How to play Principle Dilemma
Choose a side. Explain your reasoning. Then see whether a well-played twist changes your mind.
2–6+ players · Ages 16+ · 30–60 minutes
New to the game? Set up your table first, then watch this sample round or follow the steps below.
See a dilemma in action
The example above shows the conversation at the heart of the game. Use the guidebook rules below for turn order and scoring.
A round in six steps
Face the dilemma. The Hero draws a Dilemma card, reads it aloud, chooses option A or B, and explains why.
Choose your twist. Every Trickster selects one Deceit card from their hand and places it face down.
Make your case. Starting with the Trickster to the Hero’s right, reveal a card and take about one minute to explain how it changes the original dilemma. Be creative within the card’s instructions.
Ask the Hero to reconsider. The Hero chooses A or B again and explains the decision. If the answer changes, the Trickster earns one point and keeps the Deceit card in a separate scoring pile. Otherwise, discard it.
Give every Trickster a turn. Each Trickster changes the original dilemma independently. Earlier twists do not carry over in the main game. More than one Trickster can score in a round.
Reset and rotate. Discard the Dilemma card. Every Trickster draws a replacement Deceit card. The first Trickster becomes the next Hero, and a new round begins.
Remember: Be honest about your choice. The aim is to explore what changes your mind, not to defend an answer at any cost.
To see the same example of the trolley problem from the video played out, check out this illustrated example.
Keep the conversation curious. Listen to the reasons behind each answer, and give everyone space to make their case.
A few principles for good play
Stay within the card
Deceit cards invite creativity, but their instructions set the boundaries for your twist. Let each Trickster present their own argument and each Hero make their own decision.
Score a changed foundation
If a twist indisputably undermines the Hero’s stated reason for their original choice, the Trickster earns a point—even if the Hero tries to hold on to the same answer.
Make house rules together
You can adapt the game to your table. Agree on any changes before you begin so everyone is playing by the same rules.
Still have a rules question? Get in touch and tell us which cards or situation came up.