Coming Soon…

For now, you can visit the git repo.

As part of an effort to catalog stuff, soon I’ll have the sprite sheets and any other assets [I’m allowed to distribute] available here.

Poorly Managed Company

Contained here-in is a conglomeration of all the design docs ever for PMC. This
definitely needs some sorting.


  • Employee
    • Cost: Money
    • Stats:
      • Level:
      • Pay:
      • Morale:
      • Output:
    • Types
      • Admin
      • Workshop
      • Manufacturer
      • Researcher
  • Policy
    • Cost: Admin + [ R&D ]
    • Modifies: Employee stats (i.e., Pay | Moral| Output)
  • Product
    • Cost: Admin + [R&D] + Labor | Light Labor

Company Board

Production Chain:

  • Office Space:
    • In: Employee Card (Admin Skill)
    • Out: Admin
  • Workshop Space
    • In: Employee Card (Workshop / Manufacture)
    • Out: Light Labor
  • Factory Space
    • In: Employee Card (Manufacture)
    • Out: Labor
  • Lab Space
    • In: Employee Card (Admin / Research)
    • Out: R&D
  • Management
    • In: Labor | Light Labor | R&D | Admin
    • Out: Product | Policy | Service

Downtown Board

  • Boutique
    • Employee Buff Cards
  • City Hall
    • Construction Cards
    • City Jobs
  • Library
    • Research Cards
    • Research Grants
  • Marketplace
    • Raw Material Cubes


What if cards all had different raw resources they provide, depending on the state of the card - i.e., a high morale employee outputs 2 “wood” if discarded, but the same employee is worth 1 wood if its low morale, etc.

The Board

At the beginning of the game, the difficulty selected decides how many floors the building has and how many board members are on the board. When the game begins, the Company has that many floors, but all of them must be outfitted as an office / workshop / lab, except for the very top floor where the board resides.

Throughout the game, each Board Member descends down the building 1 at a time, generally 1 floor per turn, scoring all of the employees and ‘luxuries’ on the given floor before moving to the next one.

  • Cards / Actions to manipulate the speed of the Board members, potentially allowing them to skip floors or revisit floors.
  • Cards representing each Board Member, a character ‘profile’ with different ‘tendencies’ such as the speed in which they descend, or the items they score for differing amongst them.
    • This method allows us also to random draw them at the game start

Older Stuff Follows



poorlymanagedcompany is a time-management, worker-placement deck building game. Tasked with completing a Major Release for The Corporation within a set amount of days, each ‘day’ players manage the company using a hand of cards as their available actions throughout a series of turns represented by segments of an in-game analog clock. With three different employee types (office workers, laborers, and researchers), the player researches, produces, and sells various technologies that they need in order to finish the Major Release.

Goal of the Game

Major Release

The player draws a “Major Release” card, this card specifies a set of technologies required to win this game.

Release as Scenario

One idea is that, in addition to deciding what technologies win - the Release also serves as the definition of the game scenario. It will add any technology or resources required to the game deck, and serve as the ‘base.’ This means it may also determine specific OverWorld Location cards must be included.


How do workers work?

Workers are now just reduced to the 3 categories: Office Workers, Researchers, and Laborers. Orcs, Goblins, and Ogres respectively. As they perform their duties, they’ll increase in their morale / wage / skill or decrease after a time of no use. It’s persistent throughout a single game, so when the worker DOES quit, you’d be more inclined to re-hire the workers who have had significant training.

Workers are still hired from the Unemployment line, with the line needing some balancing as the game development progresses, but most likely having 3 or 4 random cards in the line should suffice. Any unhired workers that see the pit of flames may just be removed from the game, limiting the total amount of workers possible?

Optionally, the player might be able to give the workers names as they see fit.

  • When a worker is drawn, it can be played on an open work slot (desk, mine, etc) for the cost of
    the worker’s salary and morale.
  • Without any modifiers, it costs one morale to play a worker, and each turn it remains it play
    it loses another morale.

Workers animate their current activity for their turn. Highlighting a worker with cause the worker’s card to fade in over the spot he was played on, as workers may travel throughout the company via ambient animations. Highlighting a worker spot will also show the current card played, as well as highlight the worker wherever he is.

