Rulebook Draft February 2020 - Spiele-Offensive
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COMPONENTS 3 2 4 4 D P D D For the Greater Good Charming Demeanor Authentic Masterpieces The Other Knife Argument Argument Evidence, Material Evidence, Material, Murder Weapon Antonius Art Auctions Ltd has multiple After several days of dredging the Fairmont’s The prosecution wants nothing more than strip Thank you, your honor. Still on for golf real masterpiece paintings in its collection, pond, another knife was found that potentially this woman of her freedom, simply because they tomorrow? 3PM tee time? legitimately bought and owned. matches the wounds on the victim’s body. need someone to pin this crime upon. Now how does that serve the public good? Examination: If The Bloody Knife is in your Examination: Switch the Judge to be favorable to you. You may take another Victory: Draw 1 Painting from opponent’s Examination, discard it. action. either Examination. Victory: Resolve the Victory effect of a Victory: Remove 1 Evidence in your card in your opponent’s Examination. opponent’s discard from the game. Victory: Refresh 1 of your Objections. A Defense and Art Forgery Murder 1 Judge Prosecution Base Deck Case 00 Case 01 Card (26 cards each) (38 cards) (89 cards) 6 Objection 2 Sidebar 12 Juror 12 Bias Tokens Tokens Cards Tokens (3 Blue, 3 Red) (1 Blue, 1 Red) (2 of each) 2 Influence Dials 2 Discredit Tokens (1 Blue, 1 Red) Page 2
GAME OVERVIEW Lawyer Up is a two-player courtroom drama card game where one player is the noble prosecution and the other the steadfast defense. Each game begins with the Discovery phase, where players draft vital evidence to support their case and bury evidence that might help their opponent. Next comes the Trial phase, where players call witnesses and play powerful arguments along with the evidence they drafted in their examination pools. Every game is different, but the lawyer with the best case and most convincing arguments will be sure to get the verdict they are after! Page 3
GAME SETUP 1. Case Selection: Players should agree on which Case they are going to play and pick which player will be the Prosecution (Red) and which will be the Defense (Blue). 2. Gather Base Decks: The Prosecution takes the Prosecution Base deck (26 cards), 3 Objection tokens, and 1 Sidebar token. The Defense player takes the Defense Base deck (26 cards), 3 Objection tokens and 1 Sidebar token. 3. Judge: Place the Judge Prosecution side up and off to the side of the play area. 4. Case Setup: Take all of the components specific to your chosen Case and follow the setup instructions for the Case you have chosen. If this is your first game, we recommend playing the Art Forgery Case (Case 00). 5. Begin Discovery: Start the Discovery Phase of the game. Page 4
Start of Setup 1 2 Witnesses. Victory: Discard one of your claimed discard it. opponent’s Examination is Evidence, Examination: If the top card of your Some evidence is more helpful when it is absent. D 3 Jerrod’s Gun Evidence, Material Argument Tamper with Evidence 2 P Cards related to a Found hidden in the dresser of the victim was an unlicensed .44 Magnum with the serial number particular case are stamped with the filed off. Signs show it had been recently fired. Examination: If the current Witness is an Case’s number. Expert, your opponent discards 1 card. Victory: Sway 1 . 4 3 4 The 26 card Base decks are comprised 2 3 D Malfeasance Argument of Arguments and Procedures. You may find it surprising that this witness suddenly turned on my client, but I do not. Sadly our legal system is not above corruption and money changes minds so easily. Victory: Draw 1 card from your opponent’s discard. Page 5
Henry Antonius Dr. Lotte van Houten P D The Defendant Expert 4 4 2 “It is no crime to copy the work of the “Forgeries of Dutch paintings have been masters, certainly not when their beauty my life’s work. I know the unique stroke Page 6 4 4 rivals that of the original. I am a true of every master, the components of their P D artist, not a criminal!” brushes, base ingredients of every paint.” Called: Sway 1 Bias. Called: Sway 1 Bias. Defense Victory: Sway 2 Bias. Prosecution Victory: Sway 2 Bias. Jamshid Madani Luuk Visser Yuri Volkov Vivienne Taralla P P D D 2 3 3 2 1 An art broker with frequent dealings with Secretary to the defendant. Swears nothing A Russian art dealer and suspected Used to manage