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SUIT The Firm

Board game · worker placement

SUIT The Firm

Strategy · Negotiation · Management · Results

Counselor, your reputation is your only goal — no matter who gets hurt!

You’re a freshly minted lawyer. In six years, one of you will make partner at the biggest firm in the city — and the winner isn’t the richest attorney: it’s the one who left no gaps in their career.

  • 1–5 players
  • 75–110 min
  • ages 14+
  • weight 2.6/5
  • worker placement + drafting + gavel collection (set collection)

Versão em português

The game in one paragraph

The front you neglect is the one that drags your score down.

In six years, one of you will make senior partner. The firm evaluates five fronts of your career and, at the end, adds them all up — then adds three times the weakest one on top.

Each year you send your team into the five rooms of the board: study at the Library, land Clients at the Marketing Agency, catch your breath at the Coffee Break, hire in the Meeting Room and, finally, complete cases at the Courthouse. A round only gives you three or four visits. You can’t do it all — and that’s where the game begins.

“You never gain Reputation just by entering a room. Reputation comes only from cases completed at the Courthouse.”— the rule that explains all the others
SUIT box lid art: a lawyer in a dark suit and red tie standing behind a desk with case files, a gold clock and coffee, with the city at night in the background

The five fronts of your reputation

Reputation is only earned at the Courthouse. The rooms don’t score points: they prepare you for the cases. Each completed case pays Reputation on two of the five fronts, printed right on the card.

  1. 1The rooms prepare

    Knowledge, Clients, staff and Energy: what the cases demand.

  2. 2The Courthouse completes

    You take a case from your desk and meet the card’s requirements.

  3. 3The card pays

    A fee and Reputation on two fronts. E.g.: Common-Law Marriage Recognition pays +2 Relationships and +1 Rainmaking.

  • Study

    Comes from cases that require high Knowledge.

    Room that prepares it
    Library
    Goes down when
    Never
  • Rainmaking

    Comes from cases where a satisfied Client brings in another.

    Room that prepares it
    Marketing Agency
    Goes down when
    Never
  • Advocacy

    Comes from every case granted at the Courthouse.

    Room that prepares it
    Courthouse
    Goes down when
    A deadline expires
  • Leadership

    Comes from the cases your team delivers, not from hiring.

    Room that prepares it
    Meeting Room
    Goes down when
    You fire someone
  • Relationships

    Comes from cases for Clients who stay to the end.

    Room that prepares it
    Coffee Break
    Goes down when
    A Client walks away

Why it’s different

A game where the theme is the rule

Specializing doesn’t pay

The front you neglect drags your score down three times over.

The theme is the rule

Interns don’t argue in court. A Client in the same area makes the case cheaper. A missed deadline costs you Reputation.

The unethical shortcut exists — and it costs you

Taking a case you’re not ready for earns a Conduct token: −3 points each, and with the third one you can’t make partner.

No dice

Luck lives only in the order of the cards, and you see them before you decide.

Mechanics

  • Worker placement in 5 rooms: an occupied space doesn’t reopen that year
  • Case drafting: keep 1, pass 2
  • Case Law: matching gavels on your completed cases discount Energy — 2, 3 or 4 = −1, −2, −3
  • Deadlines tracked with cubes that tick down every Year-End
  • A team you hire, promote and pay salaries to
  • Scoring: 5 fronts + 3 × the weakest + 3 Senior Partner’s Criteria

See the game on the table

SUIT on video

Learn SUIT in 5 minutes

Video coming soon In the meantime, play a game right in your browser.

A full game of SUIT

Video coming soon The complete game, from year 1 to the partnership review.

Game rules

How to play SUIT

Six rounds, and each round is one year of your career. You start with $5, the Lead Attorney (your miniature: that’s you) and two interns. Each of your workers is one visit to a room — and every occupied space stays blocked for everyone until the end of the year.

The five rooms of the central board

Library with bookshelves and a green banker’s lamp

Library

+2 Knowledge on the 1st space, +1 on the others. Knowledge is permanent — it isn’t spent when you use it.

Lead Attorney, hired attorney or intern
Reception desk with a gold service bell

Marketing Agency

Pay $3 and take 1 of the 3 face-up Clients — or dig: pay $6, look at 5 cards and keep 1. Up to 4 Clients.

Lead Attorney, hired attorney or intern
Espresso machine and cups on the counter

Coffee Break

+3 Energy, and raise up to 2 of your Clients by 1 level. Energy only falls from the sky in year 1: after that, this is where you get it.

Lead Attorney, hired attorney or intern
Meeting room with a long table and leather chairs

Meeting Room

Hire an intern for $3 or promote an intern to attorney for $4. Hired today, working tomorrow.

Lead Attorney only
Courtroom with wooden benches, columns and a gavel

Courthouse

Resolve 1 case from your desk and collect its fee and Reputation. A Client in the same area discounts 1 Energy. Matching gavels in your Case Law discount 1, 2 or 3 more — the case can even come out free. Work overtime: pay +2 Energy to resolve a second case.

Lead Attorney or hired attorney

A year at the firm

  1. 1

    Office Hours

    In year 1 only, each player gains 4 Energy. After that, the Energy you have is whatever is left over — plus what you get at the Coffee Break. Maximum 8.

  2. 2

    Docket

    Draft: receive 3 cases, keep 1 and pass 2 to the left; keep 1 of the 2 you receive. Limit of 3 cases on your desk. The deck matures: Small, then Medium, then Large.

  3. 3

    The Firm

    In turn order, each player places one worker (the miniature or a disc) on an empty space and resolves it immediately. Placed workers don’t move — and nobody else uses that space this year.

