The game

A real game. Built around real people.

Cardworks is a two-player lane-based card game. Every card is a real person, place or moment from your company. Here is how it works.

Simple to learn. Genuinely strategic.

Two players face off across three lanes. Deploy your employees, boost them with team support, control locations and complete secret client goals. The first player to reduce their opponent to zero health wins.

Every employee has two traits that shape their abilities. A Decisive, Goal-Oriented sales lead plays very differently from a Patient, Loyal operations manager. The game rewards knowing your colleagues.

25
Cards per deck. Every deck is unique.
3
Lanes per player. Outsmart your opponent across all three.
30
Unique traits across three categories.
25
Starting health. Protect it at all costs.

Three lanes. Endless decisions.

Each player controls three lanes. Deploy one employee per lane, boost them, and fight. An uncontested lane deals damage directly to your opponent.

Your opponent
Opponent — 18 health
Sarah K.
Head of Sales
ATK 5
DEF 1
HP 4
Empty lane
Mark T.
Engineering Lead
ATK 2
DEF 4
HP 7
Combat resolves lane by lane
You — 25 health
Lisa M.
People & Culture
ATK 1
DEF 2
HP 7
Tom R.
Product Manager
ATK 3
DEF 2
HP 6
Empty lane
Your middle lane is uncontested. Tom R. deals his attack directly to your opponent this turn.
Their middle lane is empty. No damage from that lane.

Six types. One company.

Every card type maps to something real. Your people, your places, your culture — all in the deck.

Employee

Your main fighters. Each employee has Attack, Defense and Health stats, plus two trait-based abilities. Deploy one per lane.

2 traits per card. Offensive, Defensive or Support. Dual types possible.
Location

Attach to a lane to change its rules. Locations reflect your real offices, meeting rooms or workspaces. They stay until removed.

1 trait per card. Maximum one location per lane.
Process

A board-wide ongoing rule that benefits you all game. Represents your company workflows, rituals and methodologies.

1 trait per card. Maximum one process per player at a time.
Team

Always played as a boost underneath an employee. Represents a department rallying behind one person. More powerful than a standard boost.

Boost only. Cannot be deployed as an employee.
Client

A secret goal held in your hand. Complete the condition, reveal the card and claim your reward immediately. Conditions range from easy to hard.

Hidden until achieved. Rewards scale with difficulty.
Event

A one-time card that affects both players. Based on real company moments, milestones or traditions. Play it from your hand at the right moment.

Affects both players. Discarded after use. Timing is everything.

30 traits. Endless combinations.

Every employee gets two traits, one for each of their abilities. Mix categories for dual-type cards with unexpected effects.

Offensive

High attack, high risk. These employees win lanes fast and put pressure on the opponent.

Goal-OrientedStronger when alone in a lane
DecisivePunishes lower Defense
AmbitiousGrows stronger each round
CompetitiveSurges when outmatched
EntrepreneurialHunts undefended lanes
DeterminedSurvives defeat once
AssertiveLowers opponent Defense
Results-DrivenBonus damage on wins
ProactiveTrade a card for power
AdaptableGains Attack by moving
Defensive

High health, high endurance. These employees absorb damage, outlast opponents and protect your lanes.

LoyalRedirects player damage
ReliableDefense grows over time
ProtectiveBuffs adjacent lanes
SteadfastImmune to effect damage
CarefulReduces opponent Attack
DisciplinedDraw a card on survival
ResponsibleSpend a card to survive
PatientHeals in standoffs
Risk-AwareManipulates your deck
StableReduces all incoming damage
Support

Low stats, high impact. These employees enable, heal and reposition your team in ways that change the whole game.

EmpatheticHeals other lanes
CollaborativeBuffs a friendly employee
CommunicativeReveal hand to draw
CoachingPermanently upgrades allies
InnovativeSwap cards for better ones
FlexibleReposition your whole board
MotivatingBoosts all employees at once
CreativeAttack or heal, your choice
ConnectingChains victories together
PositiveDraw when you lose a lane

Interaction beyond the game

Every deck is randomly drawn from your company's full card pool. That means no two people get the same 25 cards. Someone has your card. You have someone else's. And everyone is missing a few colleagues they really want.

That is where trading comes in. Individual cards can be swapped between colleagues informally — at lunch, before a meeting, in a Slack message. There are no rules to it. You see a card you want and you make an offer.

It turns out that people are surprisingly motivated to track down their own card, collect their closest teammates, or simply build the strongest possible deck. The game gives them a reason to talk to colleagues they might not normally speak to.

Collect yourself

Your own card is randomly distributed to someone else's deck. Tracking it down and getting it back becomes a game in itself.

Build your ideal deck

A Decisive, Ambitious offensive player plays very differently to a Patient, Loyal defensive one. Trading lets you build towards a strategy, not just play the hand you were dealt.

Get to know your colleagues

Every trade is a conversation. You find out which traits were assigned to your colleagues, how they feel about them, and why they want certain cards. It works the same way a great team-building exercise does, except nobody calls it that.

How a turn works

Each turn follows five steps. Simple enough to learn in minutes, deep enough to keep you thinking.

1
Draw

Draw one card from your deck. If your deck is empty, skip this step. There is no reshuffling — every card counts.

Hand limit: 8 cards
2
Play

Play exactly one card. Deploy an employee to an empty lane, boost an existing employee, play a location, process or event, or use a team card as a boost.

If all lanes are full, you must boost, play a location, process or event. Combat resolves after both players have taken their turn.
3
Combat

Resolve lanes one by one in your chosen order. Two employees present means they fight. One employee present means that employee deals damage directly to the opposing player.

Damage formula: Attack minus Defense, minimum 0. Excess damage hits the player directly.
4
Client check

Check whether any of your secret client card conditions have been met this turn. If so, reveal the card and claim your reward immediately.

Conditions can be met on your opponent's turn too
5
Pass

The player with the highest health takes their turn first each round. Once both players have played, combat resolves. The player with the lowest health chooses the order in which lanes are resolved, giving them the tactical edge. The game ends the moment either player reaches zero health.

Ready to build your game?

Order your custom Cardworks game. Every employee gets their own deck, their own card and their own moment when they open the box.

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