several of the defendant’s the defendant. Swears that all buyers new illegal took place, but rumors abound of an member of organized crime. Was quick to art galleries and run auctions for him. 1 1 1 1 the true nature of the copied paintings affair between him and Henry. make a deal with the court when he was Always knew something fishy was going P P D D and happily paid. caught with several forgeries. on behind the scenes. Called: Draw 1 card at random from Called: Name Rembrandt, Vermeer, or Called: Search the Buried evidence Called: Both players draws 1 Evidence your opponent’s hand. Then give your Bray. Your opponent reveals their hand for 1 Painting and add it to your hand. from the other player’s discard. opponent 1 card from your hand. and gives you all cards of the type named. Victory: Sway 1 . Victory: Sway 1 . Victory: Sway 1 . Victory: Sway 1 . 5 Art Forgery Case Setup 3 4
Case 00 Setup 1. Key Witnesses: Place the 6 Key Witnesses face-up around the Judge (Henry Antonius, Dr. Lotte van Houten, Yuri Volkov, Luuk Visser, Vivienne Taralla, and Jamshid Madani). 2. Witness Deck: Shuffle the 2 Neutral Witnesses (Detective Charani, Isabella Nowak) together and place them face down to create the Witness deck. 3. Jury: Take the 12 Juror cards and place them normal side up in two rows off to the side of the main play area. Each row should have Jurors from 1-6. 4. Jury Bias: Take the 12 Bias tokens and randomly assign a Bias token to each Juror. Assign the top row of jurors to be slightly on the Prosecution’s side and the bottom row to be slightly on the Defense’s side. 5. Case Deck: Shuffle and place the 30 Case 00 cards in the middle of the play area within easy reach of both players. This case is all about the Paintings! Be sure to draft Paintings to your deck and bury extras rather than give them to your opponent. Page 7
Dr. Morestrum Sen-Foong Ling Dorothy Banner Toby Fairmont Tyson Nguyen P P P D D Expert Expert Suspect 3 3 2 5 2 Noted psychologist who holds the Boyfriend of the accused. Says he was Renowned legal expert who has spent Son of the victim and brother to the Long time friend of the Fairmonts. expert opinion that Jessica does with Jessica all night until he dropped hundreds of hours going through all defendant. He insists that his sister No one person knows more about 1 1 2 2 4 Page 8 not possess the capability for such her off at her father’s home after the the legal documents of the Fairmont did it, though his shady past doesn’t the family secrets now that the P N N D D premeditated and violent actions. time of death. family and Jerrod’s estate. make him particularly reliable. patriarch is dead. Called: Draw 1 Argument from your Defense Called: Sway 1 . Called: Discard any cards in your Prosecution Called: Draw 3 cards. Prosecution Called: Draw 1 card at discard. hand. Draw 1 card for each discarded. Discard 3 cards. random from the Defense’s hand. Defense Victory: Unlock 3 biases of Victory: Sway or unlock 1 or 1 . the Prosecution’s choice. Prosecution Victory: Sway or lock Defense Victory: The Prosecution Prosecution Victory: Sway or lock 1 or 1 . exhausts all of their Objections. 1 or 1 . 2 Tonya Whitehorse Duncan McCannon Gina Kowalcyzk Jacquelin Stardust N N N N 3 3 2 0 Best friend to the defendant. She is The Fairmont’s butler. He is very Maid in the Fairmont household. A prostitute who was with Jerrod insistent that her friend would never knowledgeable of the family affairs Overheard many conversations and Fairmont the night of the murder, 1 2 1 0 do such a thing, yet has been party and finances. Close to both the was there the night of the murder. but claims to have left before the P P N D to many indiscretions. victim and the accused. murder took place. Called: Draw 1 Argument from Called: Each player draws 1 card Called: Each player draws 1 card Called: Each player exhausts 1 of 1 D your opponent’s discard. from their opponent’s discard. at random from their discard. their Objections or their Sidebar. Victory: +1 Influence for each Victory: Lock or unlock 1 . Victory: Remove all cards in your Victory: Lock or unlock 1 . Argument in your Examination. opponent’s discard from the game. Key Witnesses: • Dr. Morestrum • Sen-Foong Ling • Tonya Whitehorse • Duncan McCannon Closing Statement Strategy for the Defense “An Innocent Woman” claimed Witnesses. Subtract from the total Gain 3 Influence for each and on your Spend any remaining