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3.

5 SYSTEM COMPATIBLE

LPJ9660

COURTROOM Clash

RULES OF PLAY

TABLE OF CONTENTS 1. Introduction


1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . .
2. Overview of Play . . . . . . . . . . . . . . . . . . . . .
3. Components . . . . . . . . . . . . . . . . . . . . . . . . .
4. Set Up for Play. . . . . . . . . . . . . . . . . . . . . . .
5. Sequence of Play . . . . . . . . . . . . . . . . . . . . .
6. Procedure Details . . . . . . . . . . . . . . . . . . . . .
7. Victory Determination . . . . . . . . . . . . . . . . .
8. Solitaire Play . . . . . . . . . . . . . . . . . . . . . . . .

1
2
2
3
4
4
6
6

Courtroom Clash is a game of attorneys and trials for


two players: the prosecution and the defense (solitaire
is also possible). It covers both criminal and civil trials; for simplicity, the terms prosecution and defense are used here for both, though plaintiff and
defendant are the correct civil case terms.
While it uses some of the concepts in LPJ Designs
Debatable Actions sourcebook, it is a stand-alone
game.

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

In each instance, the acting player rst conducts his own


direct examination followed by the other players cross
examination (if desired, there may then be an additional
redirect examination followed by recross examination).
During these procedures, the acting player puts forth
one action or two half actions, some of which the opposing player may object to. Objections are resolved by
die roll, modied by the judges effect.
Once all of the initial witnesses and evidence have been
dealt will, a die roll is made to determine if there are
any surprise witnesses and/or evidence. If so, these are
dealt with the same examination/cross examination procedures.
Each player makes his closing arguments and the outcome of the case is then determined. Each witness and
piece of evidence has an initial value (positive for the
prosecution, negative for the defense) which may shift
during examination/cross examination. All nal values
are combined into one total which is used on the jury
table along with a die roll to determine the outcome of
the trial.

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

3.31 Witness/Evidence Counters: Those called for by


the case sheet are placed on the courtroom display in the
Witnesses/Evidence Remaining sections. Those that
start the game unused may be placed on the witness/
evidence displays, on top of their images. As witnesses/pieces of evidence are called during play, they are
placed in the Witness/Evidence area at the top-right
of the courtroom display. When they are nished there,
they may be placed on the witness/evidence displays, on
top of their images.
3.32 Indicator Counters: These are placed on the
tracks of the displays to show the current values on their
tracks. Not all indicator counters will be in use.
3.33 Action Counters: Each is a full action (darker
color) or a half action (lighter color), and those marked
with an asterisk may be objected to. All of these begin
play on the courtroom display in the Actions Remaining areas. Each may be played only once per game (unless the surprise roll is successful, in which case they

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.

4. Set Up for Play


4.1 At the start of the game, players can agree on who
will be the prosecution and who will be the defense or
one player can roll a die where a roll of 13 = hes prosecution and a 46 = hes defense. Players then decide if
the game will be low, medium, or high level by agreement or a die roll by the prosecution: 12 = low, 34 =
medium, 56 = high.
4.2 Players then choose a case by agreement or by the
defense player randomly choosing a case sheet after the
prosecution mixes them face-down (if the chosen sheet
has two cases, defense player rolls a die where 13 = the
top one and 46 = the bottom one). If the case has multiple starting possibilities, choose one by mutual consent
or roll a die. Then each player places indicator counters
for the initial witness and evidence values on the corresponding tracks on his witness/evidence display.
4.3 Each player then secretly sets up his attorney display. Attorneys start with a total number of points that
are distributed among the Bluff, Diplomacy, Intimidation, and Oratory Skill tracks (within limits). These are:

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

4.5 Prosecution and defense players each place all of


their action counters in the Actions Remaining area on
the courtroom display. Each player places an indicator
on his Strong Objections Remaining track to show a
value of 3. The trial is ready to begin.

PAGE: 3

3.43 The courtroom display contains a track for the


judge, one for the prosecutions strong objections remaining, and one for the defenses strong objections remaining. The courtroom display also contains areas for
placing witness/evidence counters and full/half actions.

