Beruflich Dokumente
Kultur Dokumente
5 SYSTEM COMPATIBLE
LPJ9660
COURTROOM Clash
RULES OF PLAY
1
2
2
3
4
4
6
6
2. Overview of Play
At the start of play, players will determine if this game
will be low, medium, or high level. Next, players choose
a case and set up the witnesses and pieces of evidence.
Players then secretly determine the abilities of their attorneys. These are revealed, a judge is randomly chosen,
and the trial begins.
In the trial, the prosecution player goes rst, followed
by the defense player. The prosecution rst presents all
of its witnesses and evidence, followed by the defense.
PAGE: 2
3. Components
3.1 Components include:
This rulebook
6 case sheets
96 counters
5 displays (2 attorney, 2 witness/evidence,
1 courtroom)
One six-sided die is not included but is
required for play. A 1d6 roll means to
roll one die for a range of 1 to 6, and a
1d3 roll means to roll one die and divide
by two, rounding up, for a range of 1 to 3
(so that 12 = 1, 34 = 2, and 56 = 3).
3.2 Case Sheets: The six case sheets each have one or
two cases to be resolved. Each has an introduction followed by the witnesses/evidence for both prosecution
and defense. The more-advanced cases have three possible setups; if so, an indicator counter is placed in the
A, B, or C space as a reminder of which is used.
3.3 Counters: The counters are divided into seven types:
prosecution witnesses/evidence, defense witnesses/evidence, indicator counters for use on display tracks, prosecution full actions, prosecution half actions, defense
full actions, and defense half actions. Some examples:
Prosecution
Witness 2
Prosecution
Evidence 1
Prosecution
Witness/Evidence
Defense
Witness 1
Defense
Evidence 3
Defense
Witness/Evidence
Indicator
Counter
Diplo + 1
Offer Compromise
Bluff + 2 *
Questionable Conclusions
Orat + 2 *
Invoke
Faith
(Bluff + 3 /
Intim + 3) *
Counter
Lie
Prosecut.
Full
Action
Prosecut.
Half
Action
Defense
Full
Action
Defense
Half
Action
will all become available again). These are used as described in the 6.1 Actions rule section to determine
the nal value of each witness/piece of evidence to the
prosecution or defense.
3.4 Displays: Each display has tracks for recording various values. One indicator counter is placed on each of
these tracks to show the current value.
3.41 The two attorney displays, one for prosecution and
one for defense, contain only tracks (and a sequence of
play summary). The Skills tracks have their values
determined toward the start of play, and their Summation values determined toward the end of play.
3.42 The two witness/evidence displays (one for the
prosecution and one for the defense) contain only tracks.
The value of the witnesses and pieces of evidence available at the start of the game. If the surprise roll is successful, additional witnesses and pieces of evidence
may become active later in the trial and have their values specied then.
Example:
Bluff 0, Diplomacy 1,
Intimidation 1, Oratory 2
4.32 Medium:
8 points total
Bluff: 13
Diplomacy: 2 (always)
Intimidation: 13
Oratory: 13
Example:
Bluff 3, Diplomacy 2,
Intimidation 1, Oratory 2
4.33 High:
12 points total
Bluff: 25
Diplomacy: 3 (always)
Intimidation: 25
Oratory: 25
Example:
Bluff 2, Diplomacy 3,
Intimidation 2, Oratory 5
4.34 Once both players are ready, they reveal their displays.
4.4 The prosecution player randomly chooses a judge
and records the result in the Judge section of the courtroom display. This affects the likelihood of sustaining
objections in each category (where a +1 means that the
judge is more likely to sustain an objection to that sort
of action and a -1 means that being overruled is more
likely):
Die Roll
1
2
3
4
5
6
Judge Result
+1 for Bluff Objections
+1 for Intimidation Objections
+1 for Oratory Objections
-1 for Bluff Objections
-1 for Intimidation Objections
-1 for Oratory Objections
PAGE: 3
4.31 Low:
4 points total
Bluff: 02
Diplomacy: 1 (always)
Intimidation: 02
Oratory: 02
5. Sequence of Play
PAGE: 4
6. Procedure
Details
6.1 Actions. At start of case presentation (1 & 2, as well
as 3a & 3b if surprise occurs), all actions are made available to prosecution and defense. During 1. Prosecution
presents case the prosecution player is considered active and the defense player is considered inactive. Similarly, during 2. Defense presents case the defense
player is active and the prosecution is inactive.
