TEXT: accusations • confessions • murder
  
  overview
  In COOKIE JAR, the players take 
  turns accusing one another of a 
  CRIME until the actual culprit 
  is revealed. The crime can be 
  anything from stealing a pie to 
  vandalizing a school. However, 
  murder is always the perfect 
  ingredient for truly dramatic 
  stories and will be used for every 
  example below.
  set up
  Each player needs 15 six-sided 
  dice. That was easy.
  game play
  The most impulsive and/or 
  obnoxious player begins play. If 
  you don’t know who this is, wait a 
  few moments for the situation to 
  resolve itself.
  The ACTIVE PLAYER becomes 
  the ACCUSER places a single die 
  into the center of the game table 
  (called the accusation pool) and 
  ACCUSES another player at the 
  table of a crime.
  DAVE: Susie killed the 
  Milkman! She killed him in 
  cold blood. The bitch!
  The ACCUSED can CONFESS 
  and end the game, or create 
  an ALIBI. Creating an ALIBI 
  involves two steps.
   • Placing a die into the 
  ACCUSATION POOL.
   • Roleplaying the ALIBI.
  SUSIE: Liar! I was in 
  Denver when it happened.
  If the ALIBI is bad or illogical, 
  the other players may require the 
  ACCUSED to spend an additional 
  die. There must be a majority 
  vote for this to happen.
  The ACCUSED is now the 
  ACCUSER and may make a new 
  ACCUSATION so long as the 
  same crime was committed. The 
  person being accused must be at 
  the table, playing the game. If 
  the ACTIVE PLAYER accuses 
  the player who accused him or 
  her, the ACCUSATION costs an 
  additional die. This encourages 
  group play and stops everyone 
  from ganging up on one player.
  SUSIE: Roger hated the 
  Mailman more than I did. 
  After all, his children 
  were all sired by him.
  Game play continues in the same 
  manner, until a player forces a 
  CONFESSION or someone runs 
  out of dice and cannot establish 
  an ALIBI.
  forcing a 
  confession
  Forcing another player to 
  CONFESS can be done one of 
  two ways.
   • The active player discards 
  THREE dice and chooses 
  someone as the CONFESSOR.
   • Any player (out of turn) 
  discards FIVE dice and 
  chooses someone as the 
  CONFESSOR.
  Discarded dice leave play and do 
  not go into the ACCUSATION 
  POOL.
  The CONFESSOR has three 
  options:
   • CONFESS. Ending the game.
   • MISDIRECTION. By 
  discarding FIVE dice the 
  CONFESSOR misdirects the 
  ACCUSATION to another 
  player. That player becomes 
  the CONFESSOR. 
   • INTERROGATION. The 
  CONFESSOR rolls his 
  remaining dice against the 
  dice in the ACCUSATION 
  POOL. If the ACCUSER rolls 
  higher than the CONFESSOR, 
  the CONFESSOR confesses, 
  is found guilty, and the game 
  ends.
    If the CONFESSOR rolls 
  higher than the ACCUSER, 
  the CONFESSOR becomes the 
  ACUSSER and play continues 
  as normal (although it’s most 
  likely the new ACUSSER 
  will point the finger at the 
  previous ACCUSER).
  ending the game
  If you haven’t already figured it 
  out, the game ends when someone 
  confesses. The winner is the 
  person who forced the confession. 
  Since the game is so fast, it is 
  possible to play a few times 
  before moving on to something 
  else in your collection.
  art, graphic 
  design, and 
  writing by: jim pinto
  based on a 
  conversation with: 
  Warren Banks
  additional help 
  and playtesting: 
  Aaron, Josh, and Vasco
  Copyright 2011 © jim pinto and 
  Post World Games
  
SOURCE: textdata/thevault/Cookie Jar.pdf