Executives from four consulting firms (AX, KXG, Novaris and Strata) lean over a lit city model marked Projects, Talent, Contracts, Cash and Victory Points. The logo above them reads The FIRM: People. Projects. Politics.

The FIRM

A strategy game about consulting, office politics, impossible deadlines and billable hours.

Build your team. Win the client. Crush the competition. Survive the backlog.

2–4 players · 15 rounds · absolutely no work-life balance

Firms
2–4
Rounds
15
Classes
10
Projects
31
Action cards
53

The objective

Finish fifteen rounds with the most victory points. Complete contracts, hold cash, avoid backlog, and try not to fail a client in front of three witnesses.

Another productive
week at The FIRM.

  1. 01

    Income

    The client pays, $2,500 to $3,000 depending on your firm. Holding backlog costs you none of it.

  2. 02

    Payroll

    $1,000 a head on the bench, $2,000 once they are senior, plus the retention bonus you promised everybody.

  3. 03

    Delivery

    Last turn's committed work ships. This is the part you actually get paid for.

  4. 04

    Intake

    Two new projects arrive. Nobody asked for them. They are yours now.

  5. 05

    Actions

    Draw one card, play one. A few of them help you. Most help you hurt somebody else.

  6. 06

    Hire

    One person from the shared market. So can everyone else, and half of them go first.

  7. 07

    Assign

    Fill the chairs. Anything fully staffed commits, and delivers next turn.

  8. 08

    Trade

    Offer a rival one of yours for one of theirs. Cash optional. Sincerity optional.

Eight stages. Fifteen times. The client considers this a partnership.

A recruitment-fair floor titled The Talent Market. Seven lit candidate boards labelled DEV, QA, PM, UX, BA, SA and DS stand in a row, each marked Available, while recruiters from four rival firms close in from both sides.
The talent market

The market / 01

Everyone wants
the same people.

One market. Five people. Developers, architects, analysts, project managers and testers, every one of them filling a chair somebody at this table needs filled.

You may take exactly one per turn. So can the firm opposite you, and half the time they go first.

See somebody a competitor is desperate for? Hire them first. Hiring is free. The $1,000 a turn they cost you afterwards is the part nobody mentions at the fair.

Ten roles. Turn one over.

Hiring is free. Keeping people is not. $1,000 per turn for every employee on the bench. $0 for every employee seated on a project. The client pays for the work; you pay for the waiting.
One per turn

The queue is the constraint

The market refills to five after every hire, so what you leave behind is what your rival picks up. Taking the person you need is often worth less than taking the person they need.

Ten roles

Roles are not interchangeable

A project that asks for two business analysts will not accept two developers. Most work names the roles it wants; only a handful will take anyone at all.

Payroll first

You can be fired by arithmetic

Payroll settles before you act. A firm that cannot cover it drops staff from the end of the list until it can. No decision, no warning, just fewer people than you had.

The people / 02

Get to know
your staff.

Ten roles. Ten personalities. Ten different ways to make a simple project complicated.

The DEV has the answer somewhere in notes.txt. QA has proof. The Architect has a diagram. The BA has the contract. The PM has a green status report. UX is still waiting on feedback. Data Science is still cleaning the data.

Everyone has a specialty. Everyone has a story.

Then AI arrives. No sleep. No coffee. No “quick call?” And somehow, it has already sent the follow-up.

    Select anyone to read their poster at full size.

    The team / 03

    Every project has some
    chairs to keep warm.

    Projects need people. Sometimes the right people. Sometimes, apparently, just people.

    Fill every chair and the project commits at the end of your turn, then delivers at the start of your next one for as many points of progress as it seated chairs. Leave one chair empty and it sits on the shelf doing nothing.

    Because nothing says consulting like putting five people on something one person could probably have done.

     

     

    Available staff

    Click a chair to seat someone. Highlighted staff fit a chair that is still open.

    Every role in the game is on this bench. Seat them, ship the work, take the contract, and go again with a bigger one.

    Work queue

    Shelf space is finite

    Your contract sets a limit on uncommitted projects, staffed or not; sitting people on one does not protect it. At the start of your turn the oldest work above that line falls into backlog and its people walk back to the bench, and then two new projects arrive anyway.

    Any-chairs

    Eight projects take anyone

    Of the thirty-one projects in the deck, twenty-three name their roles and eight will seat whoever you have. Those eight are the only forgiving thing in the box.

    One turn behind

    Delivery is always late

    Nothing you commit pays out on the turn you commit it. Every plan you make is a plan about the board as it will be after three rivals have had their say.

    The people you keep / 04

    A promise you
    cannot afford
    to break.