4.31 Low:
4 points total
Bluff: 02
Diplomacy: 1 (always)
Intimidation: 02
Oratory: 02

5. Sequence of Play

PAGE: 4

In brief, the prosecution player attempts to make his


case by calling his witnesses and presenting his evidence (with defense conducting cross examinations),
then the defense player does the same (with the prosecution conducting cross examinations). A surprise die roll
is made to see if any late-breaking developments need to
be dealt with (if so, then the prosecution again goes rst,
followed by the defense). Both players present closing
arguments, then a jury die roll determines the outcome.
The full sequence of play is listed below. Details and examples of its procedures are given in the 6. Procedure
Details rule section.
1. Prosecution presents case. For each prosecution
witness or piece of evidence (in any order that prosecution desires):
a. Move counter from Witness/Evidence
Remaining area to Witn./Evid. box
b. Prosecution direct examination of witness/
evidence
c. Defense cross examines witness/evidence
d. Prosecution may (if desired) redirect witness/
evidence
e. Only if prosecution redirected, then defense
recross examines the witness/evidence
2. Defense presents case. For each defense witness or
piece of evidence (in any order that defense desires):
a. Move counter from Witness/Evidence
Remaining area to Witn./Evid. box
b. Defense direct examination of witness/evidence
c. Prosecution cross examines the witness/
evidence
d. Defense may (if desired) redirect witness/
evidence
e. Only if defense redirected, then prosecution
recross examines the witness/evidence
3. Surprise roll. Prosecution player rolls one die and
consults the case sheet to determine if any usual case
development occurs. If the result is none then continue play with 4. Prosecution summation. For any
other result, place the indicated counters in the appropriate Witnesses/Evidence Remaining area(s) on
the courtroom display. Both players place all of their
action counters in their Actions Remaining area and
reset their Strong Objections Remaining track to 3.
a. If the prosecution has witness/evidence counters in
his Witnesses/Evidence Remaining area, then both
players follow the steps in 1. Prosecution presents
case above.

b. If the defense has witness/evidence counters in his


Witnesses/Evidence Remaining area, then both players follow the steps in 2. Defense presents case
above.
4. Prosecution summation. The prosecution player
adds a 1d3 roll to his Oratory skill and records the
result on the Prosecution Summation track of his attorney display.
5. Defense summation. The defense player adds a 1d3
roll to his Oratory skill and records the result as a
negative number on the Defense Summation track of
his attorney display.
6. Jury deliberation. The jury deliberates and tries to
reach a verdict. Total all evidence, witness, and summation scores, then roll on the table to determine the
games outcome.

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).

If a full action objection is sustained, the active player


may replace it with another full action or one or two half
actions (any of these may be objected to). If a half action
objection is sustained, the active player may replace it
with another half action (which may be objected to) or
just go with that one half action. If objections to both
half actions are sustained (leaving no action in play),
one full action may ke put in their place. If one half
action objection is sustained but the other is overruled,
and the active player has no more half actions available,
then the one half action in play must stand alone.
Example: the active player places an Intim +2* Forceful Interrogation action counter in the Prosecution
Action(s) box. The defense player decides to object
strongly and reduces his Strong Objections Remaining track from 3 to 2. The active player rolls a 2. The
Judge area shows +1 Intim so the roll is increased to
a 3. Because its a strong objection, that is further increased to a 4. Because the nal result is more than 3,
the objection is sustained and the prosecutions action
counter is removed from play.

6.15 Determine Effectiveness. At this point, the active


player rolls 1d6 for each full action and each half action
in play. He adds that roll to the skill shown on the action
counter along with the modier shown (if more than one
skill or any is shown, he must declare which skill hes
using before rolling). The total of all rolls, skills, and
modiers determines the effectiveness of his handling
of that witness or piece of evidence (divide this total
by 2, rounding down, if one or two half actions used).
The inactive player then follows the same procedure,
generating a total of his effectiveness. The player with
the greater effectiveness may increase the value shown
on the Witness or Evidence track. If his effectiveness
exceeded his opponents by 12 points, he may move
it 1 point in a favorable direction. If his effectiveness
exceeded his opponents by 34 points, he may move
it 2 points. If it exceeded by 5 or more, he may move it
by 3 points.
Example: A prosecution witness with a starting value
of +2 is on the stand. The prosecutions direct examination is a Diplo +2 Profound Confusion full action.
The prosecution has Diplomacy 2 and rolls a 3, so the

6.2 After direct and cross examinations (1b and 1c, or 2b


and 2c) the active player may then conduct an additional
set of actions for that witness/piece of evidence (redirect
examination), followed by the inactive player doing the
same (recross examination), with another effectiveness
determination procedure (rule 6.15) at the end. This is
optional. The active player may choose to omit redirect
examination, in which case there is no recross examination, and the next witness/piece of evidence is acted
upon.
6.3 Surprise Roll. When all witnesses and pieces of
evidence have been dealt with, a roll is made to determine if there are any surprise developments (additional
witnesses/pieces of evidence). Consult the case sheet
and roll 1d6. If the result is other than none then both
players place all of their action counters in the Actions
Remaining area and reset their Strong Objections Remaining tracks to 3. The new witnesses/pieces of evidence undergo the same direct examination/cross examination (with optional redirect and recross).
6.4 Summations. Once any surprise witnesses/evidence
are dealt with, each player makes a closing argument/
summation: Oratory plus 1d3 (12 = 1, 34 = 2, 56 =
3). These results are recorded on the Summation track
on each lawyers display.

