GAME RULES
Welcome to the courtroom.
You are not here to watch. You are here to win.
In Objection: The Legal Showdown, every turn is a mini trial. You roll, you land, you answer, and the table fights back. One player makes the call. Everyone else looks for the mistake. Stay sharp. Use your Wild Cards. Protect your points. Push toward the Bar.
Read these rules once. Then start playing.
If a rule question comes up mid-game, make a quick call, keep moving, and check the explanation lookup after the round.
Turn Order
Pick a starting player. Play clockwise.
Your Turn
Step 1. Roll and move
Roll 1–5. Move forward that many spaces along your path.
How to Roll
Use the objection dice or the website randomizer.
The number rolled indicates the number of spaces the player must move. The landing space will determine the card deck that the player must choose from. If the dice roles to "Lose a turn", the player does not get to move nor choose a card. Play continues with the next player.
Draw the top card from that category. Read it out loud. Answer it.
Wild Card
Wild Cards Usage:
Wild Cards can be used only once per play. After use, they are returned to the deck and shuffled back in for potential reuse later. Players can save their wild card for use any time during their turn.
If a player lands on a Wild Card Stop, they may choose to retrieve/steal a unused Wild Card from any player who currently holds one OR the player may choose to take a wild card from the deck, if available. While on a wild card stop, a player is not required to answer any question.
Judge's Chamber
Whenever two players land on the same space at the same time, a mini game is triggered called "Judge's Chamber" to determine who advances. The loser is Disbarred and must start over at their starting point.
During a "Judges Chamber", both players choose 3 cards from any category. From the 3 cards 1 is selected to be read to your opponent.
After Both players finalize their answer, the "constitution Book" is consulted and the winner is decided. If both players are wrong, another card from the original 3 selected is chosen to be read. The process is repeated. Still no winner?, the process repeats for the 3rd card for a winner. In the case where there are no winners, another 3 cards are selected. If there are 4 players the remaining players get to choose the card that is to be answered.
Judge's Chamber
When a player's piece lands on a Start space on the board, they are not required to draw a card.
PASS
A player is allowed to "Pass" on a question. The player is required to stay in the same space.
RECESS
The "Recess" spaces are the final steps before reaching the "Bar" (the victory point).
Landing on a Recess space triggers a special mini-game where the player answers only Recess card question (True/False).
No Dice Roll:
Once your game piece lands on a Recess space, you do not roll the dice on your next turn.
The opponent reads aloud a Recess question from the Recess card deck.
The question is a True/False question.
Note: If there is no Judge, the opposition gets to use the constitution book for verification during recess.
What happens if the opponent calls "Objection" after a Recess answer?
If correct:
The team moves up one space (moving to the next Recess line). Their turn ends.
If incorrect: Player moves one space down
This can continue until the player is back in the safe zone and eventually out of the safe zone.
Each Recess space passed grants the team one Objection during a round, WITHOUT penalty.
If a team loses an Objection during the game while the opposition is on a Recess space, they only move 2 spaces back (instead of 5) as a penalty.
SAFE ZONE
Once a player reaches the safe zone, they do not roll the dice but instead choose a card from any category. If there are no objections after their answer is finalized, they move up one space.
If there is an objection and they lose the objection, they move 1 space down. Once they are out of the safe zone, all game rules apply.
Note: You must land in the safe zone before accessing the recess space. i.e you must throw the required number on the dice to enter/land in the safe zone first.
OBJECTION
The opposing team can shout "Objection!" once the answer is finalized.
The question is paused, and both teams consult the "Constitution Book" to verify the correct answer.
Once a person says "Objection", they are committed and must give a different answer from what the answering party gave.
If the objection is correct (the answer was wrong):
The objection team earns/moves 5 spaces (advance).
The answering team moves back to their previous position
Play resumes with the next question.
If the objection is incorrect (the answer is correct or the objection was unfounded):
The answering team stays in their position that they oved from throwing the dice.
The objecting team moves 5 spaces back.
Play continues as normal.
if both answers are wrong on objection, the answering party stays in its previous space. and the objecting party also remains in place. Game play continues.
MOVEMENT
Gameplay movement goes from left to right. The goal is to make your way to the "Bar".
JUDGE
A Judge is an independent observer who is in charge of the "Constitution Book" (answers can be checked on the website using the 3 digit code on the cards). The Judge also clarifies rules, oversees objections and manage game time.
Without a Judge, players will consult the "Constitution Book" only when they call "Objection on an opponent"
CONSTITUTION BOOK
During gameplay, the Answer Sheet in the "Constitution Book" should only be consulted when there is an Objection. Players must answer questions blindly and it is up to the opponent to challenge the validity of the answer.
START SPACE
When a player's piece lands on a Start space on the board, they are not required to draw a card.

