The Incident
The Hostile flips and reads an Incident aloud. Everyone must answer for it.
COMING SOON
Setups, sabotage and saving yourself.
Everyone is guilty. Nobody tells the truth. The Hostile is always right.
Playtest news, release updates and the exact moment this becomes everyone’s problem.
HOW IT WORKS
Each round starts with an Incident. Everyone else plays an Alibi and has to justify it out loud. Other players can throw in Sabotage cards to derail, reframe or completely wreck the explanation.
The Hostile flips and reads an Incident aloud. Everyone must answer for it.
Every player except the Hostile plays an Alibi face down.
Alibis are revealed. Players justify their defence out loud.
Players may disrupt, reframe or derail someone’s justification.
The Hostile decides who is Cleared, Sabotaged, Entertaining or Busted.
The Hostile passes left. Players draw back up and the chaos continues.
You referred to your partner as a 'phase'. They overheard everything.
That was taken completely out of context.
Nobody believes you. Try harder.
THE HOSTILE
The Hostile reads the Incident, decides whether each Sabotage landed, picks the most convincing Alibi and delivers the consequences. No appeals. No discussion.
SCORING
Most convincing Alibi. Not necessarily truthful — just plausible.
Awarded when a Sabotage visibly changes or disrupts a justification.
One award per round for the funniest or most spectacularly terrible justification.
Everyone else. Tragic. Predictable. Probably deserved.
LAUNCH UPDATES
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