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.

result is 2 + 2 + 3 = 5. The defenses cross examination


consists of a (Diplo + 3 / Intim + 3) Corpus Delicti
half action and an Intim +1* Hint at Consequences
half action which made it past objection. The defense
has Intimidation 3 and elects to use it for the Corpus
Delicti rather than Diplomacy. The die roll for the rst
half action is 4 so its total is 3 + 3 + 4 =10. The second
half actions roll is a 2, so its total is 3 + 1 + 2 = 6. The
sum of these is 16, divided by 2 = 8. Defenses score of
8 exceeds prosecutions score of 5 by 3, so the witness
value shifts two points in the defenses favor, from +2
to 0.

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

7.2 Jury Table:


-6 or less

-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

Guilty is a victory for the Prosecution


Hung Jury is a draw
Not Guilty is a victory for the Defense

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

8.63 As in a two player game, each system action may


only be used only once during sequence of play steps
1 and 2. If the surprise roll produces a result other than
none then all the system actions again become available as usual.
8.7 Player objections are handled just as in the two player game. The system will object to every objectionable
player action (those with an asterisk). The system will
object strongly to each objectionable action with a +3
rating until all strong objections have been used. As in
a two player game, the systems Strong Objections Remaining track is reset with a surprise result other than
none.
8.8 The systems summation roll (sequence of play step
4 or 5) is made as in a two player game. Jury deliberation (step 6) determines victory as normal.

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

8.62 The player may object normally (including strong


objections) to system actions. If an objection to a full
action is sustained, the player randomly draws a full action from the systems pile or cup to replace it. Similarly, if a half action objection is sustained, a half action (if
available) is drawn to replace it. If objections to two half
actions at once are sustained, then the usual 14/56 roll
is made (assuming more than one half action remains
undrawn) to determine if they are replaced by one full
or two half actions.

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)

Strong Objections Remaining


0
1
2
3

Prosecution Action(s)

Strong Objections Remaining


0
1
2
3

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

Objection sustained on 4 or more on 1d6. Add/


subtract modier below. +1 for strong objection.

+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.

Burglary & Larceny


The Browns house was broken into and several valuable items were stolen. Ryan Blake was arrested based on circumstantial evidence and his connection with the Browns.
Prosecution Witnesses: #1 Mr. Brown (+1), #2 Mrs. Brown (+1)
Prosecution Evidence: #1 Fingerprints (+1), #2 Tire tracks (+1)
Defense Witnesses: #1 Ryan Blake (-2), #2 Character witness (-2)
Defense Evidence: #1 Forensic rebuttal (-2)
Surprise roll:
12: A witness has recently come forward who claims to have seen Blake breaking in, though it was dark.
Prosecution Witness: #3 Eyewitness (+1)
34: One of the stolen items has just been found hidden in Blakes home.
Prosecution Evidence: #3 Stolen item (+2)
56: None.

Assault & Battery


Frank Alsona claims that he was attacked by Carlos Peno. Peno claims that it in self-defense after Alsona threatened him
and approached.
Prosecution Witnesses: #1 Eyewitness 1 (+1), #2 Frank Alsona (+3)
Prosecution Evidence: #1 Alsonas medical exam record (+1)
Defense Witness: #1 Carlos Peno (-2), #2 Eyewitness 2 (-1)
Defense Evidence: #1 Penos medical exam record (-1)
Surprise roll:
12: Security camera footage from a store across the street is discovered which shows Peno striking Alsona.
Prosecution Evidence: #2 Camera footage (+1)
35: A video from Penos damaged cellphone is recovered which shows Alsona threatening Peno and making the rst
attack.
Defense Evidence: #2 Cellphone video (-2)
6: 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.