  4. 4

    Year-End

    Bill your Clients · take back your workers · pay salaries · Clients drop 1 level · deadlines tick down · fines · the first player marker passes. This is the phase that makes the game hurt.

  5. 6th

    The Lead Attorney’s final action

    The sixth year has no Year-End. Everyone takes back their entire team — the board is left empty — and each Lead Attorney takes one last action in any room, in reverse order: “now the other way around.” Case Law applies here. Then comes the partnership review.

Resolving a case — the heart of the game

  1. Extra requirement. An attorney, two workers, a Client at a certain level — this one can’t be bent.
  2. Knowledge. Your track must be at the required value or higher. It is never spent.
  3. Energy. Pay the card’s cost. Client in the same area? Pay 1 less (minimum 1). Then, if you wish, invoke Case Law: −1, −2 or −3 — it can bring the cost to zero.
  4. Collect. The fee, plus Reputation on the two fronts shown.
  5. File it. The card goes into the row matching its gavel color, along the edge of your desk. It’s a completed case — and it’s your Case Law.

Case Law — the gavels

Every case carries a judge’s gavel in one of four colors: ivory, orange, purple or graphite. If you’ve already won cases on the same grounds, you cite the precedents and spend less: at the Courthouse, use the cards from one row — 2 matching gavels = −1 Energy, 3 = −2, 4 = −3. It applies after the Client discount, can make the case free, and the cards used go to the COMPLETED pile.

The ethical shortcut

Missing 1 Knowledge? Short 1 or 2 Energy? You can do it anyway — everybody knows how — by taking a Conduct token. Each token is worth −3 points, and with 3 tokens you can’t make partner.

Case card: Common-Law Marriage Recognition, Family, Medium size, ivory gavel. Requires Knowledge 2 and Energy 2; pays $5, +2 Relationships and +1 Rainmaking; 3-year deadline.
Case
Client card: São Bento Steelworks, Labor, with satisfaction levels 3, 2 and 1.
Client
Senior Partner’s Criterion card: Broad Base.
Senior Partner’s Criterion

Game end

The partnership review

The highest total makes senior partner. Tie: fewer Conduct tokens; if still tied, higher Relationships.

  • +
    the five Reputations
  • +
    3 × the lowest of the five
  • +
    the 3 Senior Partner’s Criteria
  • +
    1 point per $5 in cash
  • −
    3 per Conduct token
  • −
    1 per $1 of debt

On the table

The 60 × 20 cm central board with the five rooms and THE YEAR track; the Case decks and the Client market sit along the sides
Central board · 60 × 20 cm (about 24 × 8 in)
Double-layer Attorney’s Desk with the Reputation, Knowledge and Energy tracks, the team, Conduct and the four Case Law rows
Attorney’s Desk · double layer, with the 4 Case Law rows

What’s in the box

  • 84 Case cards, each with its Case Law gavel (4 colors)
  • 35 Client cards
  • 12 Senior Partner’s Criteria
  • 1 folding central board (600 × 200 mm)
  • 5 Attorney’s Desks (double layer)
  • 5 Lead Attorney miniatures
  • 20 team discs (I / A)
  • 35 large cubes (10 mm)
  • 70 small cubes (6 mm: deadline and Client)
  • 15 Conduct tokens
  • 5 player aid cards
  • $1 and $5 coins, first player and year markers, score pad and rulebook

Solo mode

The Heir

Dr. Vieira joined the firm on the same day you did. The difference between you fits on one line of the org chart: his last name is the same as the founding partner’s. Four difficulty levels — from Easy to Unfair.

Expansion

Full Roster

The 6-player variant. The board was already designed to fit six: the spaces marked 6+ come into play, along with the sixth Attorney’s Desk and 12 new cases.

Variants

Demanding Partner · Hidden Criteria

One tightens the math, the other hides what the partner wants. Combined, they give you four different games in the same box.

Full rules in the material area

Common questions

Frequently asked questions

How many people can play?

From 1 to 5 players with the base box, and 6 with the Full Roster expansion. The game is tuned for 3 or 4; with a single player, there’s the solo mode, The Heir.

How long does a game take?

75 to 110 minutes — six rounds, one for each year of your career. With 6 players, add 15 to 20 minutes.

Do I need to know anything about law?

Not at all. The theme is a law firm, but everything you need is on the cards: Knowledge, Energy, fee and deadline. Lawyers will get a kick out of the cases — and out of the Coffee Break.

What’s the recommended age?

14 and up. There’s no inappropriate content: the rating reflects the number of decisions and the six-year planning.

Is there luck in the game?

A little, and no dice. Luck lives in the order of the Case and Client cards; everything else — including the ethical shortcut — is your choice, and you know exactly what you’re buying and at what price.

Can I play online for free?

Yes. The 3D and 2D versions, in English and in Portuguese, run right in your browser — no sign-up and nothing to install.

What stage is the game at?

SUIT is a playable v11 prototype, table-tested by outside groups in more than 10 games. It already has complete rules, a print-and-play and an online digital version (3D table, multiplayer and solo mode). It’s ready for the next phase.

Where can I buy the game?

SUIT is still in development and isn’t for sale yet. Message the designer on WhatsApp to follow the news and find out when it comes out.

How do I get into the download area?

It’s password-protected; the designer grants access to playtesters, partners and the press. Ask for yours on WhatsApp.

Restricted area

Game material

The English material: rules, print-and-play, the Full Roster expansion and sell sheets. Enter the password to unlock the downloads — it’s the same password as on the Portuguese page.

Looking for the Portuguese files? They’re in the Portuguese version of this page.

Want SUIT on your table?

Playtest, event, game store or just curious — talk directly to the designer.

Message on WhatsApp