Influence to sway bias. Influence of your opponent’s Closing Statement. Closing Statement Strategy for the Prosecution “Sins of the Father” 2 Key Witnesses: • Toby Fairmont • Tyson Nguyen • Dorothy Banner • Jacquelin Stardust • Gina Kowalcyzk D P 6 Gain 3 Influence for each and on your claimed Witnesses. Subtract from the total Influence of your opponent’s Closing Statement. Spend any remaining Influence to sway bias. deck. The Defendant 5 Jessica Fairmont she was only trying to save him. Defense Called: Unlock 3 bias. covered in his blood, but insists that She was found standing over her father, Murder Case Setup cards from their discard into their Can only be called by the Defense. The Prosecution claims 1 other Key Witness and shuffles any number of N 0 6 quickly verified as the murder weapon. Found next to Jerrod Fairmont in a pool of his blood, this stainless steel kitchen knife was 5 P The Bloody Knife Evidence, Material, Murder Weapon Starts in the Prosecution’s hand Victory: +15 Influence. 3 4
Case 01 Setup 1. Select your Strategy: Each player should simultaneously pick a strategy card. 2. Key Witnesses: Place the 9 Key Witnesses listed on the selected Strategy cards around the Judge. Give “Jessica Fairmount” to the Defense. Shuffle all remaining Witnesses together to form the Witness deck and set it off to the side. 3. Jury: Take the 12 Juror cards and place them lock side up in two rows off to the side of the main play area. Each row should have Jurors from 1-6. 4. Jury Bias: Take the 12 Bias tokens and randomly assign one to each Juror. Assign the top row of jurors to be slightly on the Prosecution’s side and the bottom row to be slightly on the Defense’s side. 5. Murder Weapon: Give the “Bloody Knife” to the Prosecution as a sixth card to their opening hand. 6. Case Deck: Shuffle and place all of the other 60 Case 01 cards in the middle of the play area within easy reach of both players. Page 9
BASIC CONCEPTS B M Influence: ( A cards Influence value can be found in the upper left of c Arguments, Influence, and Procedures and on the upper left w and lower right of Witness cards. Influence is beneficial to i you if it is Neutral or corresponds with your side (Defense or Prosecution). During the Examination phase, keep a running total of Influence by counting up all Influence values that are beneficial to you in your Examination. During Examination Resolution, W the player with the most Influence wins the Witness. The y difference between the Influence of the player who won the t Witness and the player who lost the Witness can then be spent to sway Bias. Page 10
Bias: Most cards in Lawyer Up feature a Bias symbol ( ) on them. These symbols loosely correspond to biases that Witnesses and Jurors may have along with the type of arguments and evidence that you’re presenting in court. - Evidence, Facts - Logical - Emotional - Moral, Immoral - Bureacratic, Justice - Corruption, Scandalous When examining a Witness, you will need to make sure that your legal arguments make sense by chaining together cards that have matching Bias symbols. Page 11
WITNESSES 1. Primary Influence Value: This is the influence given to the 2 player that calls the Witness. 1 Richard Sprint Expert 2. Witness Name: Names P 3 are followed by identifying Keywords. 3. Bias Symbols: The associated Biases are listed on both sides of the card. 3 4. Flavor Text 5. Case Number 4 7 Forensic investigator with extensive knowledge of the case and a propensity 1 6. Card Effects to talk for hours and hours on the subject if allowed the opportunity. P 7. Secondary Influence Value: Prosecution Called: Lock 1 . 5 6 This is the influence given to Victory: Shuffle all Evidence in your discard into your deck. the player who did not call the Witness. Page 12
EVIDENCE Evidence cards can be played 1 into your Examination as long as 2 they match at least 1 Bias on the D 3 3 previous card played. 4 Jerrod’s Gun Evidence, Material 1. Influence Value: 2. Bias Symbols: You must match one of these symbols to the previous card. 3. Case Number: 5 4. Title and Keywords: Card Found hidden in the dresser of the victim was an unlicensed .44 Magnum with the serial number 1 name and type followed by filed off. Signs show it had been recently fired. P relevant Keywords associated 6 Examination: If the current Witness is an Expert, your opponent discards 1 card. ur with card effects. 5. Flavor Text Victory: Sway 1 . 6. Card Effects Page 13