  • Relationships
  • Clothing
  • Haircuts
  • Luxury
    • Food / Clothing / Positions / Titles
  • Morale
  • Salary
  • Overtime (Discard Ability)
  • Types

    • Laborers
      • Haul resources from location to deck, or another location.
        • CEO Office for a room?
    • Researchers - Mages / Wizards / Shamans
    • Office Workers

    • Orcs work on file cabinets to add new cards to your deck, cards stored in their cabinets potentially.

Worker List

Species Description
ORCS Orcs. Once mighty warriors, the front-line. Reprising their role as the front-line infantry, they serve The Company as Customer Service Reps. The front-line of an outward-facing business world.
OGRES Ogres utilize their sheer strength to haul things and complete larger construction projects.
GOBLINS Tricksters and clever, the goblins primarily serve as researchers or surveyors.


Persistent Progression

Rather than just being goal oriented, a “skill tree” approach of having “Gold” to buy new cards seems like the better idea. Goals, such as “Beat the Game within x turns” could actually be cards you include in your game for more Gold points, some acting more like wagers (If you fail, you lost x from the pot). The player ultimately has control over what sets of cards are included in their playthrough, which will increase / decrease the pot depending on how ‘easy’ they make it for themselves.

Unlockable Ideas

  • Goals
  • Buildings
  • Rooms
  • Props
  • Workers
  • Shops

The Company

The Building is extremely limited in size, but the idea for the real-time version of animating the workers moving around the company stays as a way of making their actions take more or less time depending on what they have to do. In the initial office, stairs are now replaced with elevators. An potential unlockable is a building with Stairs instead.

The office is a fixed size, at least at first, with the player occupying a random floor. The other floors are occupied by other businesses. The player can buy out these tenants to expand, but some of the tenants might be stores / locations the player can purchase new cards or actions from.

The majority of gameplay takes place within the Company screen. The Company shows a 2D side-view of the player’s current building with each worker, prop, decoration, etc in place.


  • Rooms are based on specific types - various levels of standard, various dungeons
    • Right now I have two of each type
  • Rooms are separated into “Above Ground” and “Underground.”
    • Various levels of “luxury” or other stats to help other kinds of rooms

Above Ground

  • Reception - This is a starting room, it serves as the location for many things to be
    thematically delivered to, and serves as the space to use for sending people to town, also must have one in a single standing building
  • CEO Office - Luxuriously upgrade in order to unlock “Schmoozing” with the corporate office.
    This allows for different cards to be added to the deck.
  • Office - Offices use Props to setup purpose for their space. Some props have limitations of
    the other kinds of props they can be placed with.


  • Dungeon - Dungeons are like offices, but all for different functions. Such as mining, manufacturing

The Wild

  • Wilderness - Can only be built on the above ground area
  • Cavern - Once the underground river is found, acts as an underground wilderness
    • Mushrooms? Deliveries?
  • Instead of building a room with a room card, it can also be used to build a prop
    • Props one time thing? Research building them?
      • Buy for gold + warthog
      • Buy blueprint for Research, build with materials
      • Maybe Punch Card style (x Deliveries)

Prop Types

  • Gathering Spot
    Playing Workers on this spot allow them to gather the resources awarded by it. Spots have different outputs and different Worker Requirements. Some may require tools
  • Socialization Spot
    Playing Workers on this spot allows them to gain morale or skills from other coworkers placed on this spot. May have resource requirements to use.

Prop List

Props Archetypes Description
WaterCooler All Place two employees here to increase Morale? Possible floor bonus for office related things? Maybe used to share conversations with coworkers - cross mingle abilities / social / relationships?
Computer Office+Lab Used for either productivity points or research points
Lab Lab Used for research points, enables Computer for research
File Cabinet All Archive Cards (Different sizes?)
Fridge Break room Allows storing food cards in deck?
Plants Surface Beautifies room
Chains Underground Beautifies room
Torches Underground Required Light
Anvil Underground Required to build
Mine Cart? Underground Required to mine
Fence Wilderness Make “Pens” for animals - animals? Beauty / Security?
Lumber Hut Wilderness Bonus wood - spots to gather wood?
Ranch Wilderness Bonus meat - spots to place animals?

Research Lair

Research Points should be Mana.
Ogre Mages and Orc Shaman have the ability to research products or write new spells.

