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    COURTROOM Clash1. IntroductionCourtroom Clashis a game of attorneys and trials for

    two players: the prosecution and the defense (solitaire

    s also possible). It covers both criminal and civil tri-

    als; for simplicity, the terms prosecution and de-

    ense 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

    ame.

    TABLE OF CONTENTS 1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 1

    2. Overview of Play . . . . . . . . . . . . . . . . . . . . 2

    3. Components . . . . . . . . . . . . . . . . . . . . . . . . . 2

    4. Set Up for Play. . . . . . . . . . . . . . . . . . . . . . . 3

    5. Sequence of Play . . . . . . . . . . . . . . . . . . . . .

    6. Procedure Details . . . . . . . . . . . . . . . . . . . .

    7. Victory Determination . . . . . . . . . . . . . . . . . 6

    8. Solitaire Play . . . . . . . . . . . . . . . . . . . . . . . . 6

    RULES OF PLAY

    3.5 SYSTEM COMPATIBLE

    LPJ9660

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    2. Overview of PlayAt 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 at-

    torneys. These are revealed, a judge is randomly chosen,

    and the trial begins.

    In the trial, the prosecution player goes first, followed

    by the defense player. The prosecution first presents all

    of its witnesses and evidence, followed by the defense.

    In each instance, the acting player first 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 op-

    posing player may object to. Objections are resolved bydie roll, modified 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 pro-

    cedures.

    Each player makes his closing arguments and the out-

    come 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 final 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. Components3.1Components 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 fol-

    lowed by the witnesses/evidence for both prosecution

    and defense. The more-advanced cases have three pos-

    sible 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/evi

    dence, indicator counters for use on display tracks, pros-

    ecution full actions, prosecution half actions, defense

    ull actions, and defense half actions. Some examples:

    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 witness-

    es/pieces of evidence are called during play, they are

    placed in the Witness/Evidence area at the top-righ

    of the courtroom display. When they are finished 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 Remain-

    ing areas. Each may be played only once per game (un-

    less the surprise roll is successful, in which case they

    Prosecution

    itness 2

    Defense

    Witness 1

    Prosecution

    Evidence 1

    Defense

    Evidence 3

    (Bluff + 3 /Intim + 3) *

    oun er

    Lie

    Orat + 2 *

    nvo ea

    u +

    ues ion-

    able Con-

    clusions

    iplo + 1

    Offer Com-prom se

    Prosecution

    Witness/Evidence

    Defense

    Witness/Evidence

    ndicator

    Counter

    rosecut.

    Full

    Action

    rosecut.

    Half

    Action

    Defense

    Full

    Action

    Defense

    Half

    Action

    PAGE:

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    will all become available again). These are used as de-

    scribed in the 6.1 Actions rule section to determine

    the final value of each witness/piece of evidence to the

    prosecution or defense.

    3.4 Displays:Each display has tracks for recording var-

    ious values. One indicator counter is placed on each of

    these tracks to show the current value.

    3.41The 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 Summa-

    tion values determined toward the end of play.

    3.42 he 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 avail-

    able at the start of the game. If the surprise roll is suc-

    cessful, additional witnesses and pieces of evidence

    may become active later in the trial and have their val-ues specified then.

    3.43 The courtroom display contains a track for the

    judge, one for the prosecutions strong objections re-

    maining, and one for the defenses strong objections re-

    maining. The courtroom display also contains areas for

    placing witness/evidence counters and full/half actions.

    4. Set Up for Play4.1 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 pros-

    ecution and a 46 = hes defense. Players then decide if

    the game will be low, medium, or high level by agree-

    ment or a die roll by the prosecution: 12 = low, 34 =

    medium, 56 = high.

    4.2Players 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 sheethas two cases, defense player rolls a die where 13 = the

    top one and 46 = the bottom one). If the case has multi-

    ple 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 corre-

    sponding tracks on his witness/evidence display.

    4.3Each player then secretly sets up his attorney dis-

    play. Attorneys start with a total number of points that

    are distributed among the Bluff, Diplomacy, Intimida-

    tion, and Oratory Skill tracks (within limits). These are:

    4.31 Low:

    4 points total

    Bluff: 02

    Diplomacy: 1 (always)

    Intimidation: 02

    Oratory: 02

    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

    4.34Once both players are ready, they reveal their dis-

    plays.

    4.4The prosecution player randomly chooses a judge

    and records the result in the Judge section of the court-

    room 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 Judge Result

    1 +1 for Bluff Objections

    2 +1 for Intimidation Objections 3 +1 for Oratory Objections

    4 -1 for Bluff Objections

    5 -1 for Intimidation Objections

    6 -1 for Oratory Objections

    4.5Prosecution 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.

