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Five Fingered Severance box art
2011 Ranked #19,877

Five Fingered Severance

This take-that workplace game has employees slack off, steal goods, manage heat, and be the last worker not fired. Risky actions score points but invite attacks and the boss’s attention, while the rising heat level makes every shortcut dangerous.

Card Game Humor Push Your Luck Variable Player Powers

Players

2-6

Play time

Not listed

Age

13+

Complexity

1.93/5

Rating

5.67

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Today is your last day on the job. Corporate decided to close the store and everybody is getting the boot.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Today is your last day on the job. Corporate decided to close the store and everybody is getting the boot. You could spend the rest of the day helping those miserable, wretched wastes of human skin who come in and demand service, or you could do what you always wanted - tell them were to go and have a good time. And you know which one it’s going to be... From the instructions. In Severance each player assumes the role of one the characters at the store. They can steal items from the store, slack off, or keep performing their work duties. Each activity has risks and rewards. The player scores points after successfully slacking off and after taking their stolen goods to their locker. When a player gets caught (by the boss) doing something wrong they gain heat. Heat also naturally rises during the game. When a player reaches 30 they are fired. The game ends when all of the players but one are fired or the event deck is exhausted. Five Fingered Severance is a take that game. To gain points the players will have to open themselves up to the other player's attacks. I want the game to be more tactical though, so the plot cards in the deck are limited to just a few types of cards. This allows players to know about what they are getting when they take a turn to refresh their hand.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
3–6
Play time
90 min
Age
13+
Complexity
1.9/5
Credits and catalog connections

Credits

Designers

1
Patrick Leder

Artists

2
Erik Lervold Topher McCulloch

Publishers

2
(Web published) Minion Games

Linked items

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