Dead Wrong
Lies. Judgement. Consequences.
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.