- in the battle against stupidity and imcompetence, sometimes you have to fight fire with fire
- For 3-6 Players, Ages 14 and up
- Playing Time about 90 Minutes
- A Games Magazine Top 100 for 2007!
Product Description
In the battle against stupidity and incompetence, sometimes you have to fight fire with fire! Welcome to the absurdities of the business world: a place of rightsizing, vision statements, bungee bosses, peer reviews, total quality management, team-building exercises, and struggling for the best cubicle. In Dilbert: The Board Game, you and up to five fellow employees toil in an office of evil HR directors, accounting trolls, canine consultants, and a boss who bears a suspicious resemblance to the devil!
Dilbert is a hilarious board game for 3-6 players ages 14 and up and requires about 90 minutes to play.












Complicated Rules
Tedious Gameplay
At least I get paid when I do this in the office! At home I would rather not.
Amazon Rating: 2 / 5
I purchased Dilbert the Board Gameas a Christmas gift for an engineer. The game requires some extensive set-up and you have to keep the instructions close by – at least the first time you play it.
The gameplay itself was entertaining and all members of the family seemed to enjoy playing it, even those who were not yet members of the corporate work world.j
The game does include many small cardboard tokens, which are the reason the game was only given 3 stars for durability.
Overall, this game was enjoyable and a must have for any Dilbert fan.
Amazon Rating: 4 / 5
Reading all the rules can put people off at first. Then the game gets on in earnest, and can easily go from movement and projects and towards battling with the memo cards. Consultant cards add a level of deviousness to the game, forcing players to hold hands, avoid saying certain letters, beg for their jobs, and so forth.
This game isn’t a clone of any of the other games out there, and integrates multiple concepts. The box says 90 minutes: 2 hours is more appropriate. If one’s sense of humor is appropriate, or the players are familiar with the Dilbert characters, it will be easy to play more than once at a setting.
Amazon Rating: 5 / 5
Pyramid Review
Dilbert: The Board Game
Full-color boxed set with game board, six-sided die, six employee stand-ups, six employee cards, Pointy-Haired Boss stand-up, plastic stands, 15 glass signature tokens, 70 memo cards, 26 project cards, 18 consultant cards, 18 trait tokens, 17 work tokens, six happiness tokens, six cubicle tokens, two donut tokens, one out of order token, one Todd token, one Ted token, one family portrait token, one plastic plant token, rulebook; $29.95
Scott Adams, creator of the mega-popular Dilbert comic strip, has been accused of having spies in everyone’s office. How else could his observations be so piercing? Well, the folks at Hyperion must have agents in everyone’s game group, because they’ve developed a fine adaptation that brings the strip to the tabletop while maintaining its cursed humor. Everyone must now report to work at Dilbert: The Board Game.
The object of the game — designed for two to six players with an hour playing time — is to have the highest Happiness level when the boss finally gets traded to upper management.
Players take an employee playing piece and the card and work tokens that accompany it. Three to six drudges can take part. Everyone gets lined up in cubicles; the closer one is to the boss, the unhappier one becomes, knowing at any moment the call could come to perform the most pointless task first (cube position breaks many ties). Every character is rated for Motivation (how far he can move), Apathy, Incompetence, and Offensiveness. What no one has a lot of is Happiness, and they’ll spend the game trying to get it.
Each turn, characters find themselves assigned to horrible, thankless projects, and they wander the halls and offices of the board in hope of finding all the signatures they need for the job. They may be helped by Memo cards; these offer ways of skirting danger or foisting things off on someone else. Carpal Tunnel Syndrome may place the burden of making die rolls on another player; Casual Day could work against any player wearing blue jeans; and Sexual Harassment hurts those who touch someone else’s tokens. If someone gets a signature from all the departments involved in a task, the project is killed (no one wants to take responsibility for that particular turkey).
Those signatures may not be easily secured if the employee runs afoul of one of many pitfalls. Meeting the boss knocks a character over and darns him to Heck. Some tasks are assigned to, say, “the most Offensive employee,” and if someone chooses to switch their level of that stat with someone else they may dodge that bullet. Worse still, a set of Dogbert’s consultant cards sit in the middle of the board, and anyone who stumbles into the meeting there may trigger one. These make life even more miserable for everyone (except Dilbert, who can ignore them; and anyone currently enjoying the anonymity of the restroom). For example, budget cutbacks drain Happiness every time the sufferer touches the die. Other cards may require everyone to guess the next die result or to compliment the active player, and Proprietary Non-Disclosure Policy makes the game worth buying all on its own.
But once the signatures are in hand, they can be placed on a matching project. Enough of them kill an assignment. That’s good for anyone working on it, because every turn players lose Happiness for their tasks. The person who ends an assignment gains Happiness. When a character and the Pointy-Haired Boss cross each other on the Happiness track, the poor taskmaster gets traded to upper management. The player with the highest final score, as adjusted by things like how good their current cubicle assignment is, claims what little victory his dead-end position allows him.
The best part about the pieces is how big and bright they are. There’s not a lot of time wasted on overly fancy graphics. The game shares the cartoon strip’s Spartan sense of style and décor, favoring the simple over the detailed. Cartoon blurbs are scattered throughout the game’s equipment and the rulebook is clear and concise. Everyone’s skills (Apathy and so on) are tracked on the board using markers, and these are unfortunately quite small. Also, the board seems to warp without too much effort.
A lot of games like this turn out to be gimmicky cash-in opportunities, and while that would be quite Dilbertesque, this game makes players laugh just reading the rules. It becomes funnier still when all the separate ways to hose players come together to make life miserable for all concerned. Touches like drawing a real and practical distinction between the employees and the players playing them (some cards target one over the other) set off round after round of the giggles, and some of the potential card combinations can be positively gut-busting.
Dilbert: The Board Game is funny, unpredictable, and playable. The humor and the game both have staying power and make good use of their subject matter. More than a straightforward Dogbert marketing ploy, Hyperion makes their license count.
–Andy Vetromile
Amazon Rating: 5 / 5