The Committee in chaos
👥 4–8 Players
⏱ 30–60 min
🎂 Ages 14+
🃏 Party Card Game
🔥 Print & Play
A problem has arisen. A committee has been formed. Nothing will be solved.
🤔

What is The Committee?

Welcome to The Committee — the party card game where a gloriously incompetent group of bureaucrats must solve increasingly ridiculous crises. Everyone has a terrible solution. Everyone has a secret agenda. And absolutely nothing will go according to plan.

🔥

Absurd Crises

The ocean is carbonated. Gravity takes Tuesdays off. Handle it.

💡

Terrible Solutions

Release the bees. Rename the problem. Consult a horse. All valid.

✍️

Sneaky Amendments

Make any solution better — or spectacularly worse — with fine print.

🎭

Hidden Agendas

You're not here to help. You're here for gloriously selfish reasons.

🃏

The Five Card Types

Five colour-coded decks. Each one a different kind of trouble.

📦

Setup

Setup scene
1
Shuffle the Crisis deck and place it face-down in the centre of the table.
2
Combine Solutions, Amendments, and Chaos cards into one Action deck. Shuffle it and deal 6 cards to each player.
3
Shuffle the Agenda deck and deal 1 card face-down to each player. Keep it secret until the end of the game.
4
Place the remaining Action deck face-down as the draw pile.
5
Flip the top Crisis card and read it aloud. The meeting is called to order.
🔄

How a Round Works

Play until the Crisis deck runs out — or by agreement after 8+ rounds. Each round is one disastrous committee meeting.

Debate scene
1

Crisis Phase

Flip the top card of the Crisis deck and read it aloud. This is today's catastrophe. React accordingly.

2

Proposal Phase

Each player secretly picks one Solution card from their hand and places it face-down. You may also pass. Chaos card "New Business" may be played here to add a second solution.

3

Reveal Phase

All solutions are flipped face-up simultaneously. Read them aloud.

4

Amendment Phase

Players may attach Amendment cards to any revealed solution — including their own. Amendments add mechanical effects: use them offensively to sabotage rivals or defensively to boost yourself. Chaos cards "Procedural Objection" and "Executive Override" may be played here.

5

Debate Phase — 2 minutes

The floor is open. Argue for your solution, tear apart others, make deals, break deals, lie about your agenda. Crosstalk encouraged. Chaos cards "Point of Order!", "Emergency Recess," "Filibuster," and "All In Favor?" may be played here.

6

Vote Phase

All players simultaneously point at the solution they want to win. You cannot vote for your own. Votes can stack. You may abstain unless "With Mandatory Attendance" is in play. Chaos cards for vote manipulation may be played here.

7

Scoring Phase

Most votes wins: proposer scores +3 pts win bonus, plus +1 pt per vote received. In a tie, per-vote scoring still applies but the +3 win bonus becomes +1 for each tied proposer. Check Amendment effects before finalising. Chaos cards "Casting Vote" and "Second Opinion" may be played here.

8

Draw Phase

All players draw back up to 6 cards from the Action deck. If the deck runs out, shuffle the discard pile to form a new draw pile.

🗳️

Voting Rules

Voting scene

Voting is where deals are made and broken. Here's exactly how it works:

  • 🚫
    You cannot vote for your own solution — you are too biased to be trusted.
  • 👇
    Voting is simultaneous — on the count of three, everyone points at their chosen solution.
  • ✌️
    Votes can stack — multiple people can vote for the same solution.
  • ⚖️
    On a tie, per-vote scoring still applies (+1 per vote), but the +3 win bonus is replaced by +1 for each tied proposer. The crisis is resolved — no escalation.
  • 🤝
    Deals made during debate are not enforced. Betrayal is part of the game.
🏆

Scoring

Scoring scene
+3pts

Win Bonus

Your solution got the most votes. In a tie, +1 instead of +3.

+1pt

Per Vote Received

Every vote your solution receives — win or lose — earns you +1 pt. Applies in ties too.

+varies

Agenda Bonuses

Applied at end of game. Each agenda rewards a specific pattern of play across all rounds.

🏆

Winner

Most total points after the Crisis deck is exhausted wins the title of Committee Chair for Life.

🕵️

Hidden Agendas

Dealt secretly at the start. Revealed simultaneously at the end of the game. Each agenda rewards a specific pattern of play — bonus points applied retroactively across all rounds. Shape every vote around it, but don't get caught.

The Bureaucrat
+2 pts / round

Each round the winning solution creates a document, policy, committee, or report.

The Yes-Man
+2 pts / round

Each round you voted for the winning solution.

The Contrarian
+2 pts / round

Each round you voted for a solution that did NOT win.

The Chaos Agent
+3 pts / round

Each round a Chaos card was played and visibly altered the outcome.

The Procrastinator
+3 pts / event

Each time a Crisis is tabled or deferred without being resolved. Agenda bonuses still apply even when round points are blocked.

The Micro-Manager
+2 pts / round

Each round the winning solution had at least one Amendment card attached.

The Optimist
+1 pt / event

Each time any of your solutions receives at least one vote — win or lose. Once per round maximum.

The Grudge-Holder
+2 pts / round

Each round the player to your left's solution did not win.

🌪️

Tips for Maximum Chaos

🤝

Make Deals Early

Promise your vote to someone in exchange for theirs. Then break it at the exact worst moment.

✍️

Amend Strategically

Amend the leading solution with something absurd so it aligns with your agenda instead of theirs.

🎭

Hide Your Agenda

Don't make it obvious. Vote in ways that seem logical, not agenda-driven.

⚖️

Trigger Deadlocks

Sometimes it's better for nobody to score than for your rival to win the round.