Research Tracks
Technology researched is on a Tech board next to the Laboratory city space.
Each Tech is placed on a spot meaning “0 research” “0 Resources”, as the player researches enough for one

  • Product Development
  • Spell Writing
    • Multiplayer Consideration:
      • The Lab must be upgraded using a combination of research / gold points
        • (I.e., 2 Research = 1 GP, next Level at 3 GP), doing so adds the next level of research devices to the Lab deck.
      • Each Day, Research flays out a number of cards.
        • Player visits Lab and can pick from the flayed cards something to add to their track.
        • Once per visit, player can draw the next set for free
          • Cost for each view after


Since the Office is now a fixed size, the OverWorld objects can exist in the same ‘scene’ as the office. If I were to include the Wilderness, this could actually be next to the office, just like the Unemployment Office. The “Boutiques” also could exist as another building, but they might be tenants of the same building as the player.

  • Kill the OverWorld Map
    • Locations Button on the UI with a drop down
      • Show “badge icon” for workers that aren’t at the company, expanded drop down shows badge icons for each external location
    • Radial Menu when sending Warthogs out.
    • Separate Locations into Burroughs, then can combine buildings on a single world view.

The pantheon of the OverWorld, inhabited by a single Goblin wearing a curly white judicial wig.

Allows Purchase:

Foreman’s Floors
(Construction Site)

A Work-Trailer in a Fenced in, dirt roaded area.

In order to build a new floor or extend the level by 1, a player must acquire Room / Extension cards which they acquire from the Construction Site. The “Plan” costs a certain amount, most likely of gold, and then the card becomes a building card in the player’s deck with a building resource cost.

This is so the player’s delayed in carrying out his plan, as if he’s waiting on the blueprints, but also causes him to hold on to construction workers / haulers while they wait for the blueprint to draw.

Allows Purchase:

  • Room Cards
  • Stair Cards


  • Unlock more Room / Stair cards through upgrading existing cards in hand?

Unemployment Line

Gameplay Sequence

  • Campaign Mode
    • Unlock buildings in campaign mode, dressed up as working under different companies
    • Buildings unlock skill tree branches, that you use the earned “Gold” for.
      • They could be themed: i.e., raggedy old building unlocks ‘stairs.’ Using both gives you a boost in your gold for winning, but also
  • The game is in a segmented clock, similar to Punch Club. When All Available Actions are used,
    the clock progresses in animated ticks, characters move between rooms / animate activities
  • Deck isn’t necessarily consistent each turn, there’s no real “discard” pile. Players select
    cards to add to their deck using actions, otherwise its mainly employeess.
    • Workers - play on a desk / action and then when it’s finished, they return to your deck
    • Construction
      • Room cards go to the deck on purchase, return to construction site when played
      • Prop cards go to deck on purchase, return to deck after construction for using, but not
        constructing additional
        • Border changes after construction to show its usable?
    • Contracts - play (on CEO?) and then feed resources. Contract folder when spent.
    • Everything goes to outbox, and is reshuffled when deck runs out. Player still has to play
      or discard cards - discarding costs money?


Each action takes a set amount of time to perform, and an in-game clock keeps track of how long each task has left to be completed. The clock works like the one in Punch Club - it’s segmented, and when all actions are assigned it’ll keep ‘ticking’ until a new action can be performed.

Daily Turn Sequence

Round Description
Morning Stand-Up On a new day several Company Props and OverWorld locations reset their stock.
Morning Shift See Shift Play, most shifts are the same.
Lunch Break
Afternoon Shift See Shift Play, most shifts are the same.
Quittin’ Time End of the day, discard Hand and any Company Spots or Overworld Locations

Shift Play

  • Draw new hand up to hand limit.

    Starting Hand Limit is 5 Cards

  • Action Phase

    Player may now play cards from his hand or take game actions at will, one at a time.
    In Most Cases, Cards have specific requirements or costs to be played. See Playing Cards

    Game Actions

    Some Props in the Office have spots to rake Company Actions during a turn, usually for a cost
    Players may perform OverWorld Actions - generally with a cost.

  • Wrap Up

    Any single shift cards are removed from the play

    Removed completely or put back in their SourcePile.
    Many Cards just discard to the Outbox.

    Discard all cards left in your hand, there’s no holding between shifts.


Schmooze Points

Increasing profits earns the player “Schmooze” points; representations of the favor of The Corporation spent on bonus policies or even time extensions.

Deck Balance

  • Player is constantly collecting resource cards, policy cards, employee cards, construction cards, and blueprint cards.
  • Players can hold as many cards as their hand limit in their hand, but may only draw for each slot empty.