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    5. Sequence of PlayIn brief, the prosecution player attempts to make his

    case by calling his witnesses and presenting his evi-

    dence (with defense conducting cross examinations),

    then the defense player does the same (with the prosecu-

    tion conducting cross examinations). A surprise die roll

    is made to see if any late-breaking developments need tobe dealt with (if so, then the prosecution again goes first,

    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 ex-

    amples 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 pros-

    ecution 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 con-tinue play with 4. Prosecution summation. For any

    other result, place the indicated counters in the ap-

    propriate 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 play-

    ers follow the steps in 2. Defense presents case

    above.

    . Prosecution summation. The prosecution player

    adds a 1d3 roll to his Oratory skill and records the

    result on the Prosecution Summation track of his at-

    torney display.

    . 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.

    . Jury deliberation.The jury deliberates and tries to

    reach a verdict. Total all evidence, witness, and sum-

    mation scores, then roll on the table to determine the

    ames outcome.

    6. Procedure Details6.1 Actions.At start of case presentation (1 & 2, as well

    as 3a & 3b if surprise occurs), all actions are made avail

    able to prosecution and defense. During 1. Prosecution

    presents case the prosecution player is considered ac-

    tive and the defense player is considered inactive. Simi

    larly, during 2. Defense presents case the defense

    player is active and the prosecution is inactive.

    6.11During direct/redirect examination, the active play

    er places one full action (darker color) or one or two hal

    actions (lighter color, with text italicized) in the appro-

    priate Prosecution Action(s) or Defense Action(s)

    box on the courtroom display.

    6.12The 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 ob-

    jections by decreasing his Strong Objections Remain

    ing 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 objec

    tion modifier if the action matches that category) with a

    +1 if the objection is a strong one. If the modified roll

    is 4 or more then the objection is sustained and the ac-

    tion is removed (if the modified roll is 3 or less then the

    objection is overruled and the action remains in play)

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    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* Force-

    ful Interrogation action counter in the Prosecution

    Action(s) box. The defense player decides to object

    strongly and reduces his Strong Objections Remain-

    ing 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 in-

    creased to a 4. Because the final result is more than 3,

    the objection is sustained and the prosecutions actioncounter is removed from play.

    6.14Once 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 objec-

    tions.

    6.15 Determine Effectiveness.At this point, the activeplayer 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 modifier 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

    modifiers 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 effectivenessexceeded 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 exami-

    nation is a Diplo +2 Profound Confusion full action.

    The prosecution has Diplomacy 2 and rolls a 3, so the

    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 first

    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.

    6.2After 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 exami-nation, 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 deter-

    mine 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 Re-

    maining tracks to 3. The new witnesses/pieces of evi-

    dence undergo the same direct examination/cross ex-

    amination (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.

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    7. Victory Determination7.1The 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.

    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

    1 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

    3 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

    PAGE:

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    DieRoll

    8. Solitaire Play8.1Courtroom Clashmay 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.

    8.2Set 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 difficulty.

    8.3For 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 me-

    dium). For a hard solitaire game, the systems attorney

    is high level and the players attorney is low level.

    8.4After 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

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    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:

    12 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.

    8.6The player will perform all of his prosecution or de-

    fense 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.

    8.61Whenever an action is called for, the system will

    normally use a full action on a roll of 14 or two half ac-

    tions 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.

    8.62The 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 ac-

    tion from the systems pile or cup to replace it. Similar-

    ly, 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.

    8.63As 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 avail-

    able as usual.

    8.7Player objections are handled just as in the two play-

    er 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 +3rating until all strong objections have been used. As in

    a two player game, the systems Strong Objections Re-

    maining track is reset with a surprise result other than

    none.

    8.8The systems summation roll (sequence of play step

    4 or 5) is made as in a two player game. Jury delibera-

    tion (step 6) determines victory as normal.

    PAGE:

    7

    Courtroom Clash

    Copyright 2007, Louis Porter Jr. Design, Inc.

    Game designed by Wendell Martin, Jr.

