In Lawyer Up, a two-player asymmetrical card game, players take on the roles of attorneys facing off against each other in a courtroom case. One player takes on the role of the prosecution and the other takes on the role of defense. Each case has its own unique mechanisms and story from Murder to Racketeering.
Lawyer Up is a game of arguments, influence and strategies. Players start with Discovery, where they will go through all the evidence of the case and draft what they think is important for them to win. Then Players will take turns calling and questioning witnesses - building arguments by chaining together cards with the same symbols and earning influence. Attorneys then spend their influence to sway the biases of the jury to their side of the argument.
—description from the designer
- Original theme
- Unique game concept
- Lackluster solo mode
- Inconsistent point generation
- Lack of strategic depth
- Immersion-breaking random evidence
- Legal trial simulation
- Courtroom
- Witness-based case building
- Liar Liar
Mechanics (from transcript analysis)
- Card Play — Playing evidence and argument cards to sway jurors
- Point accumulation — Gaining points through strategic card plays
Video topics + discussion points
Quotes (from this video)
- hopefully Series 2 addresses my concerns and brings some fresh life to this mediocre game
References (from this video)
- strong thematic flavor (legal drama)
- time-wasting turns
- back-and-forth feel
- frustrating mechanics
- legal strategy with jury influence
- courtroom drama; defense vs prosecution
- tug-of-war jury persuasion through card play
Mechanics (from transcript analysis)
- card play / jury interaction — cards influence jurors through a tug-of-war mechanic
- long-term planning — early turns can feel useless until near the end
- Tug-of-war scoring — turn order and impact swing as jurors align
Video topics + discussion points
Quotes (from this video)
- there's no super Superfluous rules there's no fiddliness so it's quite nice and pure
- this one stays true to what hidden role or hidden movement game should be
- I think this one is still my favorite one as one person takes the role of Jack the Ripper
- I absolutely hated this game I did not like anything about it apart from the visuals very stylish and I'm deluxified looking game
- the colorblind-friendly at all and me and my brother are both quite badly colorblind
- not colorblind friendly at all and me and my brother are both quite badly colorblind
- the ketchup mechanism in this game
- one of the nearest misses I've ever played
- therefore it's just not subtle
References (from this video)
- Rich, thematic courtroom mechanics that mirror real trial dynamics
- Clear dichotomy between prosecution and defense strategies with meaningful choices
- Discovery phase adds strategic depth before courtroom play
- Multiple witnesses and scenarios encourage replayability
- Complex symbol system and numerous edge cases may be daunting for new players
- Prototype components described in the video; final production may vary
- Legal strategy, evidence manipulation, juror bias
- Courtroom trial with prosecution vs defense
- Procedural, instructional
Mechanics (from transcript analysis)
- Buried evidence — Some cards go to buried evidence face-down and are not immediately usable, offering ways to pull them out later or deny them to the opponent.
- Deck-building / discovery — Players construct a deck of evidence and arguments during a discovery phase, selecting which cards go into their own deck, which go to the opponent, and which are buried.
- Influence economy and endgame scoring — Influence is earned during examinations and used to sway jurors; the endgame is resolved by comparing influence and locking all jurors or by closing arguments after nine witnesses.
- Juror manipulation: lock/unlock — There are 12 jurors with individual biases; the prosecution aims to lock them to win, while the defense can unlock with specific actions.
- Procedures and sidebar actions — Procedures are special cards with on-card symbols that can be played for immediate or future effects, including refreshes of objections and sidebar actions.
- Witness examinations and bias matching — During the courtroom phase, players play cards with bias icons that must align with the previously played card to chain arguments and influence jurors.
Video topics + discussion points
Quotes (from this video)
- the game will end immediately
- we are going to lock all 12 jurors
- you can't lock or unlock one bias on a specific juror
- this is the defendant's personal diary
- we shuffle all evidence in your discard back into your deck