Overview
In Last Will, players are competing relatives trying to spend an inheritance as fast as possible. Your rich uncle has died and left instructions that whoever can blow through a substantial sum of money the fastest will inherit his entire fortune. Players choose daily plans, hire companions, attend events, mismanage properties, and live lavishly to race toward bankruptcy. The first player to go broke wins.
Components
- 3 double-sided game boards
- 5 player boards
- 12 player board extensions
- 4 property market modifier tokens
- 31 Event cards
- 39 Expenses & Helpers cards
- 24 Properties cards
- 20 Companions cards
- 17 Special cards
- 7 “Last Will” cards
- 2 Companion wild cards
- 10 wooden errand boy figures (2 per player colour)
- 5 wooden action counters
- 5 wooden planning markers
- 1 wooden round counter
- 1 wooden starting player marker
- 30 wooden companion tokens (4 colours)
- 12 wooden property value markers
- 55 money tokens
Setup
- Assemble game boards based on player count.
- Shuffle card decks separately; place on designated board spaces.
- Each player takes a player board, 2 errand boys, action counter, planning marker, and starting money.
- Place round counter on round 1.
Turn Structure
Each round has the following phases:
1. Planning Phase
Players simultaneously and secretly choose a plan card determining:
- Number of cards to draw
- Number of actions available
- Number of errand boys to deploy
- Turn order for the round
2. Errand Boy Phase
In turn order, players deploy errand boys to board locations to:
- Take cards from the offering rows
- Adjust property market
- Gain special benefits
3. Action Phase
In turn order, each player performs actions equal to their plan:
- Play cards: Events, Expenses, Helpers, Properties, Companions
- Activate cards: Use previously played card abilities
- Manage properties: Buy, depreciate, or sell properties
4. End of Round
- Discard unplayed cards from the offering
- Advance round counter
- Properties may depreciate based on certain conditions
Actions
- Play Event cards: One-time expenses (theatre, dining, etc.). Spend money immediately.
- Play Expense/Helper cards: Ongoing costs. Helpers increase spending capacity.
- Play Companions: Boost event spending (adding companions to dinners, carriage rides, etc. increases cost).
- Buy Property: Acquire real estate at market price.
- Depreciate Property: Reduce property value through neglect (farm goes fallow, house deteriorates).
- Sell Property: Sell at depreciated value, losing money in the process.
Scoring / Victory Conditions
- The game ends when any player reaches exactly 0 or goes below 0 money.
- That player wins immediately if they have no remaining properties.
- If multiple players go bankrupt in the same round, the one most in debt wins.
- If the game ends after a fixed number of rounds without bankruptcy, the player with the least money wins.
Special Rules & Edge Cases
- Players must have no properties when going bankrupt to win. Properties must be sold off first.
- Player board extensions add card slots as the game progresses.
- Companion tokens are placed on event cards to increase their spending amount.
- The property market fluctuates, affecting buy and sell prices.
- Wild companion cards can substitute for any companion colour.
- Hand limit applies at the end of each round.
- Last Will cards provide special one-time spending abilities.
Player Reference
Round Summary:
- Planning (choose plan card secretly)
- Errand Boys (deploy to board locations)
- Actions (play/activate cards based on plan)
- End of Round (cleanup, advance round)
Card Types:
| Type |
Effect |
| Events |
One-time spending |
| Expenses & Helpers |
Ongoing costs |
| Properties |
Buy/depreciate/sell for losses |
| Companions |
Boost event spending |
| Special |
Unique abilities |
| Last Will |
One-time powerful effects |
Win Condition: First player to reach 0 money with no properties remaining.