    • Drawing costs a resource:
      • Productivity? Blood Sweat and Tears cubes? Gold?
      • Drawing is a fixed price, so drawing less cards feels wasteful.
  • Decks are limited to 40 cards.

    • Players are able to store cards in the offices?
      • Store a limited amount
    • Players construct their deck for the next day as the previous day goes along. A Constant template?
    • On a new Day, the player can arrange the cards into 4 stacks, 1 for each shift of the day. They can pay to shuffle just segments (i.e, just the top 10, just the next 20, … 40, and then stack the individually shuffled piles of 10), to gain a big advantage on what happens next, or they can get bonuses for a FULL Shuffle.
    • If the entire deck is used in a single day, then it is reshuffled for free. The player may optionally discontinue use of any previous ‘shuffle modifications.’
      • Some cards may be policies for shuffle modification?
  • Each type of card has a certain benefit or option when discarding immediately

    • Ability is not activated on the turn-end
      • Maybe special abilities for letting it occur at shift end
    • Cards may give a resource bonus / be used as a resource instead - such as room / prop cards giving materials? Policy cards giving money? Science cards for research?


  • Employee
    • Earn points in Productivity, Science, and Industry
    • Points are spent to gain or use other cards (Policy, Contracts)
  • Contracts
    • Require a certain amount of productivity points from a Desk
      • Perhaps its work for “Bidding for the Contract”
      • Or some other ‘bureaucratic red tape’
    • Two parts
      • Play on Production + (Industry) or (Research)
  • Resource Cards
    • One Time Use cards
    • Collected via Gathering Spot Props on the board.
    • Different Levels of Resource Cards (i.e. 1-2 wood for level 1 wood guy, 2-3 for level 2, etc)
  • Policy - Rules / Modifiers that stay in play
    • Omelette Station would probably go here
      • Crafting-esque gameplay: Food + Surving Tray + Card?
    • Things like “Mandatory Crunch” “Open PTO” “Reviews” etc would go here as well
    • Can play on CEO card for whole company policies
    • Each floor has a slot for a policy (or multiple slots)
      • Maybe a prop allows for a policy - Desk?
      • Desks for contracts?
  • Permits
  • Construction Cards
    • Players construct new rooms, new stairwells, or extend stairwells by purchasing Floor / Stair cards from the Construction Zone.
    • Requires
      • Materials for Card
      • Valid Placement
        • Room:
          • An available Building Level spot for the appropriate room type (i.e, above / under ground)
          • Prop: Use to play a Prop card
        • Stairs:
          • Extending: Above or below a Stairwell
          • New Base: Must be within 3 spaces of another room
      • Appropriate Permit from Administration
        • Room: An underground or above ground permit
        • Prop: Props don’t require permits, but do require a Prop Item card.
    • Cards stay in the player’s deck.
    • Each type is reusable.
    • Construction Cards can be upgraded by Ogre Magi and Orc Shaman
  • Research Cards
  • Spell Cards
  • Event Cards

All cards have fields which require anchors.


Asset Reference

N: Normals have been exported.

Rooms N
Backdrop - Standard 126x31 px
Backdrop - Dungeon 126x31 px
Backdrop - Mine 126x31 px
Walls (Interior) 7x37 px
Walls (LL, DR) 7x37 px
Walls (DL, MR) 7x37 px
Walls (DL, L Corner) 7x37 px
Floor 138x 6 px
Floor 138x 6 px
Bottom Cap (Room) 138x 1 px
Bottom Cap (Stairs) 70x 1 px
Bottom Cap (Wall) 6x 1 px
Ceiling (room) 132x 4 px
Ceiling (Wall) 6x 4 px
Ceiling (Wall T) 6x 4 px
Ceiling (Stairs) 70x 4 px
Window Frame
Window (Wall - Dark)
Window (Wall - Sun)
Water Cooler
Desk (Cuff)
Injury Sign
Roof x
Left (end) 138x6 px x
Right (mid) 70x6 px x
Right (end) 70x6 px x
Outside x
Ground Chunk
Sky Chunk
Outline Left 2x37 px x
Outside Left Corner 2x39 px x
Outline Bottom (Room) 138x2 px x
Outline Bottom (Stair) 138x2 px x
Outline Bottom (Wall) 138x2 px x
Ogre Skull
Warthog Skull
Angled Bone