Principle Dilemma
Principle Dilemma Rulebook
Table of Contents
Table of Contents
Overview
The Hero draws a Dilemma card, chooses A or B, and explains why. The Tricksters use Deceit cards to change the scenario. Change the Hero's mind and earn a point. Take turns in both roles. The player with the most points at the end wins.
2–6+ players · Ages 16+ · 30–60 minutes
Components
- 45 Dilemma cards
- 215 Deceit cards
- Guidebook
Dilemma Card
Dilemma cards contain two major parts: the story, and the choices. The story sets the stage for the Hero as they learn about the specifics of the Dilemma they must face. The story ends with a fork in the road, which brings the Hero to the choices at the bottom of each card: option A or B.
Deceit Card
Each Deceit card contains a title and brief description outlining the parameters of the card's effect. These cards will be played by the Tricksters to alter the story of the Dilemma card in some way. Deceit cards may affect each Dilemma differently, as they rely on the Trickster's creativity while playing them, as well as the parameters of the Deceit card itself.
Set-Up
Get ready in four steps:
- Separate the decks. Shuffle the Dilemma cards and Deceit cards separately. Place both decks face down within reach.
- Make room for discards. Keep a discard pile for each deck. The two halves of the box work well.
- Deal five Deceit cards to each player. Keep your hand to yourself until it's time to play a twist.
- Choose the first Hero. The game's owner goes first. If they aren't playing, the person who opened the box starts. Everyone else is a Trickster.
Before you play, agree on a number of dilemmas or a target score.
Roles
The Hero: Make the Choice
The role of the Hero is to make decisions based on their authentic thoughts and beliefs rather than what they think is the "right thing" to do. Although some details in the Dilemma may be ambiguous, it is the Hero's duty to make their judgment call based on the information they have and to work within the parameters of the Dilemma card. When a quick decision needs to be made, a Hero must trust their instincts, choose wisely, and most importantly, give a clear description of why they made the choice they did.
The Trickster
The Trickster's goal is to use a Deceit card from their hand to alter the Dilemma in such a way that causes the Hero to change their mind about the option they chose. The best Tricksters exercise their creativity by presenting their Deceit cards with persuasive implications. It is then the Hero's job to draw their own conclusions from these implications.
The Trickster may not change facts in the Dilemma beyond the parameters of the Deceit card.
How to Play
A round goes in six steps.
- Face the dilemma. The Hero draws a Dilemma card, reads it aloud, chooses option A or B, and explains why.
- Choose your twist. Every Trickster selects one Deceit card from their hand and places it face down.
- Make your case. Starting with the Trickster to the Hero's right, reveal a card and take about one minute to explain how it changes the original dilemma. Be creative within the card's instructions.
- Ask the Hero to reconsider. The Hero chooses A or B again and explains the decision. If the answer changes, the Trickster earns one point and keeps the Deceit card in a separate scoring pile. Otherwise, discard it.
- Give every Trickster a turn. Each Trickster changes the original dilemma independently. Earlier twists do not carry over in the main game. More than one Trickster can score in a round.
- Reset and rotate. Discard the Dilemma card. Every Trickster draws a replacement Deceit card. The first Trickster becomes the next Hero, and a new round begins.
Be Honest About Your Choice
The aim is to explore what changes your mind, not to defend an answer at any cost. Keep the conversation curious. Listen to the reasons behind each answer, and give everyone space to make their case.
Principles of Good Play
Stay Within the Card
Deceit cards invite creativity, but their instructions set the boundaries for your twist. Let each Trickster present their own argument and each Hero make their own decision.
Score a Changed Foundation
If a twist indisputably undermines the Hero's stated reason for their original choice, the Trickster earns a point, even if the Hero tries to hold on to the same answer.
Make House Rules Together
You can adapt the game to your table. Agree on any changes before you begin so everyone is playing by the same rules.
Winning the Game
Earn a point when your Deceit card changes the Hero's choice. Keep successful cards in a separate pile as your score tokens. Before you begin, agree on one of these two ways to finish.
01: Play a Set Number of Dilemmas
Choose how many Dilemma cards you'll play. When you reach the end, count your score tokens. The player with the most wins.
02: Play to a Target Score
Agree on a number of points to aim for. Play until that target is reached, then compare score tokens to determine the winner.
If you'd like a tiebreaker or another house rule, agree on it together before play begins.
Alternate Game Modes
A different way to play. Know the main game? Try one of these variations to change the pace, push your creativity, or play on your own.
Compounding: Let the Twists Build
Follow the main rules, with one big change: each Trickster builds on the previous twist instead of returning to the original dilemma. The first Trickster plays a Deceit card from their hand. Everyone else waits to choose. The next Trickster adds to the altered scenario and tries to change the Hero's most recent answer. Continue around the table as the twists stack up. Score each successful change of mind as usual. If nobody changes the Hero's mind during the round, the Hero earns a point. Expect the story to take some unexpected turns.
Singularity: One Card, Make It Count
Use the main rules, but keep only one Deceit card in your hand instead of five. There's no card to choose: your challenge is to make the one you have work.
Single Player: Challenge Your Own Reasoning
Draw a hand of five Deceit cards. Draw a Dilemma card, choose A or B, and consider your reason. Reveal the top Deceit card from the deck and think through its effect. Play a Deceit card from your hand. If its argument is more compelling than the randomly drawn card's, score a point.
House Rules
Prefer your own variation? House rules are welcome. Make sure everyone understands and agrees to the changes before you start.