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 CaseEvery game, a new body.
A redacted dossier waits.
The TableFour to fifteen seats. One of you did it.
Roles are dealt fresh each game.
The EveningInvestigation. 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 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