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    Prosecution Summation+2 +3 +4 +5 +6 +7 +8 +1

    Prosecution Skills0 2 4

    Bluff:

    0 2 4Diplomacy:

    Intimidation:

    Oratory:

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    Defense Summation-2 -3 -4 -5 -6 -7 -8 -1

    Defense Skills0 2 4

    Bluff:

    0 2 4Diplomacy:

    Intimidation:

    Oratory:

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    W tness 1

    Prosecut on

    W tness 2

    Prosecut on

    W tness 3

    Prosecut on

    Ev dence

    Prosecut on

    Ev dence 2

    Prosecut on

    Ev dence 3

    Defense

    W tness 1

    Defense

    W tness 2

    Defense

    W tness 3

    Defense

    Ev dence

    Defense

    Ev dence 2

    Defense

    Ev dence 3

    (Bluff + 3 /Intim + 3) *

    oun erLie

    (Diplo + 3 /Intim + 3)

    orpuselic i

    Orat + 2

    eali yheck

    Orat + 1 *

    umorousab

    Intim + 1 *

    Hint at Con-

    iplo + 2

    Lex oncrip a

    iplo + 1

    xposelaw

    luff + 1 *

    SlyInsinua ions

    Bluff + 2 *

    Question-able on-clusions

    Any + 2

    Onusroban i

    rat + 2 *

    nvo eFaith

    Orat + 3 *

    azz ngRhetoric

    n m +

    an rum

    n m +

    orce uInterroga-

    ion

    n m +

    Hominem

    p o +

    resenEvidence

    p o +

    ro ounConclusion

    p o +

    er om-promise

    p o +

    ogcaConclusion

    p o +

    en ePersuasion

    p o +

    AdExambuim

    u +

    DistractingPatter

    u +

    BigLie

    ny +

    Tellruth

    u +Intim + 3) *

    CounterLie

    p o +Intim + 3)

    Corpuselic i

    ra +

    RealityCheck

    ra +

    HumorousJa

    n m +

    Hint at Con-

    p o +

    Lex NonScripta

    p o +

    ExposeFlaw

    u +

    SlyInsinuations

    luff + 2 *

    Question-able on-clusions

    Any + 2

    Onusroban i

    (Bluff + 3 /ntim + 3) *

    rea

    (Diplo + 2 /ntim + 2)

    acac s

    Orat + 2 *

    nvo ea

    Orat + 3 *

    azz nge or c

    ntim + 2 *

    an rum

    ntim + 2 *

    Smearpponen

    ntim + 2 *

    Forcefuln erroga-

    on

    ntim + 3 *

    omnem

    Diplo + 1

    resenv ence

    iplo + 2

    Profoundonc uson

    p o +

    er om-promise

    p o +

    ogcaConclusion

    p o +

    en ePersuasion

    p o +

    s oppe

    p o +

    Exambuim

    Bluff + 2 *

    s rac ngPatter

    luff + 3 *

    gLie

    ny +

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    Bluff + 3 /ntim + 3) *

    rea

    Diplo + 2 /ntim + 2)

    acac s

    p o +

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    mearOpponent

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    tness

    rosecut on

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    rosecut on

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    tness

    e ense

    tness

    e ense

    tness

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    v ence

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    (Bluff + 3 /Intim + 3) *

    oun erLie

    (Diplo + 3 /Intim + 3)

    orpuselic i

    Orat + 2

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    Orat + 1 *

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    Intim + 1 *

    Hint at Con-

    iplo + 2

    Lex oncrip a

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    SlyInsinua ions

    Bluff + 2 *

    Question-able on-clusions

    Any + 2

    Onusroban i

    rat + 2 *

    nvo eFaith

    Orat + 3 *

    azz ngRhetoric

    n m +

    an rum

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    p o +Intim + 3)

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    ra +

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    n m +

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    p o +

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    p o +

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    u +

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    luff + 2 *

    Question-able on-clusions

    Any + 2

    Onusroban i

    (Bluff + 3 /ntim + 3) *

    rea

    (Diplo + 2 /ntim + 2)

    acac s

    Orat + 2 *

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    ntim + 2 *

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    iplo + 2

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    p o +

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    p o +

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    p o +

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    p o +

    s oppe

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    Bluff + 2 *

    s rac ngPatter

    luff + 3 *

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    ny +

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    rea

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    acac s

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    mearOpponent

  • 7/24/2019 Courtroom Clash

    14/23

    Judge

    +1Ora

    -1Bu

    -1Intim

    -1Or

    a

    +1Bu

    Witness/Evidence

    Prosecution

    StrongObjectionsRemaining

    Actio

    nsRemaining

    W

    tnesses/EvdenceRemanng

    With./Evid

    .

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    Pros

    ecutionAction(s)

    Defens

    e StrongObjectionsRemaining

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    tnesses/EvdenceRema

    nng

    Objectionsu

    stainedon4ormoreon1d6.

    Add/

    subtractmo

    difierbelow.