Prosecution Witnesses: #1 Former Halron accountant (+2), #2 Auditor (+1)


Prosecution Evidence: #1 Investigation report (+2), #2 Halron nancial records (+2)
Defense Witnesses: #1 Halrons Chief Financial Ofcer (-2), #2 Richard Lee (-2)
Defense Evidence: #1 Halron annual report (-1), #2 Halron meeting notes (-1)

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.

Prosecution Witnesses: #1 Government bureaucrat (+2), #2 Bureaucrats assistant (+1)


Prosecution Evidence: #1 Governmental memos (+2), #2 Legislation (+1)
Defense Witnesses: #1 Richard Lee (-3), #2 Halron Vice President (-2)
Defense Evidence: #1 Halron nancial records (-2), #2 Halron travel records (-1)

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.

Prosecution Witnesses: #1 Arresting ofcer (+2), #2 Crime scene investigator (+2)


Prosecution Evidence: #1 The knife (+2), #2 Forensics report (+2)
Defense Witnesses: #1 Joe Smith (-2), #2 Character witness (-1)
Defense Evidence: #1 Polygraph results (-2), #2 Joes wifes will (-1)

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.

Prosecution Witnesses: #1 Arresting ofcer (+2), #2 Crime scene investigator (+2)


Prosecution Evidence: #1 The knife (+2), #2 Medical report on Smith (+1)
Defense Witnesses: #1 Joe Smith (-2), #2 Expert on amnesia (-2)
Defense Evidence: #1 Polygraph results (-2), #2 Psych exam results (-2)

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.

Prosecution Witnesses: #1 Arresting ofcer (+2), #2 Crime scene investigator (+2)


Prosecution Evidence: #1 The knife (+2), #2 Confession (+3)
Defense Witnesses: #1 Joe Smith (-1), #2 Police procedure expert (-2)
Defense Evidence: #1 Polygraph results (-2)

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

1. Prosecution presents case. For each prosecution witness/piece of evidence:


a. Move counter from Witness/Evidence Remaining
area to Witn./Evid. box
b. Prosecution direct examination
c. Defense cross examines witness/evidence
d. Prosecution may (if desired) redirect examination
e. Only if prosecution redirected, then defense
recross examines
2. Defense presents case. Same procedure as above, but
reversing prosecution and defense.
3. Surprise roll. Prosecution player rolls. If the result is
none then continue play with 4. Prosecution summation. For any other result, place the indicated counters in the appropriate Witnesses/Evidence Remaining

+5

area(s) on the courtroom display. Both players place all


of their action counters in their Actions Remaining area
and reset Strong Objections Remaining track to 3.
a. If the prosecution has witness/evidence, follow the
steps in 1. Prosecution presents case above.
b. If the defense has witness/evidence, follow the steps
in 2. Defense presents case above.
4. Prosecution summation. Add 1d3 roll to oratory skill
and record on the Prosecution Summation track.
5. Defense summation. Add 1d3 roll to oratory and record as negative number on Defense Summation track
6. Jury deliberation. Total all evidence, witness, and
summation scores, and roll on jury table.

Defense Attorney
Defense Skills
Bluff:

Diplomacy:

Intimidation:

Oratory:

-5

-6

-7

-8

Defense Summation
-1

-2

-3

-4

1. Prosecution presents case. For each prosecution witness/piece of evidence:


a. Move counter from Witness/Evidence Remaining
area to Witn./Evid. box
b. Prosecution direct examination
c. Defense cross examines witness/evidence
d. Prosecution may (if desired) redirect examination
e. Only if prosecution redirected, then defense
recross examines
2. Defense presents case. Same procedure as above, but
reversing prosecution and defense.
3. Surprise roll. Prosecution player rolls. If the result is
none then continue play with 4. Prosecution summation. For any other result, place the indicated counters in the appropriate Witnesses/Evidence Remaining

area(s) on the courtroom display. Both players place all


of their action counters in their Actions Remaining area
and reset Strong Objections Remaining track to 3.
a. If the prosecution has witness/evidence, follow the
steps in 1. Prosecution presents case above.
b. If the defense has witness/evidence, follow the steps
in 2. Defense presents case above.
4. Prosecution summation. Add 1d3 roll to oratory skill
and record on the Prosecution Summation track.
5. Defense summation. Add 1d3 roll to oratory and record as negative number on Defense Summation track
6. Jury deliberation. Total all evidence, witness, and
summation scores, and roll on jury table.

OPEN GAME LICENSE VERSION 1.0A


The following text is the property of Wizards of the Coast, Inc. and
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Reserved.
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license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and
includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the
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Courtroom Clash; Copyright 2008, Louis Porter Jr. Design, Inc.
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