More bad ideas

Expansions & modes

Three mini-expansions, 25 cards each. Bigger tables, more chaos, or flip the goal.

Then two ways to run the same box — no extra cards.

Still learning? Start with the base game →

01

Full House

More cards, bigger groups.

Full House expansion pack

Expansion Pack I

Plays up to 7.

The base game is built for 2–4.

Full House stretches the table to 5–7. More event cards, action cards, and coin cards so bigger groups stay chaotic.

Setup

  1. Add the new cards into the matching decks.
  2. Deal and play as usual. Just more seats at the table.
Add it with the game →

02

Market Madness

Same game. More chaos.

Market Madness expansion pack

Expansion Pack II

Two Rug Pulls in the deck.

Shuffle in more chaos cards. New events, new actions, more ways for the market to go sideways.

Plus a second Rug Pull — so the crash can fake you out.

Setup

  1. Add the new cards into the matching decks.
  2. Play Trash Traders as usual.
Add it with the game →

03

Diamond Hands

Flip the whole game.

Diamond Hands expansion pack

Expansion Pack III

Most cash wins.

Now the richest raccoon wins. Cards that used to punish now reward — Stop Loss is a good thing in this mode.

Cash is still public, as always. Same table. Opposite goal.

Setup

  1. Add the Diamond Hands cards and use the flipped rules.
  2. Deal and play with the new win condition.
Add it with the game →

Each expansion pack card has a different color and marking.
Want to play just the base game? Pull those cards back out.

Same box

Alternate Modes

Once you know the base game, try these. Same cards, coins, prices, and win condition. Only setup and one part of your turn change.

04

Quick Trader Mode

For tables that want constant action.

2–4 players · every draw moves the market

Pull the action cards out of the market deck and give them their own pile. What’s left is prices, events, and the Rug Pull. Every single draw swings the market. No quiet turns. No dead draws.

Setup

  1. Fan out the deck and pull every white-background card (actions and memes) into a separate action pile. The black cards (prices and events) plus the Rug Pull are the Market Deck.
  2. Shuffle both piles separately and keep them apart for the whole game.
  3. Deal 7 action cards to each player from the action pile.
  4. Give each player $10 to start (five bills; one more than usual). Prices swing constantly here, so the cushion keeps you in long enough to make real decisions.
  5. Starting price: $2 card in the centre, as normal.

What changes on your turn: same three steps, plus once per turn you may discard one card you don’t want and draw a replacement from the action pile. If the action pile runs out, shuffle the discards into a fresh one. Your mandatory draw still comes from the Market Deck, which now means every draw is a price change, an event, or the Rug Pull.

05

Mirror Match

No luck in the opening hand. Both players get the exact same seven cards. Whoever plays them better wins.

2 players only · head-to-head

Setup: use the Quick Trader setup, then build two identical 7-card hands from the action pile (one card of each chosen type per player; any seven action types with at least two copies in the box). Deal one hand to each player and shuffle the rest back. Play proceeds exactly as Quick Trader Mode.

Because both players start identical, every difference comes from decisions: when you dump, who you target, how you read the price stack. Short games. No hand luck. Runs off a single copy of the game.

Which Mode to Run

Standard and Classic live on the base rules page. This table compares every option.

ModeDealCashDeckBest for
Standard (start here)5 (remove memes to shorten)$8All cards togetherNormal play
Classic3, rug in bottom half$8All cards togetherLonger game
Quick Trader7 + discard-to-draw$10Two piles, sortedConstant action, loud tables
Mirror Match7 identical, 2p$10Two piles, sortedPure head-to-head