Lisek Enterprises is an original engine building card game full of twists and turns, in which agents (players) compete to set up a dummy corporation, progressively hiring all sorts of employees (needed or not).
What strategy to use will depend on your ability to plan your moves far ahead, your logical skills and perhaps a bit of creativity and improvisation.
The smartest and fastest agent to sign the top management will earn a government contract and a life in the shadows. Will that be you?
Every playable card in the game is a professional to hire.
You (and your competitors) have identified 84 profiles of potentially interesting professionals, belonging to 5 different levels of the corporate hierarchy:
Essential workers (brown cards)
Individual contributors (green cards)
First line management (yellow cards)
Middle management (blue cards)
Top management (light blue cards)
Your studies clearly found out that you should start recruiting from the bottom of the ladder; getting the right essential workers and individual contributors is crucial to build up that initial positive reputation needed to attract higher level professionals to your business later on in the game.
CARDS REQUIREMENTS
In order to hire a professional (play the card from your hand to your side of the board face up) you must meet the card's requirements (the symbols indicated below the illustration) otherwise that card will stay in your hand.
During your studies you realized that a good number of essential workers do not need much convincing to join your corporation. Many brown cards do not have any requirements and that's where players will have to start their recruitment campaigns from.
CARDS ABILITIES
Every playable card in this game has an ability clearly visible below the card's requirements.
Abilities are special actions you should take after playing a card, added value that a new hire brings to your corporation.
Over the course of their recruitment processes, agents may come into contact with 13 unique abilities belonging to 2 different categories; white abilities refer to your cards while the red ones refer to your opponents cards.
The game comes with 13 additional Ability cards, in an effort to help agents understand more about all the available abilities.
They are not playable cards but rather useful references that should always be at each agent's disposal during the entire game.
Agents act in turns, cyclically starting from the youngest apprentice.
Agents normally play 1 card from their hand to their side of the board per turn, use the card's ability and then wait for other agents to do the same until the cycle starts again.
Agents should always keep in mind that this is not a typical card game in which they draw a card every turn; here agents will be able to draw cards only if they play cards with a Draw ability.
Please also note that at times the smartest agents may be able to play more than one card per turn...and there are certain abilities that will let agents hire high level professionals bypassing the cards requirements...
You are smart so you will figure it out.
The agent who will sign the highest amount of top managers will earn the government trust and sign the long awaited contract (and will officially disappear from the records).
Component | Quantity | Photo |
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Small Booklet | 1 | ![]() |
Poker Deck | 1 deck of 101 cards | ![]() |
Poker Tuck Box (108 cards) | 1 | ![]() |
Average Rating | 0 reviews |
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Publish Date | April 14, 2024 |
Edition | First |
Department | Games |
Tags | Engine Building cards secret agents Strategy long term planning recruitment dummy corporation logical 2 or 4 Players Replay value Strategy card game deck artwork |