The Game is Afoot. The killer is always at the table.

Five suspects. One body. Eight hours until you accuse.

A murder-mystery game for 4 to 15 players. One evening to accuse.

Open a Case
The Case

Every game, a new body.

A redacted dossier waits.

The Table

Four to fifteen seats. One of you did it.

Roles are dealt fresh each game.

The Evening

Investigation. Accusation. Reveal.

Four phases. No timer. The table decides when it’s time.

Five Faces. One of them is a killer.

One possible table. The procedural generator spins a fresh cast each game — portraits, voices, biographies, and the exact phrasing of every lie they’re permitted to tell.

The Senior Partners
The Senior Partners They drafted the will. They also drafted the motive.
The Pinkerton from out of town
The Pinkerton from out of town A pocket watch that stopped the wrong minute.
The Widow
The Widow Mourning her second husband. And her first.
The Physician
The Physician Writes prescriptions. Some of them are medicines.
The Attaché
The Attaché Serves at the pleasure of someone you haven’t met yet.
In the Workshop

The Case as Architecture.

Parlorex isn’t just a parlour game — it’s a small living system. Scenarios, evidence graphs, character voices, host UI and AI collaborators all wired into one grammar so a human author and a machine can build a case to the same standard.

Every component talks to every other. Code, content and computation — integrated by design, so the seams never show at the table.

See the Investigation Board