Moral Compass
Social justification card game

How far would you go to justify it?

Draw a Scenario → Make Your Case → Defend Your Position → Face the Verdict.

Will the action be judged Shady, Undecided, or Justified?

Coming to KickstarterHow It Works
  • Core Deck: Ages 8+
  • 2–10 players
  • Recommended 3–8 players
Moral Compass card back featuring a gold compass rose and Moral Compass wordmark

How a turn works

Every turn follows the same rhythm: Draw a Scenario → Make Your Case → Defend Your Position → Face the Verdict.

  1. Draw a Scenario

    The Advocate draws a card describing a morally questionable action.

  2. Make Your Case

    The Advocate explains why the action could be justified.

  3. Defend Your Position

    Each Juror may ask one independent question or pass. The Advocate responds before the vote.

  4. Face the Verdict

    Jurors privately choose Shady, Undecided, or Justified, then reveal their voting tokens together. Only the Advocate's score changes.

Example scenario
“While leaving a restaurant, you took a server's tip from another table.”

Shady, Undecided, or Justified

Jurors are not grading a single correct answer. Each vote reflects how convincing the Advocate's case was at the table.

Shady is −1, Undecided is 0, and Justified is +1. Only the Advocate's score changes on each turn.

Each Juror privately selects Shady, Undecided, or Justified. Once everyone is ready, all tokens are revealed together. Add the values to determine the Advocate's score change. The Advocate does not vote on their own turn.

Every player begins at 0 on a personal Moral Compass track from −10 to +10. Scores remain capped within that range.

Choose Fixed Rounds or Elimination before play. Fixed Rounds supports 1–10 rounds, with four as the default, and the highest score at the end wins. In Elimination, players place in the order they reach +10; once placed, they leave the Advocate rotation but continue asking questions and voting as Jurors. The final remaining player loses. Final Fixed Rounds ties are resolved through additional Advocate turns among the tied players.

Core Deck

500 unique Scenario Cards

Divided evenly across four categories: 125 Everyday Choices, 125 Family Matters, 125 Friends & Social Circles, and 125 Digital Life.

Together, the four categories form one Core Deck.

Future expansions may revisit these subjects with at least 200 entirely new scenarios.

  • Everyday Choices

    Restaurants, stores, neighbors, favors, public behavior, found property, small lies, etiquette, and everyday hypocrisy.

  • Family Matters

    Siblings, parents, grandparents, chores, privacy, favoritism, traditions, obligations, family money, and loyalty.

  • Friends & Social Circles

    Loyalty, secrets, gossip, exclusion, peer pressure, reputation, friendship breakups, bullying, retaliation, and choosing sides.

  • Digital Life

    Social media, gaming, screenshots, passwords, tracking, AI, deepfakes, piracy, misinformation, online harassment, and digital privacy.

Game at a glance

  • Players begin at 0 on a personal Moral Compass track.
  • Players rotate as Advocate.
  • The Advocate makes the case for the assigned scenario.
  • Each Juror may ask one independent question or pass.
  • Each Juror selects a voting token privately, then everyone reveals together.
  • Votes are summed; only the Advocate's Moral Compass moves.
  • Scores remain between −10 and +10.

At the table

Moral Compass is a social justification and judgment game—not trivia and not a morality test with one right answer. Players argue, question, and vote on whether the Advocate's position holds up.

One Advocate makes a case for the scenario. Jurors listen, ask one question each, and select voting tokens privately. Each Juror decides what counts as convincing—and that changes every round.

Core Deck: Ages 8+ · 2–10 players · Recommended 3–8 players

What comes in the game

The Core Game is designed for face-to-face play with reusable components that carry across every session—separate from the Scenario Card collection itself.

  • 500 unique Scenario Cards

    The Core Deck—125 cards per category across Everyday Choices, Family Matters, Friends & Social Circles, and Digital Life. One clear scenario per card.

  • 30 Punch-Out Voting Tokens

    • Shady voting token
    • Undecided voting token
    • Justified voting token

    Ten each for Shady, Undecided, and Justified—enough for every player to choose privately and reveal together.

  • 60-Second Sand Timer

    Gives the Advocate up to 60 seconds to make the initial case. Juror questions follow.

