DebateHero

Rulebook

How every game works

Every mode in one place: how a match runs, what earns points, whether your score can drop, how you win, and what carries over afterward. Each game's rules sheet links back to its section here.

The basics

  1. 01 · Take a turn

    Speak or type your argument. In most modes a figure from history answers; in Human Duel another player does.

  2. 02 · The judge scores

    The judge reads every scored turn and awards points for what your argument actually does: new reasons, evidence, rebuttals.

  3. 03 · Points decide the match

    Each mode turns points into a result its own way: a higher total, a pass mark, or round cards.

  4. 04 · Some things carry over

    XP builds your skills and your bond with each figure. Only ranked Human Duels and League matches move a rating.

Ways to score

Best moment per exchangeDaily
In each exchange the judge picks each side's single best moment and awards 1, 2 or 3 points, or nothing. Points only add up. Penalties are counted and shown, never subtracted.
Whole-case rubricTopic Dungeon
Every reply, the judge rescores your whole case against the current opponent out of 100, from five parts worth 20 each, and keeps your best. 75 with no fatal flaw clears the round. Dungeon points are counted separately.
Argument judgingHuman Duel, League, Character Debate, Watch
Your score is the case your claims and supports hold right now. A claim earns 0–4 and a support 0–3, with at most 3 claims and 2 supports each: 30 at most. When the other side answers a point, it loses value, so totals can fall and even go below zero.
Ledger scoringLeague
Claims are worth more the more boldly you stake them, if they still stand at the end. Challenges hold a claim's points until you answer, and a broken claim counts for nothing.
Not scoredChat
No judge and no points. Nothing to win or lose.

Modes side by side

Tap a mode name for its full rules.
ModeOpponentTurnsWhat's scoredHow you winCarries over
DailyThe day's figure or figures, same for everyone2:00 talk clock, +0:20 per reply1–3 points per exchange, each sideMore points than your opponentXP
Topic DungeonThree figures drawn for your topic4:00 run clock, 3 scored replies per figureRound score out of 100, plus dungeon pointsClear all three rounds (75+ with no fatal flaw); no drawsXP
Human DuelAnother player, liveQuick match: 4 turns each, 0:45 per turnArgument board, up to 30Higher total after the last turnDuel rating (ranked), XP
LeagueA League figure per level5 turns, no clockArgument or ledger scoring, plus a bonus goalHigher score; a win or a draw unlocks the next levelLeague rating, XP, next level
Character DebateOne figure you chooseLength depends on format (3, 4 or 7 turns each), no clockArgument board, up to 30Higher total after the last exchangeXP
WatchYou watch two figuresStandard or Extended: three round cardsArgument board; each card 10–9 or 10–10Higher card total; no winner on conversation topicsTopic XP
ChatOne figure you chooseNo clockNothingNo winnerBond XP

Points, results, rating, XP

These words mean different things. A match can earn you points and still end in a loss, and only ranked Human Duels and League matches move a rating.

Points
What the judge awards inside one match. They decide that match and nothing else. Every judged mode has them; Chat has none.
Result
Win, loss, draw or no result. Topic Dungeon has no draws: its result is how many rounds you cleared. A forfeit in Human Duel or League decides the result outright.
Rating
A number that rises when you win and falls when you lose, by more when the result is a surprise. There are two: your Duel rating (ranked Human Duels, shown on the leaderboards) and your League rating.
XP
Experience that builds your skills, your bond with each figure, and the subjects you argue. It only goes up. Replaying the same match within 24 hours earns less.
Penalty
A Daily flag for bad faith: counted and shown, never subtracted.
Bonus
League's bonus goals, Clean Sheet and Early Break, add to your score. Topic Dungeon adds a time bonus for a full clear.

Daily

A new matchup every day, the same for everyone

Scored by Best moment per exchange

Play Daily →

Everyone gets the same matchup each day. A figure opens with a claim and you argue against it. The judge scores every exchange, yours and the figure's. Score more points than your opponent.

  • 2:00your talk time, spent only on your turn
  • +0:20added each time you reply
  • 1–3points per side per exchange
  • 0points a penalty takes off

At a glance

Goal
Argue against today's figure and score more points.
Turns
Your 2:00 clock runs only on your turn. Each reply adds 0:20.
Scoring
Each exchange, each side can score 1, 2 or 3 points. Penalties are shown, never subtracted.
How you win
Finish with more points than the figure. The match ends at 0:00 or when you press End.

How to play

  1. Read the claim and the source cards. The source cards are the day's facts.
  2. Take your side. Against one figure you argue the side the figure doesn't. When a Daily has two figures, pick a side and face the figure on the other one.
  3. The figure opens with its claim. Then you alternate: you speak or type, the figure replies.
  4. Keep arguing until your clock runs out, or press End to finish early.
  5. The results show both point totals, each side's penalties, and the best points of the match.