ARGUMENTS Arguments make up your core deck. You may object to an opponent’s argument when it is played and expend one of your objection tokens (see Objection pg 22). 1 2 3 1. Influence Value: 2. Bias Symbols: You must match one of these symbols to the previous card. 3. Title and Keywords: Card name and type followed by relevant Keywords associated 4 with card effects. 4. Flavor Text 5 5. Card Effects Page 14
PROCEDURES Procedures are powerful cards that you can play into your Examination as a wild card to extend your chain of Arguments and Evidence or you can play the card in your Procedure area to 1 2 save it for its Action effect at a 3 later time. 1. Influence Value 2. Bias Symbols 3. Title 4. Action Effect: You can trigger the Action text after installing the card as your turn action. 4 Page 15
DISCOVERY PHASE Discovery is a pre-trial procedure in a lawsuit in which the Prosecution and Defense can obtain evidence from the other party or parties relevant to the case. During this Phase players draft Evidence and other cards specific to the case for use during the Trial Phase of the game. Shuffle the case deck and put it between both players. Each player draws 3 cards from the top of the deck (it doesn’t matter who goes first). Players simultaneously choose 1 card to add to their deck, 1 card to add to their opponent’s deck, and 1 card to add facedown to the Buried Evidence. Players cannot look at cards that have been added to their deck by either player or any cards in the Buried Evidence. Page 16
Note: Buried Evidence is in neither player’s deck and will often not be used during the Trial phase, but there are some effects that allow players to recover cards from the Buried Evidence. The safest place for a card you really don’t want your opponent to have is in your own deck. Players continue drafting 3 cards until all cards in the case deck are in either player’s deck or in the Buried Evidence (Ex: Case 01 has a 60 card evidence deck so there are 10 total rounds of drafting) Players then shuffle all cards added to their deck by either player together with their Base deck. After shuffling, each player draws 5 card as their opening hand. If you have no Procedures in your opening hand, you may take a mulligan. Page 17
TRIAL PHASE E During this phase each player pleads their case in attempt I to sway the bias of whoever is deciding the case. In the cases S included in this box, it is a Jury of 12 that you must convince of t P your case, but future cases may have special rules that change D up the Trial Phase. The Trial phase usually involves calling multiple Witnesses and playing Evidence and Arguments to Th attempt to win the Witness and sway bias to your side. J P The Trial phase usually ends when all Witnesses have been called or when the special victory condition of that case has Th been met. i t Calling a Witness: Th The player who has the Judge’s favor always calls the next I Witness. When you call a Witness, choose 1 available Witness e from the Key Witness pool and place the chosen Witness card horizontally between you and your opponent with the top left Th d Influence number facing you. D Page 18
Example In this example, the Defense called Richard Sprint turning the top left Influence (P3) towards them. Since this Influence is associated with the Prosecution, The Defense is losing in Influence D0-P1. The Defense takes the first action and plays Jerrod’s Gun taking the lead with Influence D3- P1. The Prosecution wants to play Jessica’s Diary but it doesn’t match any symbols on the Witness so they play Inadmissable as a wild. The Defense plays Key Evidence bringing the Influence to D6 plus the card’s Examination effects boosts this to D9-P1. The Prosecution plays Jessica’s Diary. Each player discards a card from their hand. Influence is D9-P4. Page 19
Examination Step Starting with the player who called the Witness, you and your opponent take turns performing a single action. Common actions include: 1. Playing cards into your Examination. Choose a card in your hand that has at least 1 Bias symbol that matches at least 1 Bias symbol of that last card in your Examination. If there are no cards in your Examination, then match a Bias symbol on the side of the Witness facing you. When you play a card into your Examination, perform any Examination effects on the card if possible. Examination effects are mandatory. Note: Sometimes an effect will have you Sway a bias. When swaying Bias on a Juror you always sway it towards your side, so you will never be forced to sway a bias that would help your opponent. Page 20