6.11 During direct/redirect examination, the active player places one full action (darker color) or one or two half
actions (lighter color, with text italicized) in the appropriate Prosecution Action(s) or Defense Action(s)
box on the courtroom display.
6.12 The inactive player may then optionally object to
each full action or half action marked with an asterisk. If
he desires, he may make one or both of these strong objections by decreasing his Strong Objections Remaining track by one in each instance. Once that track is
reduced to 0, no further strong objections may be made
(though normal objections are still possible).
6.13 Objections. For each objected-to action, the active
player rolls 1d6 (adding or subtracting the judges objection modier if the action matches that category) with a
+1 if the objection is a strong one. If the modied roll
is 4 or more then the objection is sustained and the action is removed (if the modied roll is 3 or less then the
objection is overruled and the action remains in play).
PAGE: 5
6.14 Once one full or one or two half actions from the
active player make it past objections, the inactive player
puts forth his one full or one or two half objections. The
active player may object to these in the same manner,
and play continues until the inactive player has one full
action or one or two half actions that make it past objections.
7. Victory Determination
7.1 The total of all witnesses, pieces of evidence, and summations are totaled. The prosecution player locates this
value on the Jury Table and cross indexes it with the roll of 1d6. The result is the outcome of the trial.
PAGE: 6
Die Roll
-4 or -5
-2 or -3
-1 to +1
+2 or +3
+4 or +5
+6 or more
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Not Guilty
Guilty
Not Guilty
Not Guilty
Not Guilty
Hung Jury
Hung Jury
Guilty
Guilty
Not Guilty
Not Guilty
Hung Jury
Hung Jury
Guilty
Guilty
Guilty
Not Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
Guilty
8. Solitaire Play
8.1 Courtroom Clash may be played by one player. The
game is played normally except as shown in this rule
section which describes the actions of the system that
the solitaire player will compete against.
8.2 Set up for play is done normally, with the player
deciding whether to be prosecution or defense (either by
choice or randomly) and picking a case (either by choice
or randomly). The attorneys may be of differing level,
however, depending on solitaire difculty.
8.3 For an easy solitaire game, both will be the same
level, so that low, medium, and high level games are
possible (selected by choice or randomly as usual). For
a standard solitaire game, the players attorney will be
one level lower than the systems attorney (if random
choice is desired, a roll of 13 = system is medium and
player is low, 56 = system is high and player is medium). For a hard solitaire game, the systems attorney
is high level and the players attorney is low level.
8.4 After the player has set up his attorney display with
skills as described in rule 4.3, the system attorney skills
are determined by die roll:
8.41 Low:
12
Bluff: 2
Diplomacy: 1
Intimidation: 0
Oratory: 1
34
Bluff: 1
Diplomacy: 1
Intimidation: 1
Oratory: 1
56
Bluff: 0
Diplomacy: 1
Intimidation: 1
Oratory: 2
8.42 Medium:
12
Bluff: 3
Diplomacy: 2
Intimidation: 1
Oratory: 2
34
Bluff: 1
Diplomacy: 2
Intimidation: 3
Oratory: 2
56
Bluff: 1
Diplomacy: 2
Intimidation: 2
Oratory: 3
8.43 High:
Bluff: 5
Diplomacy: 2
Intimidation: 2
Oratory: 3
34
Bluff: 2
Diplomacy: 2
Intimidation: 5
Oratory: 3
56
Bluff: 2
Diplomacy: 2
Intimidation: 3
Oratory: 5
8.5 Divide the systems actions into two groups, one for
full actions and one for half actions. These may be placed
face-down in two piles or placed into two opaque. Play
is now ready to begin.
8.6 The player will perform all of his prosecution or defense actions normally as described in the rules (as well
as the physical activities for the system, like drawing
counters and rolling dice). The system will present its
witnesses in numerical order, then its pieces of evidence
in numerical order.
8.61 Whenever an action is called for, the system will
normally use a full action on a roll of 14 or two half actions on a roll of 56. However, if only one or zero half
actions remain undrawn, then a full action will always
be used. The player draws the systems one full or two
half actions randomly from the pile or cup and places
them face up in the Defense Action(s) or Prosecution
Action(s) section of the courtroom display.
Courtroom Clash
Copyright 2007, Louis Porter Jr. Design, Inc.
Game designed by Wendell Martin, Jr.