Turns and timers

  • Your clock starts at 2:00 and runs while it is your turn, even while you are thinking. It stops the moment you send, and stays stopped while the figure answers and your exchange is scored.
  • Each reply you send adds 0:20.
  • There is no turn limit. The clock is the limit.
  • At 0:00, whatever you have drafted goes in as your last word. The figure gives a closing reply, then the results appear.
  • If you press End, the game waits a few seconds to finish scoring the last exchange.

Scoring

Exchange
One of your turns plus the figure's reply to it. In each exchange, each side can score once: 1, 2 or 3 points, or nothing.
Good point+1
A fair, relevant point.
Evidence+2
Evidence, a real rebuttal, or a sharp specific point.
Contradiction+3
Decisive and rare: catches a contradiction, brings receipts, forces a concession, or turns the other side's own words against it. Any 3-point play shows CONTRADICTION.
Penaltynever subtracted
A Daily flag for bad faith: made-up facts, dodging the question, or insults. The bar is high, and hard rhetoric is not a penalty. Counted and shown, never subtracted.
Source cards
The judge treats claims that match the day's facts as true.

Points: you're scored on what you mean, not your exact wording; the figure's points are held to a stricter standard.

Can your score drop?

  • No. Your Daily score never drops. Points only add up.
  • Penalties are a separate tally, shown against the side that earned them.
  • The figure's opening claim is not scored.
  • If the judge can't score an exchange, it shows Not scored. It adds nothing and counts against no one.

How you win

  • Score more points than your opponent.
  • The match ends at 0:00, after the figure's closing reply, or when you press End.
  • Leaving without finishing records no result.

What carries over

  • No rating change. Only ranked Human Duels and League matches move a rating.
  • Each point you score earns XP for your skills, your bond with the figure, and the topic: 1, 3 or 10 XP for a 1-, 2- or 3-point play.
  • Playing the same Daily again within 24 hours earns half XP, then a quarter.

Examples

Three exchanges

Illustrative — not a scored match
  1. You answer the claim with a figure from the source cards: Evidence, +2. The figure blusters: nothing.
  2. You bring receipts the figure can't answer: Contradiction, +3. The figure makes a fair point: Good point, +1.
  3. You call the figure a name instead of answering: no points, and a penalty against you.

You lead 5 to 1. Your penalty appears on the results screen, but your 5 points stay 5.

How the clock moves

Illustrative — not a scored match
  1. You start at 2:00 and take 25 seconds on your first reply: 1:35.
  2. Sending it adds 0:20: 1:55.
  3. The figure talks for 30 seconds. Your clock stays at 1:55.

Short, frequent replies buy you more turns than long speeches.

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Topic Dungeon

One topic, three opponents, both sides

Scored by Whole-case rubric

Play Topic Dungeon →

Pick a topic. The game draws three figures who fit it, and each takes a side. You argue the other side against each one in turn. Clear all three rounds before the shared clock runs out.

  • 75/100round score to clear a round
  • 3scored replies per opponent
  • 4:00one clock for the whole run
  • +0:45back for every scored reply

At a glance

Goal
Clear three opponents on one topic, arguing against each one's side.
Turns
One 4:00 clock for the run, three scored replies per opponent, +0:45 per reply.
Scoring
Your case against each opponent gets a round score out of 100 that never drops. 75 with no fatal flaw clears the round.
How you win
Clear all three rounds before the clock runs out.

How to play

  1. Choose a topic, or write your own.
  2. Three figures are drawn: Round 1, Round 2 and the Boss. Each argues for or against the topic, and you take the other side, so every run makes you argue both ways.
  3. Each opponent opens. You get 30 seconds to study the opening, or press Start arguing.
  4. Reply. The judge scores your whole case against this opponent, every reply so far, out of 100.
  5. Reach 75 with no fatal flaw to clear the round. Use all three replies without clearing and the round is dropped; the run moves on to the next opponent.
  6. If the judge treats your message as a question, it's answered without using a reply (up to three per opponent).
  7. The cheat sheet adds more help with each reply. Hints cost nothing.

Turns and timers

  • One 4:00 clock covers the whole run, not each round.
  • Every scored reply gives back 0:45, whether or not it clears the round.
  • The clock runs only while you're debating, not during an opponent's reveal or the 30-second review.
  • Replies can be up to 2,000 characters.
  • At 0:00 the run ends. You keep the points you have earned.