Cards in your Examination that are neutral or beneficial (Red if you are Prosecution, Blue if you are Defense) add their Influence to your total for the Witness. Cards in your Examination that are beneficial to your opponent do not add or subtract from either player’s influence. 2. Play a Procedure card into your Procedure area. Procedures are special cards that can either be played into your Examination as a card with all bias symbols but no ability, or they can be played into your Procedure area to use their special action on a later turn. 3. Activate a Procedure in your Procedure area. If you have a Procedure in your Procedure area you may use an action to resolve the action ability on the card. 4. Sidebar If your Sidebar token is not exhausted, you may call a Sidebar and flip the Judge to be favorable to you and draw a card. You can call a Sidebar even if the Judge is already favorable to you. Page 21
5. Pass Once you pass, you cannot play any more cards into your Examination. You can still object, but are otherwise done with your line of questioning for this Witness. When both players have passed, you move onto Resolving the Witness. OBJECTION! Once per Witness, you may object to any Argument played by your opponent as long as you have Objections remaining. When you object, your opponent’s card is immediately negated and discarded and they must take another action. Each time you object, you exhaust an Objection Token. Keep in mind that you only have 3 Objections for the entire trial so use them sparingly! Page 22
Resolving a Witness When both the Prosecution and Defense have passed, you move onto resolving the Witness. 1. Determine total influence. Each player counts up their total Influence for the Witness by adding up the total of numbers in their Examination that are beneficial to them (including the Influence values on the Witness facing you). The player with the highest total wins that Witness. If there is a tie, the player who currently has the Judge’s favor wins. 2. Resolve Victory/Defeat Effects. The player who lost the Witness resolves any Defeat effects on the last card they played into their Examination and on the Witness card itself. Then the player who won the Witness resolves any Victory effects on the last card they played into their Examination and on the Witness card itself. Page 23
3. Spend Influence to sway Bias. The player who won the Witness subtracts their total Influence (including Influence gained from Victory effects) from the total Influence of the player who lost the Witness. The player who won can then spend this Influence Differential to sway Bias according to the rules of the case. Bias on Jurors is typically swayed 1 space by spending Influence equal to the Juror’s Skepticism value. 4. Claim the Witness and Cleanup. Players take all cards in their Examination and place them into their discard pile. Then the player who won the Witness takes it and places it in their claimed Witness area. Flip the Judge to be favorable to the player who lost the Witness. The player who lost the Witness also refreshes their Sidebar token. The player who just lost the Witness and now has the Judge’s favor will call the next Witness. Page 24
5. Draw. Each player may discard any number of cards in their hand, then players draw cards until they have cards equal to their hand size. Default hand size is 5 cards. If your deck runs out there is no reshuffling. 6. End Step. The player who lost the Witness now calls the next Witness and a new Examination step begins. If both players passed in the example on page 19, the Defense would win the Witness: 9 Influence to the Prosecution’s 4. The Defense would trigger Richard Sprint’s Victory effect and then would have 5 Influence to spend on swaying Juror Bias. ENDING THE GAME Some cases have special victory effects that can end the game early, but when all Witnesses have been called and resolved, the game proceeds to Closing Statements before the game ends and a winner is determined. Page 25
Ending Case 00 In the Art Forgery case, the game immediately ends if a player has all the Jurors swayed to their side. Otherwise the game ends after the 6 Key Witnesses have been called and resolved. The player with the majority of Jurors swayed to their side wins. If there is a tie, the player with the most Claimed Witnesses wins. Page 26
