pay a fine. The art is promising the right thing at the right time.

The Headhunters

Staff warfare. Poach an employee of your choice from a neighbour (they take their scale points along) and defend your own with non-compete clauses. Includes the parental-leave cards.

The Lobbyists

Lobbying, greenwashing and spin doctors. Build Political Influence (0 to 7) for state subsidies, bid on the yearly public tender (your bid plus your influence wins, if you meet its requirement), draw money straight from the tax pool, greenwash your tax down, and turn media attacks back on their senders. The pack’s leaf cards carry the sprout on the banner: each leaf lowers your tax by 0.5M and counts as one communication specialist in shitstorms against you (up to two), and several of the cards pay per leaf you own.

The Entrepreneurs

Six more entrepreneurs to sit at the table: the ex-banker, the serial founder, the HR director, the former judge, the influencer and the landowner, each with their own perk.

Click an expansion to see it up close, cards and all.

Browse the full card catalogue →

Team play: 2 vs 2

With 4 players you can play two teams of two. With 6, also three teams of two (2v2v2). Digitally, pick Teams in the Opponents section on the start screen; at the physical table, simply agree before dealing.

How team play works

Sit alternating

Teams are seated alternately around the table, so your neighbours are always opponents. Attacks only ever hit neighbours, which means they can never hit your partner.

One shared pot at the reckoning

Victory goes to the team's combined cash after the final year-end settlement. The richest player at the table can easily sit on the losing team.

Make each other rich

Plan together all you like, but each player still runs their own company with their own hand. Split the roles: one builds the money machine, one wages war on the neighbours.

Quick answers

The questions that come up most often at the table. One answer each, and a link to the chapter if you want the whole story.

Can I hire when my company is full?

No. Capacity is your ceiling for staff. Accountants can always be hired, and they expand capacity themselves.

Read more in the chapter →
Who wins a lawsuit when legal is tied?

The plaintiff. The plaintiff wins at equal or higher Legal, so a tie always goes to the attacker.

Read more in the chapter →
What happens when several cards hit in the same round?

Everything resolves in a fixed order: Investment, Connection, Work Environment, Employee and finally Competition. Attacks therefore land last, and a shield played in the same round works first.

Read more in the chapter →
What is the Client Raid?

The salespeople's own duel. At every Reckoning you steal 1M income per surplus salesperson against each rival, and vice versa. The Head of Sales counts as two.

Read more in the chapter →
What do I get for discarding a card?

Cash instead of the card: 1M in year 1, 2M in year 2 and 3M in year 3. The card does nothing.

Read more in the chapter →
When am I bankrupt?

When your cash drops below zero at the Reckoning. You are out of the game, and attacks aimed at your seat skip on in the same direction.

Read more in the chapter →
Which way do I pass the cards?

Years 1 and 3 to the left, year 2 to the right. Your next hand arrives from the opposite side.

Read more in the chapter →
How is tax calculated?

On the year's profit: 1M, plus 1M per full 5M. Loss years are tax-free. Every accountant and every green card takes 0.5M off, an offshore account 1.5M to 4M.

Read more in the chapter →
What does the crown mean?

The crown sits with whoever is currently set to win. That is who everyone else should be pointing their knives at.

Read more in the chapter →

Three parting tips

1 · Lawyer up

Legal is quietly the strongest track: every step pays income and lets you win lawsuits against your neighbours. Build it early and the courtroom becomes a money machine. Do not treat suing as a last resort.

2 · Turn cash into engines

Cash is only the final scoreboard. What wins is turning it into things that pay you every year: staff, products, retainers. A little paid annually usually beats a one-off lump.

3 · Profit brings tax

The bigger the profit, the higher up the tax ladder you climb, and your employees get pricier for every year they stay. Accountants and an offshore account cut the tax; a high Work Environment curbs the wage creep. Grow the parts that pay you.

Now stop reading. Go ruin someone.

▶ Play free in the browser Back to home
South Harbour StudiosRuthless Returns · Regnskabets Time · A game by Thomas Lay & Diana C. L. · © 2026 South Harbour Studios · Privacy