PAGE: 7
12
Prosecution Witness 1
Defense
-2
-1
+1
Prosecution
+2
+3
+4
+1
Prosecution
+2
+3
+4
+1
Prosecution
+2
+3
+4
+1
Prosecution
+2
+3
+4
+1
Prosecution
+2
+3
+4
+1
Prosecution
+2
+3
+4
Prosecution
Witness 1
Prosecution Witness 2
Defense
-2
-1
Prosecution
Witness 2
Prosecution Witness 3
Defense
-2
-1
Prosecution
Witness 3
Prosecution Evidence 1
Defense
-2
-1
Prosecution
Evidence 1
Prosecution Evidence 2
Defense
-2
-1
Prosecution
Evidence 2
Prosecution Evidence 3
Defense
-2
Prosecution
Evidence 3
-1
Defense Witness 1
Defense
Witness 1
Prosecution
+1
+2
Defense
0
-1
-2
-3
-4
-3
-4
-3
-4
-3
-4
-3
-4
-3
-4
Defense Witness 2
Defense
Witness 2
Prosecution
+2
+1
Defense
0
-1
-2
Defense Witness 3
Defense
Witness 3
Prosecution
+2
+1
Defense
0
-1
-2
Defense Evidence 1
Defense
Evidence 1
Prosecution
+2
+1
Defense
0
-1
-2
-1
-2
-1
-2
Defense Evidence 2
Defense
Evidence 2
Prosecution
+1
+2
Defense
Defense Evidence 3
Defense
Evidence 3
Prosecution
+1
+2
Defense
Prosecution Skills
Bluff:
Diplomacy:
Intimidation:
Oratory:
+6
+7
+8
Prosecution Summation
+1
+2
+3
+4
+5
Defense Skills
Bluff:
Diplomacy:
Intimidation:
Oratory:
-5
-6
-7
-8
Defense Summation
-1
-2
-3
-4
Prosecution
Witness 1
Prosecution
Witness 2
Prosecution
Witness 3
Prosecution
Evidence 1
Prosecution
Evidence 2
Prosecution
Evidence 3
Defense
Witness 1
Defense
Witness 2
Defense
Witness 3
Any + 1
Tell
Truth
Bluff + 3 *
Big
Lie
Bluff + 2 *
Distracting
Patter
Diplo + 2
Ad
Exambuim
Diplo + 2
Estoppel
Intim + 2 *
Smear
Opponent
Intim + 2 *
Tantrum
Orat + 3 *
Dazzling
Rhetoric
Orat + 2 *
Invoke
Faith
Diplo + 2
Profound
Conclusion
Diplo + 1
Present
Evidence
Intim + 3 *
Ad
Hominem
Intim + 2 *
Forceful
Interrogation
Bluff + 1 *
Sly
Insinuations
Diplo + 1
Expose
Flaw
Diplo + 2
Lex Non
Scripta
Intim + 1 * Orat + 1 *
Hint at Con- Humorous
sequences
Jab
Orat + 2
Reality
Check
(Diplo + 3 / (Bluff + 3 /
Intim + 3) Intim + 3) *
Corpus
Counter
Delicti
Lie
Diplo + 1
Diplo + 1
Diplo + 1
Diplo + 2
Gentle
Logical
Offer Com- Profound
Persuasion Conclusion
promise
Conclusion
Diplo + 1
Present
Evidence
Intim + 3 *
Ad
Hominem
Intim + 2 *
Forceful
Interrogation
Diplo + 1
Expose
Flaw
Diplo + 2
Lex Non
Scripta
Intim + 1 * Orat + 1 *
Hint at Con- Humorous
sequences
Jab
Diplo + 2
Estoppel
(Diplo + 2 / (Bluff + 3 /
Intim + 2) Intim + 3) *
Attack
Threat
Facts
Any + 2
Onus
Probandi
Bluff + 2 * Bluff + 1 *
QuestionSly
able Con- Insinuations
clusions
Defense
Evidence 1
Defense
Evidence 2
Defense
Evidence 3
Diplo + 1
Diplo + 1
Diplo + 1
Gentle
Logical
Offer ComPersuasion Conclusion
promise
(Diplo + 2 / (Bluff + 3 /
Intim + 2) Intim + 3) *
Attack
Threat
Facts
Any + 2
Onus
Probandi
Bluff + 2 *
Questionable Conclusions
Any + 1
Tell
Truth
Bluff + 3 *
Big
Lie
Bluff + 2 *
Distracting
Patter
Diplo + 2
Ad
Exambuim
Intim + 2 *
Smear
Opponent
Intim + 2 *
Tantrum
Orat + 3 *
Dazzling
Rhetoric
Orat + 2 *
Invoke
Faith