Ending Case 01 In the Murder case, the game immediately ends if the Prosecution has all 12 Jurors locked into believing the Defendant is guilty. Otherwise the game proceeds to Closing Statements after all 9 Witnesses have been called and resolved. Closing Statements: Each player should count up their claimed Witnesse that have a Bias symbol matching what is on their Strategy card. The player with the most influence will get to spend the difference in Influence one last time on the Jury. After closing statements, the game ends. The Prosecution wins if every juror is on their side. The Defense wins if one or more jurors are on their side. Page 27
Juror Cards Jurors have 4 spaces that represent which way they are currently leaning. These spaces are collored red and blue to correspond to the Prosecution and Defense respectively. Jurors have a skepticism number in the upper right. This number represents how easily they are swayed with Influence. Example: If I have 4 Influence to spend, I can sway a Juror with skepticism of 2 twice or a Juror with skepticism 3 once and another Juror with skepticism 1 once. Sway Bias: Move a Bias token from one position to another. Unless otherwise specified, this means to move 1 Bias a single space towards your side on a Juror. Page 28
Locking or Unlocking Bias Case 01 features additional asymmetry in the game with the Lock side of the Juror cards being face up. The Prosecution may spend Influence to lock Witnesses, but the Defense may not spend Influence to unlock Witnesses when resolving a Witness. Lock Bias: When a card effect says “Lock 1 ” it is referring to the exact move shown on to the right. You cannot jump from another position to the lock position. Unlock Bias: Similarly “Unlock 1 ” refers to moving a token to the right exactly one space. If you cannot do the Unlock effect with the specified Bias, ignore the effect. Page 29
Card Reference C R Logical, Moral, Legal, Evidential, or Emotional Argument: These arguments all have an Examination effect that sets their Influence value based on a bias symbol. When you play one of these arguments, they get boosted by the other cards you’ve played into your Examination with the same bias symbol. Remember that you always count the card itself so these are all worth 2 Influence at a minimum. Once the card is played, its value does not change by adding more cards with the same symbol. Surprise Witness: When you trigger Surprise Witness, you claim the current witness and draw the top card of the Witness deck as the new Witness. Both player’s Examination piles are left alone. The new Witness replaces the old and may be oriented either way to best benefit the player who triggered the procedure changing the influence each player receives from the Witness. Any Called Effects are ignored, but Defeated/Victory effects would be valid when resolving the Witness. Page 30
Case 1 - Secret Payments: Replace witness Page 31
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GLOSSARY Examination: these effects trigger when they are played into Examination. Defeated: these effects only trigger if you lose the current witness and the effect text is showing as the top card of your examination. Judge’s Favor: refers to the side of the Judge card that is currently face-up. If you are the Defense and the Judge card is on the Defense side, then you have the Judge’s Favor and the Judge is favorable to you. Key Witness: refers to the current Witness being questioned and any other Witnesses face up still waiting to be called. Once a Witness is claimed (or removed from the game via some effect), they are no longer a Key Witness. Lock: see page 29 Page 34
Refresh: refers to flipping over and regaining one of your tokens (sidebar or objection) so that you may use them again. Sway: see page 28 Top Card: refers to the card on top of your Examination stack. This is typically the last card you played, but cards like Bribery may add cards to your Examination without playing them. Unlock: see page 29 Victory: these effects only trigger if you win the current witness and the effect text is showing as the top card of your examination. Page 35
CREDITS Game Design and Development Samuel W. Bailey and Mike Gnade ETC ETC Something worth saying. Page 36
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