OVERLOAD a game about knowing your limits For Ages 13+ 4 Players | 12 Rounds Work Smart. Play Right. Don’t burn out! Made and Designed by: Burnt Kamote Visit https://tinyurl.com/Burnt-Kamote Scan the QR for the flipbook version!

WHAT IS OVERLOAD? Overload is a card game about burnout. Players work toward a shared goal — the Main Task — while managing their own personal limits. You can push yourself hard and rack up points on your own, or pace yourself and help the group finish in time. The game does not force you to choose one or the other. It just makes sure you feel the consequences either way. IN JUST 12 WEEKS... Table of Contents 1. Introduction 2 2. How to win? 4 3. What’s in the box? 5 4. Burnout Meter 6 5. How to play 7 6. Replenishing and Contribution 8 2 7. Resource Cost 9 8. Legends 10 9. Setting up the board 11

FROM THE CREATORS We are Burnt Kamote, a 5 person team developing a card game that revolves around burnout! Frankly, the process in making this has definitely caused a few of us to experience burnout. And that’s exactly why we decided to create this! Overload isn’t about preventing burnout; it is about honing your decision-making skills when it comes to completing your tasks while taking note of your burnout meter and managing your resources. Remember: Overload encourages working together; it does not force it. WHY OVERLOAD? Overload provides a fun and risk-free environment for practicing your task management skills. By making an educational simulation of reallife scenarios, Overload allows players to experience demanding scenarios vicariously through gameplay. From visualizing the effects of burning out, managing resources, and collaborating with others, players can learn how to manage tasks and be productive without the growing pains and stress that come with experiencing them in real life. Overload may be a stepping stone to making changes in daily habits, equipping players with the necessary skills for their future endeavors. Importantly, Overload also provides a fun and social environment for players who want to cool off and enjoy themselves. Disclaimer: Overload is not a cure for burnout and does not claim to prevent experiencing burnout; it simply allows players to put themselves in scenarios that exercise productivity management skills. 3

WHAT’S AT STAKE You are a college student who just wants to pass this college semester and get good credentials for your resumé. However, you have to complete a major task with your groupmates, all while juggling different tasks, managing your own burnout, and racking up enough wins to stand out from the rest — all within 12 weeks. Will you be able to complete your tasks and pass this sem, or burn out and crash? HOW TO WIN The game ends when either: The Main Task is completed, and there are no more mini tasks to accomplish before 12 weeks is done, or 12 weeks have passed. If the Main Task is incomplete at the end of 12 weeks, Everyone loses, regardless of individual points. There is no individual winner in this outcome. If the Main Task is completed The game continues up to 12 weeks if it isn't already there, and personal points determine the winner. In the event of a tiebreaker. . . 1.First tiebreaker: whoever made the most Contributions to the Main Task wins the tie. 2.If still tied: settle it with a round of rock-paperscissors. , coin toss, etc. (Be creative and have fun!) 4

WHAT’S IN THE BOX? MAIN TASKS are what all of you must complete before 12 weeks pass by. Name of the Main Task A short description of the collective goal Depicted at the bottom of the card shows how many Mini Task Cards of each type are needed to complete it! MINI TASKS are what each player must complete to rack up points and contribute to the Main Task. Physical Tasks Academic Tasks Easy: 1 pt Difficulty is determined by color while category is determine by the icon! Hard: 3 pts Social Tasks Medium: 2 pts RESOURCE CARDS are what you need to spend to complete Mini Tasks. Social Capital, Focus, and Energy are the 3 types of Resources one can draw from the resource pile. See more in Page 8. BURNOUT METER 1 2 3 4 5 tracks your burnout everytime you complete a Mini Task. 6 More Burnout Meter Mechanics in the next page! 7 8 9 10 5

