LaunderMat rules:
how to play.
The goal is to build the Most Valuable Laundromat without getting Indicted in the final investigation. Play with 3–6 players, either on one shared device or online with a Room Code.
Pick a bill. Keep it quiet.
Play with 3–6 players. Each round, the display reveals one more bill than the player count. Agree upon a Max Round Timer: 15, 30, 45, or 60 seconds, or 3, 5, or 10 minutes. In Room Code games, everyone drafts at once on their own device; you can change your secret selection while the round is open. The round resolves as soon as everyone has selected or the timer expires, so a player who stops responding cannot hold up the game indefinitely.
- 01 · CHOOSEPick in privateEveryone may change their choice until all have picked or time runs out.
- 02 · RESOLVECompare cardsUnique picks collect. Players choosing the same card collide.
- 03 · VAULTCollisions actEligible colliders automatically receive a Vault bill and die roll; timeouts cannot raid.
- 04 · BUYSpend, then repeatA collected normal pick unlocks one addition or Secret Weapon purchase.
- Two or more players choosing the same card collide. Matching denominations on different cards are still separate picks.
- Unique picks are collected as cash. If the timer expires before you pick, you collect nothing and cannot raid the Vault. Unselected cards and collided cards go to the Vault.
- In Room Code games, everyone sees the public game state and who has selected. Your current bill choice and held cash stay hidden from opponents; draft results become public when the round resolves.
These exact counts are shuffled together. Face-up bills are dealt from this deck, so each display may have a different mix.
Three players choose at once. Nobody sees another player’s card until the round resolves.
After reveal: A + B collide on Card A. Player C collects Card B. Card identity—not denomination—causes a collision.
The Vault resolves after collisions.
After the draft, each eligible player in a collision is automatically dealt one random Vault bill and rolls a die, in turn order. You do not choose whether to raid before the roll. A player who times out without selecting cannot raid, and players who lose a Seniority claim receive no Vault action.
- If no Alarm sounds, keep the dealt bill as private cash.
- A bill worth $70,000 or more always triggers an Alarm. Smaller bills can trigger one depending on the die roll; larger bills carry more risk.
- When an Alarm triggers, spend the Alarm bill plus any other held bills you choose on one affordable, eligible addition in stock, or discard the Alarm bill. All committed bills are spent; overpayment is lost. If no eligible addition can be purchased, the Alarm bill is discarded.
- If you already own a flagged addition type, an Alarm purchase must be a different eligible type when one is available.
4 < 5 means Alarm. On this $50,000 bill, rolls 1–4 trigger an Alarm; rolls 5–6 mean no Alarm. Bills worth $70,000 or more always Alarm, regardless of the roll.
All Vault draws and Alarm decisions resolve before normal purchases begin.
One purchase per round.
After Vault actions, only players whose unique normal-draft pick collected a bill may make one purchase: a standard addition or a Secret Weapon, or skip. A collision, a timeout without a pick, or Vault cash alone does not unlock a normal purchase. Pay with one or more held bills. All selected bills are spent; overpayment is lost. Purchases are first come, first served. In Room Code games, eligible players may confirm at the same time; each confirmed addition purchase claims the next available copy, and the order of confirmed Secret Weapon purchases sets the declining weapon price. If an immediate weapon loses its legal target before confirmation, the purchase is rejected without spending bills or consuming the purchase action.
Paying the exact cost for an addition gives it an extra 5,000 points; overpayment earns no bonus. The shared market starts with five of each addition; sold-out types are no longer available. Green T-Shirt can adjust every eligible addition purchase: all committed bills count as the selected reference bill’s denomination, including for an exact-payment bonus. Copies acquired through an Alarm purchase are flagged; a normal purchase stays clean unless Anonymous Email has flagged its type.
Secret weapons change the night.
At setup, the game randomly offers one distinct weapon type per player from the ten below. Drafting abilities act during their draft or reveal window; purchase-triggered abilities resolve as part of buying, while other purchase abilities are usable only in their legal purchase opportunity. Investigation abilities act during the final investigation. Permanent effects apply while owned, including stated retroactive effects; there is no blanket rule to wait until the next round after buying a weapon. Each player may buy at most one, using their normal purchase turn after a successful draft. Buying a weapon ends that purchase turn; a free weapon still uses it, and excess payment is lost. A newly bought purchase-phase weapon cannot be used in that same purchase opportunity if buying it ends the turn. An immediate-purchase weapon with no legal target remains in the market at its scheduled price and cannot be bought.
