Everything a team needs to play, everything an editor needs to build a case, and everything a facilitator needs to run a session — in one place. Pick your side below, or just read straight through.
Enter the game code and your team name on the join screen. You'll land on a mission briefing first — a short scene-setter written for that specific case, explaining what's being investigated and why. Read it, then hit Start the investigation.
Your team shares one screen, split across four roles. Only one role is "active" at a time — its controls are unlocked, everyone else's are greyed out — and the game hands the active role off automatically as you make progress, with a short on-screen announcement each time.
Searches the map for the location that matches the clues, and confirms it.
Reviews the sources for a claim and picks out which ones actually hold up.
Identifies the manipulation technique behind the claim, from a set of options.
Reviews the auto-drafted case notes, edits them if needed, and confirms before moving on.
Each file follows the same four beats, and each one hands off to the next role:
Every team starts with a fixed score (set by whoever built the case). From there — these are the default values; each case can adjust them:
| Action | Points |
|---|---|
| Resolve a file (sources + technique both correct) | +50 |
| Correctly identify the actor network | +100 |
| Answer a final question correctly | +25 |
| Request an extra clue | −10 |
| Wrong attempt (sources, technique, or network) | −10 |
| Click a false lead on the map | −15 |
| Map search that matches no file (after 3 free ones per file) | −5 |
There's no penalty for taking your time — only for missteps. A live leaderboard shows every team in the same session.
Once every file is resolved, the Actor network tab unlocks. Pick who is coordinating the disinformation campaign from a short list of profiles, based on what you verified in each file — the false claims, the sources you ruled out and the techniques you identified. If the case includes final multiple-choice questions, they appear right after. Each team gets its own random selection, so neighbouring teams may see different questions.
Get it right — and answer the final multiple-choice questions, if the case has them — and the Generate script button lights up. Click it (as Fact-Checker) and you'll get a proper closing screen: your final score, a readable report combining every file's notes plus your final answers, and buttons to copy or download it as a text file.
From the dashboard, a case can be created two ways: uploading an Excel file (using the provided template — one row per station, with clues, claim, verified fact, technique, and four sources marked reliable or not), or filling it in manually field by field. Either way, you also set:
Editing a published case creates a new version rather than overwriting the live one, so a session already in progress is never affected mid-play. The new version keeps only the case's base language: run Translate again for any other language. While a case is being prepared, switch it to testing mode in the editor: saving then updates the current version instead of creating a new one. Switch back to production mode before the real sessions. Versions you no longer need can be archived from the dashboard so nobody launches them by mistake; Show archived lets you restore them.
From a case's Translate screen, pick a target language and generate a first draft with Claude — covering the stations, the briefing, the actor network profiles, the false leads and the final questions in one pass. Review and edit before saving; nothing publishes automatically.
Separately from case content, the game's own interface (buttons, labels, the default "how to play" text) can be translated under Languages in the admin — the same Claude-assisted flow, applied to the app's chrome instead of a specific case.
Click Launch session on any published case to get a 6-character code. Share it, and teams join at /join with that code and a team name. From the live view you can watch every team's progress station by station, in real time. If the case has final questions, set how many each team gets in the Final questions box next to Launch session (by default, all of them; 0 skips them). They are picked at random from the case's pool and shown in random order, and the live view shows the number chosen.
When the session's done, Close it — no more teams can join, and the code stops working. Export gives you a text file with every team's score and full station notes, ready to hand off for a debrief.
The Leaderboard on each case compares teams across every session that used that exact version, so only genuinely comparable runs get stacked against each other — never against a different version of the same case.