  • Reusable Player Score Trackers

    Track each player from −10 to +10 across the session—separate from voting tokens.

  • Score Marker Discs

    Place on Player Score Trackers to show each player's current score—not used for casting votes.

  • Rules

    Clear setup, turn, scoring, game mode, and tie-breaker instructions.

One Game. Endless Arguments.

Explore planned expansions built around different themes, audiences, and levels of intensity.

Each standard expansion is planned to contain at least 200 unique Scenario Cards. Expansions may deepen subjects found in the Core Deck, but Core scenarios are never repeated or lightly rewritten.

Age guidance varies by expansion. Working titles and release order may change.

Planned Expansion Directions

  • Everyday Choices

    Ages 8+

    More complicated public behavior, social obligations, ethical shortcuts, competing courtesies, and everyday decisions with consequences that are harder to dismiss.

  • Family Matters

    Ages 8+

    Deeper conflicts involving loyalty, inheritance, caregiving, long-held secrets, financial obligations, estrangement, and competing family responsibilities.

  • School Rules

    Ages 8+

    Homework, cheating, teachers, classmates, bullying, discipline, popularity, teams, clubs, and school authority.

  • Friends & Social Circles

    Ages 8+

    More complex conflicts involving sustained bullying, social hierarchy, manipulation, retaliation, reputational harm, group loyalty, and intervention.

  • Digital Life

    Ages 8+

    Deeper questions involving surveillance, identity, artificial intelligence, permanent records, online influence, manipulation, consent, and digital power.

  • Love & Relationships

    Teens & Adults

    Dating, trust, jealousy, ex-partners, flirting, boundaries, commitment, shared finances, breakups, and romantic expectations.

  • Workplace Dilemmas

    Teens & Adults

    Coworkers, bosses, customers, credit, schedules, company property, expenses, hiring, promotions, office politics, and questionable instructions.

  • Money, Power & Ambition

    Teens & Adults

    Wealth, debt, tipping, influence, status, negotiation, charity, inheritance, competition, exploitation, and personal ambition.

  • No Easy Answer

    Teens & Adults

    Safety, loyalty, justice, sacrifice, public welfare, punishment, compassion, scarce resources, competing harms, and impossible choices.

  • Parents Under Pressure

    Adults

    Discipline, monitoring, school decisions, rewards, sibling fairness, autonomy, social media, protection, and difficult parenting choices.

  • After Dark

    Adults

    Flirtation, temptation, jealousy, secrecy, trust, adult dating, and the choices people make when good judgment goes to bed early.

  • NSFW

    Adults Only

    Explicit, vulgar, professionally inappropriate, and socially unacceptable adult scenarios that push players to defend the nearly indefensible.

Play on Discord

Can't gather around the same table? A Discord version is in development for remote play and community playtesting.

Moral Compass Discord emblem with compass, cards, and voting tokens

Draw a Scenario → Make Your Case → Defend Your Position → Face the Verdict.

Moral Compass Discord banner showing scenario cards and voting tokens

Coming to Kickstarter

Moral Compass is preparing for crowdfunding with a Core Game featuring 500 unique Scenario Cards and a long-term lineup of themed expansions.

Final launch configuration, add-ons, and release sequencing will be announced with the campaign.

FAQ

(Frequently Avoided Questions)

We played four rounds and now my spouse wants a divorce. Do you help with legal fees?

No. But we'd like to remind everyone that Undecided was always an option.

My family knows what I'm really like now. Can I return the game?

Possibly. Their new understanding of you is permanent.

My kid just made a very convincing case for stealing. Should I be worried?

A little. You can also be impressed. Both feelings are valid.

My friend agreed with me, then voted Shady. Is that allowed?

Yes. Friendship and consistency are sold separately.

Can I argue with another player's verdict?

You can argue with anything. That doesn't mean it'll help.

What happens if everyone votes Undecided?

Congratulations. You've recreated a committee meeting.

Can I use the sand timer to limit unrelated family arguments?

You can try. We're not responsible for what happens when the sand runs out.

Is After Dark a good idea for a first date?

It might save both of you a lot of time.

Is NSFW actually safe for work?

We admire your optimism.

Can Moral Compass ruin Thanksgiving?

Thanksgiving was doing fine on its own.

Looking for actual rules or product details? Everything important is explained above.