    Nobody here stays for the culture. The first of your people to make senior, on their sixth turn with you, hands you a permanent extra $1,000 a turn and one permanent decision: what to promise everybody else. Nothing, five, ten or fifteen per cent of the wage bill, paid every turn, on every employee you have, whether they are on a project or sitting on the bench.

    Pay it and they stay. At fifteen per cent nobody resigns at all. At nothing they leave at about one in sixteen a round, and once the agents arrive your juniors go at one in five. Underpay a bonus you have already promised and the risk climbs another five points every turn until you make good on it.

    0, 5, 10, 15%

    The promise covers everybody

    It is charged on every salary you carry, seated or benched, on top of the bench wages, and the client does not pay a penny of it. Strata settles three quarters of the bill and is credited for the whole thing.

    Up to +15 VP

    Happy Staff pays at the end

    A steadily funded five, ten or fifteen per cent is worth exactly that many points. Lower your promise part way through and the credit you built clears, while the turns you have already spent do not come back.

    One miss

    And the award is gone

    Underpay a bonus you promised, once, and it is forfeit for the rest of the match. Paying generously afterwards does not buy it back. The indicator turns red and stays red.

    The fifteen points are not for paying well. They are for never once failing to. Any firm can fund a bonus in a good round. The award belongs to whoever could still fund it in the round where a contract failed, half the bench made senior, and somebody poached the only architect.
    Titled Corporate Warfare. On one side of a glass office wall an AX executive walks away smiling beside a woman carrying a packing box labelled New Opportunities Ahead. On the other side, Novaris staff watch through the glass in horror beside a whiteboard reading Project at Risk.
    Corporate warfare

    The politics / 05

    Your rivals have problems.
    You can help them
    have more.

    Steal their staff. Block a role they need. Swap your worst employee for their best. Hand them a project nobody wanted. Or simply announce that their developers contribute nothing until the end of their turn.

    Some of it can be answered. Six reaction cards exist, they do not cost a rival their play for the turn, and the only way to learn who is holding one is to find out.

    53 action cards. One per turn. Zero professional courtesy.

    You may also just ask. Trade offers one of your available employees for one of theirs, cash optional either way. They accept or they decline, and either answer tells you something.

    Card text above is the game's own, unedited. Drag it, or use the arrows.

    Titled The Backlog. A project manager holds his head at a desk buried under towers of folders labelled Client Change, Migration, Security Review, Scope Creep and Tech Debt, while four rival firms confer calmly through the window behind him.
    The backlog

    The backlog / 06

    Where good
    intentions go to die.

    Cannot staff it? Backlog. Cannot afford it? Backlog. Six projects behind and congratulations, you have lost the client.

    You cannot put anybody on a backlog project. It has to be pulled back onto the board first, and the routes back are narrow: a business analyst firm recovers its oldest item by itself, grooming re-packs the queue when there is room, and three action cards touch it. Most of those discard the work rather than return it.

    −1 VP

    Every time a full backlog pushes the oldest project out of it. Charged once, kept for the rest of the match, never forgiven.

    3 to 9

    How many projects your backlog holds, which is the same number as your contract's limit on live work. A bigger queue is not a kinder one.

    −3 VP

    Overflow once more after your external QM sends are gone, and the contract goes with it. New class, new contract, board cleared. Your people, at least, stay.

    Nobody loses this game in a dramatic round. They lose it four turns earlier, by hiring one person they could not seat and letting the queue tip over while they were looking at something else.

    The contract / 07

    Your contract
    is your class.

    Every client changes how you play. Quality assurance ships short-handed. Business analysis claws work back out of the backlog. Growth analysis earns on delivery. Project management sees what is coming before anybody else does.

    Complete it and you take the victory points, then lose almost everything else: new class, new contract, every project and backlog item cleared. The people you hired stay, which is the one mercy in it.

    Fail it and exactly the same thing happens, for −3. Congratulations on your exciting new opportunity.

    Weekly income comes from your firm rather than your contract, $2,500 to $3,000, and it survives every contract change along with your firm’s one permanent ability. The growth analyst takes $500 on every delivery on top of it.

    A lone executive stands facing a night skyline as a vast face made of falling blue code forms in the storm clouds above the city, beneath the word AI. Banners either side read People Projects Politics and Same Talent Different Agenda.

    An AI era is born.

    Not one firm quietly trying something. The whole table, in the same round, because the firm that holds out is the firm explaining why its margins are worse.

