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The Office: Downsizing Game

The Office: Downsizing Game Rulebook

Table of Contents

Table of Contents

  • Content
  • Object
  • Set Up
  • Let's Play
    • Monday already?
  • To Win
  • Notes

Content

  • 1 Dry Erase Calendar
  • 1 Dry Erase Marker
  • 1 Dundie Award
  • 1 Plastic Stand
  • 10 ID Cards
  • 10 Envelopes
  • 45 Email Cards
  • 10 Character Attribute Cards
  • 27 Incident Review Cards
  • 10 Dundie Cards
  • 1 Instruction Sheet

Object

If you're on team Michael (you're holding an envelope with 2 red cards and 1 green card), that means you must help Michael find out who's been promoted. If you've been promoted (2 green cards and 1 red card in your envelope) – avoid being fired by Michael!

Set Up

  • Choose the same number of ID cards as there are players. Michael must always be in the Game.
  • Shuffle the ID Cards face down and give one to each player (this is who you'll be playing as – feel free to play "in character").
  • Give players the Character Attribute card matching their ID Card.
  • Take out an envelope for every player except Michael.
  • Fill these envelopes with 3 Incident Cards (these determine which team you're playing on): Green incident cards are "good" and red cards are "bad."
    • First, see how many players to include on either team:
Number of Game PlayersTeam MichaelTeam Promotion
52 (plus Michael)2
63 (plus Michael)2
73 (plus Michael)3
84 (plus Michael)3
95 (plus Michael)3
106 (plus Michael)3
  • For every player that will be on Team Promotion, fill 1 envelope with 2 Good (green) Incident Cards and 1 Bad (red) Incident Card.
  • Fill the rest of the envelopes with 2 Bad Incident Cards and 1 Good Incident Card. These players will be on Team Michael.
  • For each player being promoted: (the sheet illustrates an envelope with arrow to three cards, two green and one red, labelled as the envelope's contents)
  • For each player on Team Michael (excluding Michael): (the sheet illustrates an envelope with arrow to three cards, two red and one green, labelled as the envelope's contents)
  • Shuffle the filled envelopes and pass one randomly to each player EXCEPT Michael.
  • Everyone look at their Incident Cards without allowing other players to see.
  • Monday-Thursday there is a leader in charge of reading an email card, resolving its effect, and choosing the secret committee for that day.
    • 1st Leader is the player that last sent an email in real life. Leadership moves clockwise each day.
    • The leader will hold the dry erase marker.
  • The number of people on the secret investigation committee varies per day:
Number of Game PlayersMonTuesWedThursFri
512221
622321
723421
823432
9

Let's Play

Have all players close their eyes. On the leader's count of 3, ONLY players who've received a promotion – 2 good (green) incident cards and 1 bad (red) incident card – open their eyes to reveal themselves to each other. The leader will give a 5-second count to allow this. Then everyone close your eyes again. The leader will again count to 3 and everyone opens their eyes.

Monday already?

  1. The game begins on Monday, with the leader reading an E-mail Card.

    • Email Cards have various effects on the game.
    • They may change the leader, allow players to peek at other incident review cards, and more.
    • After these effects have been resolved by the leader, the leader must pick the secret committee.
    • Everyone on the secret committee chooses one player whose cards they will investigate.
    • The chosen player allows a secret committee member to look at 1 of their Incident Cards at random.
    • The committee member announces to the group the card they viewed – good or bad – and uses the dry erase marker to record the result on the front of the investigated player's ID Card. (They can read the card aloud if they wish!)
      • The secret committee member doesn't have to tell the truth about the card they saw. They may lie, based on their own motives for the game.
  2. Once the committee investigation is over, play moves to the next day, until Friday, when it's time for The Dundie Awards.

  3. Friday already? You know what that means. Michael is ALWAYS the leader on Fridays because ... it's the Dundie Awards! Michael draws a Dundie Card and gives it to the player he finds most deserving. This card will give the player a perk or disadvantage for the investigation or standoff. After the Dundies, another investigation happens.

  4. Players must deliberate on who they think has gotten the promotion. Michael chooses when to end any deliberation.

  5. After the deliberation, Michael initiates a finger gun standoff to decide who he wants fired (which, in Michael-think would be the player(s) getting promoted).

To Win

If you're on Team Michael, that means firing the player who has been promoted. If you've been promoted – avoid being fired by Michael!

Notes

  • WARNING: CHOKING HAZARD – Small parts.
3
4
4
3
2
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Michael counts aloud to 3, at which time all players point both of their finger guns at the player they think is being promoted.

  • If it's a tie, there's another standoff, pointing finger guns only at the players involved in the tie.
  • Michael is the ultimate tie breaker.
  • The player selected is then fired and must reveal all of their Incident Cards.

    • If the fired player was actually up for a promotion, then the Scranton branch is saved!
    • If the fired player wasn't up for a promotion, then corporate (Team Promotion) has won and the Scranton branch is closed.