Work lands in your inbox. Deal with it before its deadline bar runs out.
- ChooseAccept = do it yourself · → Name = hand it to a teammate · Defer = hide it for 15s · Decline = refuse it (−5 pts). A missed deadline costs half the task's points — declining early is often smarter.
- StepsAccepted work pauses at checkpoints — press ▶ Next step to keep it moving. Take on too much and everything sits waiting for you.
- CapacityYou can carry 10 effort at once. Go over and everything slows down and errors creep in — the screen glows red. Stay under the line.
- Sign-offSome work needs a named signature. The card tells you whose. Finish the work and it lands in their inbox — then make sure they actually sign it before it expires. Use your voice.
- VotesSome tasks can't start until the team approves them. Vote from your own screen or the team-inboxes panel — the deadline doesn't wait for democracy.
- JointJoint work needs everyone. It moves one contribution at a time. When it's waiting on you, the whole team is waiting on you.
- HelpSwamped? Press the red Ask for help button — teammates can then take tasks straight out of your inbox. See someone else's flag? Rescue something.
- WinHighest team score wins. Protect your capacity, say no early, help each other.
The work is coming whether you're ready or not. Your job: end the round with the highest team score and your dignity loosely intact.
- InboxThe inbox never apologises. Every task costs effort, pays points, and dies at its deadline. Four moves: take it, palm it off to a teammate, shove it 15 seconds into the future, or just say no (−5 pts — the bravest button in the game).
- CapacityYou are not a machine. Ten effort units. That's it. Cross the line and you're overloaded — work crawls at half speed, every third job ships with mistakes, and the screen glows that ominous red.
- StepsWork doesn't do itself. Tasks pause at checkpoints until you press ▶ Next step. The more you carry, the more things sit waiting for your attention.
- TriageNothing starts itself. Accepted work sits on your desk until you call it: Fast-track slapdash, quick, risky · Standard a professional doing their job · Gold-plate a masterpiece nobody asked for, worth 130%. Every second you hesitate, the deadline eats.
- SnagsSnags happen mid-flight — the file's wrong, the system's down, someone "has concerns". Work freezes until you choose: fix it properly (+time) or bodge it (risk errors). Drowning? Give it back. No shame. Some shame.
- CallsThe phone lies less than the pitch deck. Terrible line, but the green words always come through true — one real fact per call about the next big decision. Your teammates are holding the other pieces. Use your out-loud voice.
- DecisionsTwo kinds of decisions — don't mix them up. Anything on your desk (triage, snags, give-backs, rescues) is yours alone: click it and it's done, nobody else involved. The only thing the team votes on is the full-screen Decision gate — one vote each, majority rules.
- GatesDecision gates are how teams die. A glossy proposal, a team vote, COMMIT or PASS. The pitch always lowballs the workload. Count the team's spare capacity before you vote — commit beyond it and the wreckage lands on everyone, with a hard deadline.
- HelpFlying solo is optional. Everyone's inbox sits at the bottom of your desk, visible to all. Swamped? Raise the flag — it costs nothing but pride, and it unlocks your inbox so teammates can pull work out. See a flag? Rescue something. That's the whole culture, in one button.
- TeamThe team panel doesn't lie either. Live loads, all players, all the time. Delegate to whoever has slack — not whoever you like most.
The whole game in one sentence: the capacity you protect is the only reason anything ships. Saying no costs 5 points; saying yes to everything costs the round.