    The juniors work it out first. The tasks they were hired to cut their teeth on are the tasks that just got automated, and the rung they were standing on is the rung that went. They do not wait to be told twice. They retrain into work with a licence and a physical world attached: nursing, plumbing, electrical, surveying, the trades their careers advisor was sniffy about. A generation told to learn to code is quietly learning to wire a house.

    The seniors stay, and not out of loyalty. Twenty years in, this is the only thing they know how to do. The client relationship, the steering committee, the knack of being the person in the room who has seen this before: none of it transfers, and none of it is worth much anywhere else. They are not holding on because they believe in it. They are holding on because there is nowhere to put twenty years of this.

    Adopt it, or compete against somebody who did.

    Arrives
    Round 9
    Your juniors
    Leaving
    Assisted work
    ½ VP
    Titled Then Everything Changes. White robots with red visors work among human consultants in an open-plan office. One holds a folder reading Faster Cheaper Always On; a sticky note on a cubicle wall reads Still Human (for now).
    Then everything changes

    The change / 08

    Same game,
    with AGENT staff.

    Three agents will fill almost any chair you point them at. Your backlog becomes something you can feed to them. Your juniors start handing in notice. Every candidate on the market arrives senior, at twice the wage.

    And an AI-assisted contract pays half its victory points. Twelve becomes six. The thing that saves your firm is the thing that costs you the game.

    This is an optional experimental mode. Classic is the default, it is not going anywhere, and declining the whole business is still a way to win.

    Rule
    Before round nine
    After
    The market
    Five candidates, all junior, free to hire. Your own people make senior on their sixth turn with you.
    Still free. All senior from the start, including the offers already on the table.
    Bench payroll
    $1,000 a junior, $2,000 a senior, per turn, plus retention on everybody.
    The same rates, against a workforce you can no longer hire juniors into. Seated staff still cost nothing.
    Your juniors
    Stay unless a rival poaches them.
    One in five walks each round, for a career with a licence attached. Fund retention at the full rate and that falls to one in twenty. Bench or seated, it makes no difference.
    Backlog
    Recoverable, slowly, by three cards and one class power.
    Subscribe and you may feed it to the agents, one project at a time, whenever you choose. It is destroyed, not delivered.
    Empty chairs
    Filled by employees, or not filled.
    Three agents, one chair each, assigned to whichever roles you choose.

    Adopt it

    • Backlog projects can be fed into training, one at a time, no project manager required.
    • Three agents fill almost any chair you point them at.
    • You deliver with fewer humans, and humans are leaving anyway.
    • $1,000 a turn, renewing, cancel whenever you like.

    But there is a catch

    ½ VP

    Any contract an agent helped deliver pays half its victory points. Twelve becomes six. It is a whole-contract penalty: one assisted chair costs exactly what ten would.

    Take the productivity, or keep your humans and play for full value?

    $1,000

    Per turn, renewing

    Bought during Hire, charged again at each following Hire until you cancel. Coverage runs through your rivals' turns and your next settlement. If the cash is not there the service simply stops. No debt, no surprise.

    3 agents

    Not employees

    You place them yourself, one chair at a time, on any role including an any-chair. No payroll, no seniority, and nobody can poach them. Commit the work and that capacity is spent for the turn.

    Optional

    Classic is the default

    AI adoption is an experimental mode you switch on in match setup, not something that happens to every game. Declining it is meant to stay competitive, and a firm that never subscribes still plays for full victory points.

    Burning your backlog is cheap. Delivering with help is not. Feeding a project to the agents destroys it and keeps the contract's full value; some matches charge $500 a time for the compute, some do not. The halving attaches only when agent-assisted work actually supplies delivery credit. Which makes the interesting decision the one after the purchase, not the purchase.

    Internal communications / 09

    Morale has never
    been higher.

    The firm has always communicated well. Twenty-seven posters, in five acts and in the order they were issued, from the morning somebody arrived to the quarter somebody did not.

    None of it is false. The bench really does cost $1,000 a turn, seniority really does double that, and the transformation really was a success. For the firm.

      Select any poster to read it at full size and share it. Arrow keys move through the campaign.

      Fifteen rounds

      Outthink them.
      Outstaff them.
      Outbill them.

      Welcome to The FIRM.

      Fifteen rounds, four firms and one pool of people. Build the team nobody else can put together, keep it busy, and finish ahead of the three firms trying to stop you.

      • 2–4 players
      • 15 rounds
      • 10 consulting classes
      • 31 projects
      • 53 action cards
      • 1 completely healthy corporate culture™

      Coming soon

      Know the day
      it comes out.

      The FIRM is still in development. Leave an address and you will get exactly one email, on the day it is released. No newsletter, no progress updates, no news about our journey.