Orat + 2
Reality
Check
(Diplo + 3 / (Bluff + 3 /
Intim + 3) Intim + 3) *
Corpus
Counter
Delicti
Lie
Prosecution
Witness 1
Prosecution
Witness 2
Prosecution
Witness 3
Prosecution
Evidence 1
Prosecution
Evidence 2
Prosecution
Evidence 3
Defense
Witness 1
Defense
Witness 2
Defense
Witness 3
Any + 1
Tell
Truth
Bluff + 3 *
Big
Lie
Bluff + 2 *
Distracting
Patter
Diplo + 2
Ad
Exambuim
Diplo + 2
Estoppel
Intim + 2 *
Smear
Opponent
Intim + 2 *
Tantrum
Orat + 3 *
Dazzling
Rhetoric
Orat + 2 *
Invoke
Faith
Diplo + 2
Profound
Conclusion
Diplo + 1
Present
Evidence
Intim + 3 *
Ad
Hominem
Intim + 2 *
Forceful
Interrogation
Bluff + 1 *
Sly
Insinuations
Diplo + 1
Expose
Flaw
Diplo + 2
Lex Non
Scripta
Intim + 1 * Orat + 1 *
Hint at Con- Humorous
sequences
Jab
Orat + 2
Reality
Check
(Diplo + 3 / (Bluff + 3 /
Intim + 3) Intim + 3) *
Corpus
Counter
Delicti
Lie
Diplo + 1
Diplo + 1
Diplo + 1
Diplo + 2
Gentle
Logical
Offer Com- Profound
Persuasion Conclusion
promise
Conclusion
Diplo + 1
Present
Evidence
Intim + 3 *
Ad
Hominem
Intim + 2 *
Forceful
Interrogation
Diplo + 1
Expose
Flaw
Diplo + 2
Lex Non
Scripta
Intim + 1 * Orat + 1 *
Hint at Con- Humorous
sequences
Jab
Diplo + 2
Estoppel
(Diplo + 2 / (Bluff + 3 /
Intim + 2) Intim + 3) *
Attack
Threat
Facts
Any + 2
Onus
Probandi
Bluff + 2 * Bluff + 1 *
QuestionSly
able Con- Insinuations
clusions
Defense
Evidence 1
Defense
Evidence 2
Defense
Evidence 3
Diplo + 1
Diplo + 1
Diplo + 1
Gentle
Logical
Offer ComPersuasion Conclusion
promise
(Diplo + 2 / (Bluff + 3 /
Intim + 2) Intim + 3) *
Attack
Threat
Facts
Any + 2
Onus
Probandi
Bluff + 2 *
Questionable Conclusions
Any + 1
Tell
Truth
Bluff + 3 *
Big
Lie
Bluff + 2 *
Distracting
Patter
Diplo + 2
Ad
Exambuim
Intim + 2 *
Smear
Opponent
Intim + 2 *
Tantrum
Orat + 3 *
Dazzling
Rhetoric
Orat + 2 *
Invoke
Faith
Orat + 2
Reality
Check
(Diplo + 3 / (Bluff + 3 /
Intim + 3) Intim + 3) *
Corpus
Counter
Delicti
Lie
Defense Action(s)
Prosecution Action(s)
Defense
With./Evid.
Witnesses/Evidence Remaining
-1 Orat
Witnesses/Evidence Remaining
-1 Intim
12 = 1 point shift, 34 =
2 points, 5+ = 3 points.
Actions Remaining
-1 Bluff
Witness/Evidence
Actions Remaining
Prosecution
+1 Orat
+1 Bluff +1 Intim
Judge
Drug Possession
Tom Lewis is charged with purchasing illegal drugs. Jeff Brown, an accomplice of his who was also arrested, has agreed
to testify against him in exchange for immunity.
Prosecution Witnesses: #1 Arresting ofcer (+3), #2 Jeff Brown (+2)
Prosecution Evidence: #1 Prior history of Tom Lewis (+1)
Defense Witness: #1 Tom Lewis (-2)
Defense Evidence: #1 Arresting ofcers prior statements (-2)
Surprise roll:
12: Records suggesting an improper prior arrangement between Jeff Brown and the arresting ofcer come to light.
Defense Evidence: #2 Records (-1)
35: An eyewitness who was being sought in connection with the case is nally located. She claims that it was a set-up.
