- Prior to the starting of the game, one player is selected as the orchestrator. This player sets up two teams of "attorney" and "defendant," (thereby engineering who is sided with whom). One member of one team must be guilty but his attorney must defend him without regard to his constituent's guilt.
- Those who aren't one of the selected teams of attorneys will be set apart as "jurors." These jurors decide which defendant to lynch. Jurors are by necessity noninvestigative roles.
- The CO gives out one gun to one attorney. The attorney may fire the weapon at the juror of his choosing but said attorney must be lynched in order for town to meet their win condition. The defendants are not allowed to know which attorney has the gun, as the gunned attorney might not be aligned with the guilty defendant. It is encouraged that neither attorney admit having the gun. The gun never reveals its shooter.
- The arrangement of the courtroom debate will transpire as follows: On D1, team one will have one minute and thirty seconds to present their case. If they feel this time is more than necessary, they may yield the remainder of their time to the other team by jointly clicking "end floor presentation." So the day progresses like so: T1 (1.5 min), T2 (1.5), T1 (1.5), T2 (1.5). Day ends. The jurors may speak at any time during the day but can not vote D1 or D2. During the night the teams have the opportunity to discuss any matter. The guilty defendant is allowed one kill of his choice of juror. D2 and D3 are the same as D1 except team two starts the presentation. On D3 team one again presents first. At the end of D3 the jury may reach a verdict and decide a lynch. If they lynch the proper defendant the game progresses to the next day for a lynch between attorneys.
- After orchestrating the courtroom, the CO cannot participate in the game.
- Games with Court Orchestrator cannot be ranked.
