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Mr Magpie's Harmless Card Game

A surreal corporate horror deckbuilder where you gamble your life for cash, dodge murderous JERRY cards, and “maximise synergies” to climb the company ladder in Mr Magpie’s office nightmare.

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Updated: Jul 13, 2026Developer scaleThe operating scale of the game's developer.
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About the Game

Mr Magpie’s Harmless Card Game is a surreal corporate horror deckbuilder hosted by a deranged puppet with a very warped performance management program.

You are trapped in Mr Magpie’s workplace, where your only choice is to earn cash and climb the corporate ladder. Flip cards, stack your deck, exploit strange synergies, and push your luck for bigger payouts.

Just avoid the JERRY cards.
JERRYs will kill you.
Everyone hates JERRY.

Flip the Cards

Reveal cards to earn money, gather clues and survive each round. Read the board, follow the hints, and decide when to cash out before your poor decisions result in a workplace incident.

Invest in Your Future

Spend your hard-earned cash in Mr Magpie’s supply closet to improve your run. Add powerful cards to your deck, unlock game-warping global Perks, and create deeply irresponsible combos that would make HR very nervous.

Greed is Good

Every run gives you new cards, new Perks, new risks, and new ways to make a terrible decision look like a brilliant strategy. Learn the systems, build around your luck, and make enough money to survive another day at the office.

Do Not Fail

Push your luck too far and you will be terminated.
Permanently.

Features:

  • A surreal corporate horror deckbuilder about greed, deduction, and extremely unsafe workplace practices.

  • Push-your-luck card flipping mixed with logical deduction. Think Minesweeper roguelike, if Minesweeper was a shareholder with unreasonable quarterly targets and a dangerous appetite for risk.

  • Stack your deck with powerful cards, unexpected synergies, and global Perks that can completely reshape your run.

  • Avoid JERRY cards. They are evil. This is not up for debate.

  • Multiple character classes that dramatically change how you play.

  • Explore the workplace between runs, poke around its stranger corners, and discover whatever Mr Magpie left out of the employee handbook.

  • Cryptic but approachable systems designed to be discovered, understood, and exploited.

  • A “just one more run” structure built around quick decisions, terrible risks, and very questionable corporate incentives.