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. 1

    Draw a Scenario

    The Advocate receives a card describing a morally questionable action.

  2. 2

    Make Your Case

    The Advocate explains why the action could be justified.

  3. 3

    Defend Your Position

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

  4. 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.

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

Ages 8+

  • 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.

Teens & Adults

  • 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.

Adults

  • 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.

Adults Only

  • 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

Quick answers for players and backers—physical voting, scoring, and what ships in the Core Game.

Gameplay

How does a turn work?

Every turn follows the same rhythm: Draw a Scenario, Make Your Case, Defend Your Position, and Face the Verdict. The Advocate explains the scenario, answers one question or pass from each Juror, then Jurors vote before the next Advocate takes a turn.

How are votes given?

Each Juror privately selects a Shady, Undecided, or Justified voting token. Once everyone is ready, all Jurors reveal their tokens together. The Advocate does not vote on their own turn.

Are votes private?

Token selections stay hidden until every Juror is ready, then all votes are revealed together. On Discord, votes are submitted privately through the bot and revealed after voting closes.

How does scoring work?

Shady is −1, Undecided is 0, and Justified is +1. Add the Jurors' votes, and only the Advocate's score changes. Every player begins at 0 on a personal Moral Compass track from −10 to +10.

How does a game end?

Choose Fixed Rounds or Elimination before play begins. Fixed Rounds supports 1–10 rounds, with four as the default, and the highest score at the end wins. In Elimination, the first player to reach +10 takes first place; each later player to reach +10 takes the next place. 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.

Is there a correct answer?

No. Each Juror votes independently on whether the Advocate's case feels Shady, Undecided, or Justified. The revealed votes reflect the group's judgment, not objective moral truth.

Players & Audience

How many people can play?

Moral Compass supports 2–10 players, with 3–8 recommended.

What ages is Moral Compass for?

The Core Deck is designed for ages 8 and up. Expansion guidance may be Ages 8+, Teens & Adults, Adults, or Adults Only depending on the content.

Does the Advocate vote on their own turn?

No. Only Jurors cast votes during an Advocate turn. The Advocate makes the case, answers questions, and receives the summed vote total.

Core Game

What comes in the Core Game?

The Core Game includes one 500-card Core Deck, 30 punch-out voting tokens (10 Shady, 10 Undecided, and 10 Justified), a 60-second sand timer, reusable Player Score Trackers, Score Marker Discs, and Rules.

How many Scenario Cards are in the Core Deck?

The Core Deck includes 500 unique Scenario Cards: 125 Everyday Choices, 125 Family Matters, 125 Friends & Social Circles, and 125 Digital Life.

Are the four Core categories separate decks?

No. They are categories within one 500-card Core Deck.

Expansions & Discord

What are the 12 planned expansion directions?

They are planned expansion themes that may grow Moral Compass over time. Working titles and release order may change.

Are expansion scenarios duplicated from the Core Deck?

No. Core scenarios are not repeated or lightly rewritten in expansions.

Can Moral Compass be played remotely?

A Discord version is in development for remote play and community playtesting. Around the table, Jurors reveal physical voting tokens together. On Discord, votes are submitted privately through the bot and revealed after voting closes.