About the project
Built for big reactions.
Dead Wrong is designed around one feeling: the moment the room turns on someone and you realise you might have been manipulated the whole time.
Clear roles
Every role has a sharp purpose: protect, mislead, verify, or pressure.
High agency
Players always have something to do — no long “watching” phases.
Theme-first
Noir court aesthetics: gavel strikes, heavy shadows, and hard decisions.
What makes it different?
Use these bullet-style tiles as your “why back this?” pitch.
The Judge matters
Only one person sees the vote result — and decides what to do with it.
Argument is gameplay
Persuasion isn’t flavour text — it’s the core mechanism.
Fast resets
Designed for “one more game” energy: quick setup, quick turns, sharp endings.
Table-friendly
Minimal bookkeeping, maximum drama. The table stays present with each other.