Defense Witness: #2 Eyewitness (-2)
6: None.
Libel
Jane McCallum, president of a computer game company, claims that untrue statements in an article by Jon Ferrari, head of
a competing company, damaged her latest games sales.
Prosecution Witnesses: #1 Jane McCallum (+2), #2 Software expert (+1)
Prosecution Evidence: #1 Text of article (+2)
Defense Witnesses: #1 Jon Ferrari (-3), #2 Rebuttal software expert (-2)
Surprise roll:
1: Newly found internal documents show collusion between McCallum and a video card manufacturer to provide unfair
advantages to her companys games.
Defense Evidence: #1 Internal documents (-2)
2: Company records are newly uncovered, showing an additional motive for Ferrari to make false statements.
Prosecution Evidence: #2 Company records (+2)
36: None.
School Negligence
Mary Green, a nurse at a high school, treated a young student complaining of headache by giving him medication. Later
the student died of cerebral hemorrhage, which the medication may have caused or aggravated. The childs parents are
suing the school.
Prosecution Witnesses: #1 Medical expert (+1), #2 Childs mother (+3)
Prosecution Evidence: #1 Drug study 1 (+1), #2 Childs autopsy report (+2)
Defense Witnesses: #1 Nurse Green (-2), #2 Drug company representative (-1)
Defense Evidence: #1 Childs prior medical history (-2), #2 Drug study 2 (-2)
Surprise roll:
12: New evidence suggests that the medications manufacturer covered up some of its effects, and thus Nurse Green was
unaware of the full risk. But the trustworthiness of the employee is in doubt.
Prosecution Witness: #3 Drug company whistleblower (+1)
Defense Evidence: #3 Suppressed report (-3)
34: A former co-worker of Nurse Green comes forward to say that this isnt the rst time something like this has
happened.
Prosecution Witness: #3 Former co-worker (+2)
Defense Evidence: #3 Nurse Greens performance evaluations (-1)
56: None.
Prison Negligence
Jim Thomas, an inmate at the state prison, was found to have hepatitis while incarcerated. The prison did not provide
treatment, citing its high cost and the possibility that he had the disease before admission. Thomas claims that he contracted it while in prison and that its the cause of his recently diagnosed cirrhosis. He is suing the prison.
Prosecution Witnesses: #1 Thomas cellmate (+1), #2 Prison doctor (+2)
Prosecution Evidence: #1 Prison medical records (+1)
Defense Witness: #1 Former associate of Thomas (-2)
Defense Evidence: #1 Thomas prior drug-related arrest history (-2)
Surprise roll:
1: An old memo is discovered from prisons warden which seems to suggest suppressing medical test results of prisoners.
Prosecution Evidence: #2 Memo (+3)
Defense Witness: #2 Warden (-2)
2: Evidence is found suggesting that Thomas may have had hepatitis before incarceration.
Defense Evidence: #2 Free clinic medical records (-1)
36: None.
Robbery
A storekeeper was robbed at gunpoint. Weeks layer, he picked Jean Stanley out of a lineup when she was arrested based
on a police sketch. She claims that its mistaken identity and states that she was at work when the robbery occurred.
Prosecution Witnesses: #1 Storekeeper (+2), #2 Police sketch artist (+2)
Prosecution Evidence: #1 Stores security camera footage (+2), #2 Police sketch (+1)
Defense Witnesses: #1 Jean Stanley (-3), #2 Memory expert (-2)
Defense Evidence: #1 Stanleys work timecard (-1)
Surprise roll:
1: A co-worker comes forward to state that he clocked Stanley in that day.
Prosecution Witness: #3 Co-worker (+1)
2: Just-developed video enhancement technology claries the security video, casting doubt that it shows Stanley.
Defense Evidence: #2 Enhanced video (-2)
36: None.
Domestic Violence
Police responding to a disturbance call found Mrs. Bradley bruised and bleeding. She claimed that her husband had
beaten her. Mr. Bradley claimed that its a ploy to frame him.
Prosecution Witnesses: #1 Mrs. Bradley (+3), #2 Physician (+3)
Prosecution Evidence: #1 Police report (+2)
Defense Witnesses: #1 Mr. Bradley (-3), #2 The Bradleys marriage counselor (-2)
Defense Evidence: #1 Private investigators report (-3)
Surprise roll:
12: Prior medical records are unsealed, showing a history of abuse.
