Turnabouts in the courtroom.
Special Rules
Each player picks one Attorney, plus one Attorney or Aide to start in play with. Those cannot be destroyed during play.
The Prosecution plays a Person as the Defendant.
Gameplay
The Defendant starts as the Witness, but may be replaced if either player plays another Person card - if this happens, send the former Witness to the discard pile. Players may play Actions and Evidence to improve their case.
When a Person becomes a Witness, they are 'Locked', which means some of their abilities and keywords may not be available. Certain abilities will Unlock a witness.
Jury Points
Each Attorney starts with a number of Jury points, noted in the corner of their cards. The Defendant's Jury points are counted as a bonus for both Attorneys. The objective of each player is to reduce the opposing Attorney's Jury to 0, which they do by playing Evidence and Actions.
Evidence and Actions may also be played to try to topple an Aide or the Witness:
- If an Aide loses all their Jury points, they are removed from play.
- If a Witness loses all their Jury points, they are considered Unlocked.
Evidence Chaining
You can play Evidence only if it shares a keyword with an Evidence item in play or with the current Witness (depending on Locked status).
Evidence keywords are:
Blood, Fire, Electric, Gun, Sharp, Blunt, Chemical, Valuable, Corporate, Movies, Mystical, Love, Police, Photo, Audio, Video, Document, Personal, Escape, Recipient, Secure
Card List
Person - Attorney
Action (-2): Search the deck for an Evidence card and put it in your hand.
Person - Attorney
Your hand size is increased by 1.
Person - Attorney
Action (-2): Search the deck for an Argument card and put it in your hand.
Person - Attorney
You may draw an extra card on the first three turns of play.
Person - Attorney
Objection (-2): You may use this after an opponent plays a Thing or uses an Action. End the opponent's turn.
Person - Attorney
Objection (-2): You may use this when an opponent plays an Action card. Cancel the Action and send it to their discard pile.
Person - Attorney
Objection (-2): You may use this when an opponent uses their Attorney or Aide's Action. Cancel the Action.
Person - Attorney
When a new Witness is put in play, you may draw a card.
Person - Attorney
Your opponent's hand size is reduced by 1.
Person - Aide
Action: Remove a Thing in your discard pile from play. This gains the abilities of that card and loses this ability.
Person - Aide
This can't become the Defendant.
Action: Remove a Thing in any discard pile from play. This gains the abilities of that card and loses this ability.
Person - Aide
Action (-1): Search the deck for a Blood or Chemical Evidence and put it in your hand.
Person - Aide
Action (-1): Search the deck for a Police or Secure Evidence and put it in your hand.
Person - Aide
Action (-1): Unlock the Witness.
Person
Corporate
Locked: Electric
Action (-2): Search your opponent's deck for a Person card and put it in their discard pile.
Person
Corporate
If this is the Defendant and you're the Prosecution, before play starts, you may put the Defense's Aide in the discard pile. The Defense may search their deck for another Aide and play it.
Person
Movies
Locked: Photo
This can't become the Defendant.
Person
Movies
Locked: Video
Person
Locked: Escape
Whenever an Action is played against this card, flip a coin. On heads, destroy the Action with no effect.
'Person'
Locked: Audio
This can't become the Defendant.
Person
Police
Action (-3): Gain control of target Evidence.
Person
Police, Gun
Locked: Love, Chemical, Valuable
When this is Unlocked, destroy it at the end of the turn.
Person
Love
Locked: Mystical, Chemical, Valuable
Lawyer Badge
Thing - Evidence
You can only have one copy of this card in your deck. Discard this to draw three cards.
Magatama
Thing - Evidence
Mystical
Action: Unlock the Witness.
Tracking Device
Thing - Evidence
Electric, Escape
Luminol
Thing - Evidence
Blood, Sharp, Blunt
Video Camera
Thing - Evidence
Video, Electric
Kurain Urn
Thing - Evidence
Recipient, Mystical
Cellphone
Thing - Evidence
Personal, Electric, Audio
Thing - Evidence
Personal, Blood
If you have this on your deck, instead of drawing a card, you may search for this and put it on your hand.
Thing - Evidence
Photo, Document
Thing - Evidence
Personal, Escape
2
The Thinker Statue/Clock
Thing - Evidence
Blunt, Electric
Thing - Evidence
Audio, Electric
Thing - Evidence
Sharp, Escape
Thing - Evidence
Personal, Secure
Thing - Evidence
Movies, Sharp
Thing - Evidence
Recipient
Thing - Evidence
Photo, Electric
Thing - Evidence
Blood, Gun
Thing - Evidence
Valuable, Secure
Thing - Evidence
Personal, Valuable
Thing - Evidence
Personal
Thing - Evidence
Sharp, Blood
Thing - Evidence
Video, Secure
Thing - Evidence
Audio, Document
Thing - Evidence
Recipient, Sharp
Thing - Evidence
Personal, Corporate
Thing - Evidence
Blood, Personal
Thing - Evidence
Recipient, Sharp
Thing - Evidence
Document
Thing - Evidence
Recipient, Chemical
Thing - Evidence
Valuable, Mystical
Thing - Evidence
Document, Fire
The Blue Badger
Thing - Evidence
Police
OBJECTION!
Action
May be played in response to an opponent playing a card. That card has no effect and is sent to the discard pile.
HOLD IT!
Action
Unlock the Witness.
TAKE THAT!
Action
Search your deck for a Evidence card and play it.
Turnabout
Action
If the Witness' Jury is depleted, it becomes the Defendant and the player that played it becomes the Prosecution. Discard the former Defendant. Return all Evidence to the owners' hands.