- BUY 01$100,000
- BUY 02$80,000
- BUY 03$60,000
- BUY 04$40,000
- BUY 05$20,000
- BUY 06FREE
Lost and Found
Once during the open draft, draw a hidden random bill from the remaining main deck instead of choosing a face-up bill. It counts as your pick. You can switch back before the draft locks; that cancels the draw and restores the ability. An unused display bill returns to the shuffled deck, preserving the scheduled round count.
Anonymous Email
When you buy it, immediately choose an unflagged standard addition type. All current and future copies of that type, whoever owns them, become flagged, and the type gains one extra investigation entry. Every copy of that type you own, including copies bought later, is automatically protected for $0. That protection cannot be counterbribed, and protected flagged copies still score zero if the type is investigated. If every type is already flagged, the weapon cannot be purchased and remains in the market.
2 for 1
Your next eligible standard addition purchase automatically gives you a second copy if stock remains. Only the paid copy can earn an exact-payment bonus; the bonus copy never does. It cannot apply to a weapon purchase.
Jackpot
When you buy it, choose an opponent who owns a Slot Machine and has at least one held bill. Randomly transfer one of their bills immediately. The Jackpot transaction is public, but the bill value stays private. Without an eligible opponent, Jackpot remains in the market but cannot be bought.
Seniority
After a collision you joined, you may claim the collided bill. Other colliders receive neither the bill, a Vault action, nor a normal purchase; declining leaves Seniority unused.
Rubber Gloves
Add 2 to your Vault die roll, up to 6. A bill worth $70,000 or more still triggers an Alarm automatically.
5 Star Review
After investigation effects, earn a bonus for each unique addition type with at least one scoring-eligible copy: 1 type = $10,000; 2 = $30,000; 3 = $60,000; 4 = $100,000; 5 = $150,000.
Green T-Shirt
On every eligible addition purchase, choose one committed bill as the reference denomination. Every committed bill counts as that denomination for that purchase. An exact adjusted total earns the $5,000 bonus. It works on normal and Alarm purchases; all committed bills are spent.
Budget App
Double each exact-payment bonus to $10,000, including bonuses earned before you bought Budget App. Overpayment still earns no bonus.
Broken Machine
Once during an open draft, return the display and hidden Lost and Found draws, reshuffle, clear everyone’s selections, and deal a fresh display with a full timer.
Bribe, counter, then one type gets investigated.
After the final purchase, three short public stages run in order, each on its own countdown (15 seconds by default; 30 or 45 can be chosen at setup). Every player may act during an open stage, and may commit more than once. The clock does not restart after a payment, and once a stage closes no late actions are accepted. Pay with any bills in your wallet at printed value; all committed bills are spent and no change is given. Green T-Shirt does not affect bribes.
- 01 · Protection bribes. Spend at least $50,000 to protect one specific copy you own. Bid more to make it harder to counter. You may protect several copies. Amounts and targets are public.
- 02 · Counterbribes. Spend at least the original amount to cancel another player's paid protection. You cannot counter your own, each protection can be countered only once, and both payments stay spent.
- 03 · Investigation entries. Every full $20,000 adds one entry. You may pay any total of $20,000 or more: entries are the total divided by $20,000, rounded down. Every selected bill is spent and no change is given, so anything above the last full $20,000 is lost. Put all entries on one type, or split them between types, for example a $100,000 bill as 2 entries on one type and 3 on another. Each of the five types starts with one entry, and every purchased entry is public.
Every paid standard addition purchase adds 1 investigation entry for that type. An Alarm purchase adds 1 more, for 2 entries total. Only the paid-for copy counts: the free copy from 2 for 1 Deal adds no entries. These entries accumulate with the base entries, Anonymous Email entries, and paid influence entries.
After bribery, exactly one addition type is drawn from the accumulated pool, weighted by entries. A short animated reveal displays that already-drawn type before the final standings; the animation never chooses a new result. Resolve each purchased copy of that type separately. A clean copy is cleared, keeps its full scoring value, and does not affect its owner's eligibility to win. Other types retain their normal scoring value, subject to existing rules.
- An Alarm purchase flags the purchased copies, not other clean copies of that type. Paid protection applies to a specific copy. Anonymous Email is the exception: it flags all current and future copies of its chosen type and automatically protects all of its buyer's copies at $0. That protection cannot be counterbribed.
- Exact-payment bonuses on shut-down flagged copies are lost too. Cleared clean copies retain their exact-payment bonuses.
- The highest remaining addition score wins among eligible players.
- If every player is disqualified, nobody wins: everyone got caught.