BURNOUT METER Whenever a player completes a Mini Task, their Burnout Meter goes up depending on the task's difficulty: Difficulty Burnout Increase Points Earned Easy +2 1 point Medium +3 2 points Hard +5 3 points If a player chooses to Draw instead of Complete during a round, their Burnout Meter goes down by 2. IMPORTANT: Everyone starts their burnout meter at 1 1 2 3 4 5 6 More Burnout Meter Mechanics in the next page! 7 8 9 10 The Cap: Reaching 10 A player may never complete a task that would push their Burnout Meter above 10. This is checked before the action, not after: If completing a task would bring a player's meter to 10 or below, it is allowed. If completing a task would push the meter past 10, that specific task cannot be completed this round. If every Mini Task in a player's hand would push them past 10, they must Draw this round instead. This is a soft limit, not a punishment. Burnout in Overload is meant to be a pacing nudge a reminder to manage your limits. Recovering from a high Burnout Meter takes a few rounds at most. 6

HOW TO PLAY WHO STARTS? The player who has the worst work (study)-life balance! 1 Blindly pick a Main Task Card and place it face up in the center of the table. This reveals the category slot requirements to everyone before drafting begins, so players can orient their draft toward categories the Main Task actually needs. 2 Going counterclockwise (always!), each player draws 10 Resource Cards at random from the Resource Bank, filling their hand to the 10-card inventory limit. 3 Once resources are dealt, each player drafts 3 Mini Task Cards total. Choosing from the face-down, category-separated Mini Task draw pile. Players can see the category and difficulty on the back, but not the task itself, yet. Players can only grab the topmost card on the pile. Category may be chosen, but not difficulty. 4 Once every player has 10 resource cards and 3 Mini Tasks, Round 1 officially starts. In each player’s turn, they may either choose to complete or to draw. If a player chooses Draw Take 2 Resource Cards from the Resource Bank. No task interaction happens this round. Lower your Burnout Meter by 2 If a player chooses Complete Spend the required Resource Cards from your hand, as shown on the Mini Task Card. Place the completed Mini Task Card face up in front of you. This is now part of your personal score. If the task's category still has an open slot on the Main Task Card, it automatically counts as a Contribution and fills that slot. Thus, taking a token respective to the accomplished category. Raise your Burnout Meter according to the task's difficulty. All spent Resource Cards are returned to the Resource Bank and shuffled back in. Choose if you want to replenish your Mini Task hand back up to 3 by drawing from a Task Deck (category) of your choice 7

REPLENISHING MINI TASKS Every time a player completes a Mini Task, they may draw a new one from a Task Deck of their choice, bringing their hand back up to 3 Mini Task Cards. If a Task Deck runs out A category of a Mini Task can run out if it's popular (treated as a real strategic consequence). If the category a player wants to draw from is empty, they may choose to draw from a different category's Mini Task Deck instead. If they don't want any of the remaining categories, they may choose to skip the replenishment and stay below 3 Mini Task Cards for the rest of the game. → Physical Tasks Social Tasks Academic Tasks Main Task & Contribution What counts as a Contribution A completed Mini Task automatically counts as a Contribution if, and only if, its category still has an remaining token on the Main Task Card at the moment it's completed. Once a category's slots are empty (all tokens under a certain category is gone), further completed tasks in that category still score points for the player, but no longer count toward the Main Task. Players are never required to draft or complete tasks that match the Main Task's needs. A player can choose to complete tasks purely for personal points, even if none of them contribute to the Main Task. 8

RESOURCE COST Each Mini Task Card has a fixed resource cost, determined by its category and difficulty. The total amount of resources required scales with difficulty, and most of that cost comes from the resource type tied to the task's category. Category Main Resource Physical Energy Academic Focus Social Social Capital Difficulty Total Resources Main Resource Share Remainder Easy 2 100% (2 of the main resource) — Medium 4 50% (2 of the main resource) 2 cards, split across the other two resource types based on the task's flavor Hard 5 60% (3 of the main resource) 2 cards, split across the other two resource types based on the task's flavor 9

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