    +1forstrongobjection.

    1

    2=1pointshift,34=

    2

    points,

    5+=3points.

  • 7/24/2019 Courtroom Clash

    15/23

    Drug PossessionTom 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 officer (+3), #2 Jeff Brown (+2)

    Prosecution Evidence:#1 Prior history of Tom Lewis (+1)

    Defense Witness:#1 Tom Lewis (-2)Defense Evidence:#1 Arresting officers prior statements (-2)

    Surprise roll:

    12:Records suggesting an improper prior arrangement between Jeff Brown and the arresting officer come to light.

    Defense Evidence:#2 Records (-1)

    35:An eyewitness who was being sought in connection with the case is finally located. She claims that it was a set-up.

    Defense Witness:#2 Eyewitness (-2)

    6:None.

    LibelJane 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.

    rosecution itnesses:#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.

  • 7/24/2019 Courtroom Clash

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    School NegligenceMary 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.

    rosecution itnesses:#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 first time something like this has

    happened.Prosecution Witness:#3 Former co-worker (+2)

    Defense Evidence:#3 Nurse Greens performance evaluations (-1)

    56:None.

    Prison NegligenceJim 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 contract-

    ed 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.

  • 7/24/2019 Courtroom Clash

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    Burglary & LarcenyThe Browns house was broken into and several valuable items were stolen. Ryan Blake was arrested based on circum-

    stantial 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 & BatteryFrank Alsona claims that he was attacked by Carlos Peno. Peno claims that it in self-defense after Alsona threatened him

    and approached.

    rosecution itnesses:#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:

    :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 first

    attack.

    Defense Evidence:#2 Cellphone video (-2)

    6:None.

  • 7/24/2019 Courtroom Clash

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    RobberyA 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 clarifies the security video, casting doubt that it shows Stanley.

    Defense Evidence:#2 Enhanced video (-2)

    36:None.

    Domestic ViolencePolice 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.

    rosecution itnesses:#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:

    :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.

  • 7/24/2019 Courtroom Clash

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    Corporate CorruptionRichard Lee is CEO of a Halron, a corporation accused of financial wrongdoing. Players may mutually agree on the ini-

    tial 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 financial incentives to lawmakers.

    Prosecution Witnesses:#1 Former Halron financial officer (+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 financial 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 officer (-2)

    34:Just-discovered SEC records show additional Halron actions.

    Prosecution Witness:#3 SEC officer (+2),Prosecution Evidence:#3 SEC records (+2)

    Defense Witness:#3 Trading expert witness (-2),Defense Evidence:#3 SEC records (-1)

    56: one.

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

    Prosecution Evidence:#1 Investigation report (+2), #2 Halron financial records (+2)

    Defense Witnesses:#1 Halrons Chief Financial Officer (-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.rosecution itness:#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: one.

    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 financial 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.

  • 7/24/2019 Courtroom Clash

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    MURDERJoe 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 officer (+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 identifies 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 officer (+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:

    :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 finds 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 officer (+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 reamedthat 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.

  • 7/24/2019 Courtroom Clash

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    Prosecution Summation+2 + +4 +6 7 +81

    Prosecution Skills0 2 4

    Bluff:

    0 2 4Diplomacy:

    Intimidation:

    Oratory:

    Prosecution Attorney

    1. Prosecution presents case.For each prosecution wit-

    ness/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 sum-

    mation. For any other result, place the indicated coun-

    ters in the appropriate Witnesses/Evidence Remaining

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

    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 skil

    and record on the Prosecution Summation track.

    5. Defense summation. Add 1d3 roll to oratory and re

    cord as negative number on Defense Summation track

    6. Jury deliberation. Total all evidence, witness, and

    summation scores, and roll on jury table.

  • 7/24/2019 Courtroom Clash

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    Defense Summation- -3 4 -5 --

    Defense Skills0 2 4

    Bluff:

    0 2 4Diplomacy:

    Intimidation:

    Oratory:

    Defense Attorney

    1. Prosecution presents case.For each prosecution wit-

    ness/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 sum-

    mation. For any other result, place the indicated coun-

    ters in the appropriate Witnesses/Evidence Remaining

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

    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 skil

    and record on the Prosecution Summation track.

    5. Defense summation. Add 1d3 roll to oratory and re

    cord as negative number on Defense Summation track

    6. Jury deliberation. Total all evidence, witness, and

    summation scores, and roll on jury table.

  • 7/24/2019 Courtroom Clash

    23/23

    The following text is the property of Wizards of the Coast, Inc. and

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    Reserved.

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