A two-act jury game.
You play Prosecution or Defense. After both acts, the 12 jurors in the box vote.
Each game has two acts:
Every juror starts with their occupation and one randomly-revealed trait read shown on their card (the muted PUBLIC chip).
There are three traits the jury cares about:
On your turn, do one of:
You're dealt 7 of 8 cards numbered 1–8. The card you don't get stays hidden from the opponent. The opponent gets the other 7 (also missing one).
There are 6 trial rounds. Each round flips one community evidence card; both sides simultaneously play one of their numbered cards. Higher card wins the evidence; ties throw it out.
Each evidence type appears twice over the 6 rounds, in shuffled order. You play 6 of your 7 cards, holding one back unrevealed.
The decision: spend high cards on the evidence types your seated jury is most susceptible to. Voir dire intel tells you which type matters most.
Each juror card shows a small lean meter ranging from acquit (left) to convict (right), with a confidence band around the point estimate. Wider band = less is known.
During the trial, winning evidence shifts the leans of jurors weighted by their susceptibility to that evidence type. A high-Scientific juror barely moves on Testimony evidence wins, but flips noticeably on Scientific wins.
After all 6 trial rounds, jurors deliberate: