Learn Verdictris
How Verdictris works from first seat to final verdict.
Verdictris is a noir social-deduction dice game about trust, hidden motives, public trials, and uncertain outcomes. Every match begins with a table of players and computer-controlled characters. Each seat receives a role, an alignment, and a private objective. Some roles protect the city, some profit from confusion, and some need the public trial system to point in the wrong direction. The game is playable in a browser, but its rules are designed around readable player decisions rather than pure reflexes.
Verdictris is intended for teens and adults. The game includes social deception, crime themes, simulated trials, and non-graphic violence.
The match loop
A match moves through cycles. Each cycle gives players time to read the room, choose an action, resolve results, and argue over what the results mean. A typical flow starts with setup and role review, then advances into information, declaration, action, outcome, and trial-related phases. The exact rhythm can change based on presets, player count, and optional modules, but the purpose stays the same: collect information, manage risk, and convince the table before the wrong faction gains control.
During early cycles, players usually know very little. A quiet seat may be cautious, hiding, or waiting for a better target. A loud seat may be a helpful investigator, a manipulator, or someone trying to frame the conversation before evidence appears. The game is strongest when you treat every action as a signal, but not every signal as proof.
Hidden roles and alignments
Roles are private. Alignments define the broad win plan. Common Good roles usually want to identify dangerous actors, protect credible allies, and use trials carefully. Neutral roles may need survival, leverage, contracts, or a specific condition. Corrupt and Underworld roles usually benefit from doubt, bad votes, wasted protection, and fractured trust. A role may also have passive skills, restrictions, equipment, or economy interactions that change how it should be played.
New players should start by learning what their own role can prove, what it cannot prove, and what behavior would make the table believe them. A role claim that sounds powerful can still lose if it arrives too late, contradicts public events, or ignores obvious evidence.
Dice-contested actions
Verdictris does not treat every action as automatic. Many actions are resolved through dice-contested results and modifiers. Position, stance, gear, role bonuses, stealth, protection, and target state can change the odds. This creates room for partial success, failure, counterplay, and uncertain interpretation. A failed action does not always mean the actor lied. A successful action does not always mean the target is guilty. The public conversation has to weigh probability, pattern, and motive.
Evidence and suspicion
Evidence is stronger when it comes from repeated proximity, consistent testimony, and actions that line up with public events. Suspicion grows when players are near suspicious activity, contradict the outcome feed, make risky claims, or appear beside the same incidents across cycles. Verdictris is not only about one clue; it is about how clues accumulate. Weak evidence should guide attention. Strong evidence should shape the trial. Even then, a careful table should ask who benefits from the accusation.
Trials and voting
Trials are the public pressure valve. Players nominate suspects, explain accusations, defend themselves, and vote. The trial is where social play matters most. A good accusation states what happened, why the suspect fits, what alternatives exist, and what the table risks by waiting. A good defense does not only deny the charge; it explains the timeline and gives the table a better theory.
Votes have consequences. Removing a dangerous player can save the city. Removing a helpful player can hand momentum to hostile roles. Acquitting everyone can also be dangerous if the table lets repeated suspicious patterns slide. Strong Verdictris play means knowing when uncertainty is acceptable and when hesitation becomes a decision by itself.
Crime map and black market basics
The crime map gives context to movement, proximity, and action risk. Being near a player can build weak evidence over time. Being near an action may create a chance to notice something, depending on stealth and circumstances. The black market introduces resource pressure: tools, weapons, and utility items can change what a role can threaten or prove. Do not buy gear just because it is available. Buy gear that supports your win condition and does not expose you too early.
Beginner mistakes
- Claiming too early without useful proof.
- Treating one failed roll as confirmed guilt.
- Ignoring repeated weak evidence because each clue is small.
- Spending resources on flashy items instead of useful timing.
- Voting based on personality instead of public events.
To start playing, open the app, choose a mode, review your role, and focus on one question each cycle: what did I learn, who benefits, and what will I be able to explain in trial?