Prosecution Evidence: #2 Medical records (+2)
34: One of Mrs. Bradleys friends reluctantly comes forward to reveal a phone conversation that she taped.
Defense Evidence: #2 Phone recording (-2)
36: None.
Corporate Corruption
Richard Lee is CEO of a Halron, a corporation accused of nancial wrongdoing. Players may mutually agree on the initial circumstances (A, B, or C) or roll a die:
12 = A: Halron is accused of manipulating its stock value through illegal trading practices.
34 = B: Halron is accused of improper accounting practices.
56 = C: Halron is accused of unethical government ties and offering nancial incentives to lawmakers.
Prosecution Witnesses: #1 Former Halron nancial ofcer (+3), #2 Stock analyst (+1)
Prosecution Evidence: #1 Halron stock trading records (+2), #2 Halron internal memos (+1)
Defense Witnesses: #1 Richard Lee (-2), #2 Halron Vice President (-1)
Defense Evidence: #1 Halron nancial records (-2), #2 Report on other companies practices (-2)
Surprise roll:
12: Evidence surfaces that Securities and Exchange Commission (SEC) personnel may be responsible.
Prosecution Evidence: #3 SEC records (+1)
Defense Witness: #3 SEC ofcer (-2)
34: Just-discovered SEC records show additional Halron actions.
Prosecution Witness: #3 SEC ofcer (+2), Prosecution Evidence: #3 SEC records (+2)
Defense Witness: #3 Trading expert witness (-2), Defense Evidence: #3 SEC records (-1)
56: None.
Surprise roll:
12: Late-breaking allegations of a competing corporations bribery of former Halron accountant.
Prosecution Witness: #3 Former Halron accountant (+2) , Prosecution Evidence: #3 Accountants history (+1)
Defense Witness: #3 Private investigator (-3), Defense Evidence: #3 Former accountants records (-2)
34: Personal revenge motivation of former Halron accountant is claimed.
Prosecution Witness: #3 Former Halron accountant (+2)
Defense Witness: #3 Former accountants associate (-1), Defense Evidence: #3 Former accountants email (-2)
56: None.
Surprise roll:
12: Clearer evidence of wrongdoing is uncovered.
Prosecution Evidence: #3 Tape recording (+3)
34: The paper trail reveals a history of suspicious activity.
Prosecution Witness: #3 Former government employee (+2), Prosecution Evidence: #3 Discovered notes (+1)
Defense Witness: #3 Additional government employee (-1)
56: None.
MURDER
Joe Smith, a middle-aged business owner, was found standing over his wife with a bloody knife in his hand when police
responded to an automatic alarm at his house that indicated a break-in. Players may agree on circumstances or roll a die:
12 = A: He says that he grabbed the knife from an assailant who was killing his wife, but no suspect is found.
34 = B: He has no memory of how he got there.
56 = C: He initially confessed to murdering her, but he later changed his story.
Surprise roll:
12: Police pick up a homeless man whom Smith identies as the killer.
Defense Witness: #3 Homeless man (-1)
34: A late-breaking investigation suggests that Smiths business partner did it to become sole owner of their business.
Prosecution Witness: #3 Partners character witness (+1)
Defense Witness: #3 Partner (-2), Defense Evidence: #3 Business records (-2)
56: None.
Surprise roll:
12: After a breakdown during the trial, psychiatrist diagnoses Smith with latent personality disorder.
Prosecution Witness: #3 Psychiatrist (+2)
3: Additional testing on the blood samples nds that there were hard-to-detect traces of a drug in Smiths blood.
Defense Evidence: #3 Lab report (-1)
46: None.
Surprise roll:
12: Smith claims that he was confused: hed dreamed that he killed his wife but recently learned that it was just a dream.
Prosecution Witness: #3 Psychiatrist (+1)
Defense Witness: #2 Psychiatrist (-3)
35: Smith now states that he was being blackmailed and that his daughters life was threatened.
Prosecution Witness: #3 Police detective (+1)
Defense Witness: #3 Accused blackmailer (-1)
Defense Evidence: #2 Blackmail note (-2), #3 Telephone records and recording (-3)
6: None.
Prosecution Attorney
Prosecution Skills
Bluff:
Diplomacy:
Intimidation:
Oratory:
+6
+7
+8
Prosecution Summation
+1
+2
+3
+4
+5
Defense Attorney
Defense Skills
Bluff:
Diplomacy:
Intimidation:
Oratory:
-5
-6
-7
-8
Defense Summation
-1
-2
-3
-4