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Lawyer Up: Witch Trial

Expansion for Lawyer UpExpansion for Lawyer Up: Season 2

Lawyer Up: Witch Trial Rulebook

Table of Contents

Table of Contents

  • Components
  • Witness Status & Swaying the Mob
    • The Mob
  • Witch Trial Setup: Case 03
  • Calling Witnesses
  • Executing Witnesses
  • Ending Case 03
  • Glossary

Components

  • Case 03 Witnesses (20 cards)
  • Case 03 Draft (60 cards)
  • Case 03 Backstory (1 card)
  • 1 Judge Card
  • 1 Angry Mob Card

Witness Status & Swaying the Mob

In the Witch Trial, every Witness has a Status value in the upper right of their card. This value is similar to Juror Skepticism (see Core Rulebook page 26) and represents how easily Bias may be swayed onto this Witness.

Sway Bias: Move a Bias token from one Key Witness to another Key Witness. To move a Bias token onto a Witness you must spend Influence equal to that card's Status value.

Example: You have 6 Influence to spend, you spend 3 Influence to sway 1 Emotional Bias (heart) to Mary Goodwin from the Mob and then spend another 3 Influence to sway 1 Bias (head icon) from Lizbeth Harrow to Mary Goodwin.

Example cards shown on page 3:

  • Mary Goodwin, Suspect, Status 3. Arrival: Sway 1 Evidential Bias (magnifier) from The Mob to Mary Goodwin. Victory: +1 Influence for each Evidence in both examinations.
  • Lizbeth Harrow, Suspect, Status 4. +1 Value to each Virtuous card played during this Witness. Arrival: Sway 1 Bureaucratic/Justice Bias (scale) from The Mob to Lizbeth Harrow.

The Mob

At the start of the game, place all Bias tokens on The Mob.

After a Witness is resolved, move all Bias on that Witness to The Mob.

Bias can only be swayed to The Mob by effects that specifically refer to The Mob.

Witch Trial Setup: Case 03

(see the Case 03 Setup diagram, Core Rulebook page 7)

4a. The Mob: Place "The Mob" card next to the Judge. Place all 12 Bias tokens on "The Mob".

4b. Witness Row: Shuffle all the Witnesses together and deal 2 Accusers and 2 Suspects at random face-up as Key Witnesses in a row with the front of the line being the furthest card from the Witness deck.

4c. Witness Deck: Shuffle all remaining Witnesses together to form the Witness deck. Draw and remove the top 3 cards from the game and return them to the box. Then set the Witness deck at the back of the Witness row.

4d. Arrival: Resolve all Arrival effects on Witnesses.

4e. Case Deck: Shuffle the 60 remaining Case 03 cards and place the deck in easy reach of all players.

Calling Witnesses

Before the player who currently has the Judge's favor calls the next Witness, they draw 2 cards from the Witness deck and choose 1 to add face-up as a Key Witness to the back of the Witness row, triggering any Arrival effects. The other card is placed on the bottom of the Witness deck.

Then the player who currently has the Judge's favor calls the Witness at the front of the Witness row or may spend a Claimed Witness (and remove it from it from the game) for each Witness they want to skip. i.e. they may spend and return 1 Claimed Witness to the box to skip the front of the row and call the 2nd Witness.

Executing Witnesses

Right before claiming a Witness during Witness Resolution (Core Rulebook page 20), if a Witness has 4 or more Bias on them, instead of being claimed they are executed by the Prosecution. Return all Bias tokens on the Witness back to the Mob.

Ending Case 03

The game ends immediately when either the Prosecution or Defense reaches their win condition:

  • The Prosecution wins when the 3rd Witness has been executed.
  • The Defense wins if the Prosecution is forced to draw a card and cannot because their deck is empty or if either player needs to draw a Witness card and cannot because the Witness deck is empty.

Glossary

Arrival effects trigger whenever the Witness is revealed and put into play.

Front of the Row refers to the first Witness furthest away from the Witness deck in the Witness row.

Back of the Row is the Witness closest to the Witness deck.