Scoring

Round score0–100
Five parts, each scored out of 20. It judges everything you have argued against this opponent, not just your latest reply.
Targeting20
Answer a claim the opponent actually made.
Rebuttal20
Explain why that claim fails.
Support20
Back your answer with a reason or evidence.
Specificity20
Use concrete details, not generalities.
Clarity20
Make the logic easy to follow.
Fatal flaw
Too short, ignoring the opponent's opening, or no rebuttal at all. A reply with a fatal flaw can't clear the round and earns no dungeon points.
Dungeon points
Separate from the round score. In each round, a round score of 55 earns 1 point, 75 earns 2 and 90 earns 3. Each reply adds only the increase, so nothing counts twice.
Time bonus
Clear all three rounds and earn 1 more point for every 15 seconds left on the clock.

Can your score drop?

  • Your round score never drops. It keeps your best so far; a weaker reply just adds nothing.
  • The five part bars show the latest scoring of your case, not your best, so they can drop while the round score holds.
  • Dungeon points never drop. They only go up when your round score crosses a higher line.
  • If the judge can't score a reply, it is held: nothing is recorded, it doesn't use up a reply, and you can send it again.

How you win

  • Victory: clear all three rounds.
  • Run over: you faced all three but at least one round was dropped. The finale shows how many you cleared.
  • If the clock hits 0:00, the run ends and shows how many rounds you cleared.
  • If you end the run from Settings, it shows "Ended by player" with rounds cleared.
  • There are no draws. Your result is the number of rounds you cleared.

What carries over

  • No rating change. Only ranked Human Duels and League matches move a rating.
  • Each round you clear earns 10 XP for the skill you argued best, 10 for the topic, and 10 for your bond with the first figure you faced.
  • Playing again within 24 hours earns half XP, then a quarter.

Examples

Clearing on the second reply

Illustrative — not a scored match
  1. Reply 1 answers the opponent but stays general. Round score 62: 1 dungeon point, round not cleared, 0:45 back.
  2. Reply 2 adds a concrete counterexample. The judge rereads both replies: round score 81.

Round cleared. You now hold 2 points for this round: 1 from reply 1 and 1 more from crossing 75.

A weaker reply

Illustrative — not a scored match
  1. Your round score stands at 70.
  2. Your next reply rambles, and this time the judge scores your case 60.

Your round score stays 70 and the game tells you the reply added nothing new. You lose nothing but the reply.

The time bonus

Illustrative — not a scored match
  1. You clear the Boss with 1:30 on the clock.

Victory, plus 6 bonus points (90 seconds ÷ 15).

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Human Duel

You against another player, live on a call

Scored by Argument judging

Play Human Duel →

Debate another person on a live call. You each take a side and alternate timed turns while the judge scores both argument boards. The higher total after the last turn wins, and ranked duels move your Duel rating.

  • 4turns each in quick match
  • 0:45per turn in quick match
  • 60sof prep before the first turn
  • 1200starting Duel rating

At a glance

Goal
Out-argue another player on a live call.
Turns
Quick match: 4 turns each, 45 seconds per turn, 60 seconds of grace.
Scoring
Claims earn up to 4, supports up to 3, and rebuttals take points off the other side.
How you win
Higher total after the last turn. Ranked wins raise your Duel rating.

How to play

  1. Find a match: Quick match pairs you with someone near your rating, or send a private invite link.
  2. If nobody turns up after a few seconds, you can choose an AI character instead. Matches against an AI character are unrated.
  3. Both players press Ready within 2 minutes, or the match expires.
  4. A coin flip gives one player Pro and the other Con. You both get up to 60 seconds to prepare.
  5. Take turns, starting with an opening and ending with a closing (Short skips both). Speak or type each turn, then send it.
  6. After the last turn the judge totals both boards and shows the result.

Turns and timers

  • Quick match: 4 turns each (Standard), 45 seconds per turn.
  • Invites choose the length (Short: 3 turns each with no opening or closing; Standard: 4; Extended: 7), a turn clock of 30, 45, 60, 90 or 120 seconds, ranked or casual, and whether the private coach is on.
  • When your clock runs out you get 60 more seconds to send your turn.
  • A dropped camera or call doesn't pause your clock.

Scoring

Claim0–4
A main argument. Graded unsupported (0), asserted (1), reasoned (2), developed (3) or robust (4). Robust means well explained and it deals with its own biggest weakness.
Support0–3
A reason, a piece of evidence, or a rebuttal that backs a claim on its own side. Graded unsupported (0), plausible (1), grounded (2) or resilient (3).
Board limit30 max
Each side holds at most 3 claims with 2 supports each for the whole match. Once a side's board is full, new points add nothing; only strengthening the ones it has does.
Rebuttal
A support that answers one of the other side's points takes points off it: the rebuttal's grade minus that point's grade, plus 1. It never takes less than 0 or more than the rebuttal's own grade.
Earns nothing
Restating a point, filler, and arguing the other side's position. Repeating six or more words that side was already credited for earns 0.

Can your score drop?

  • Yes. A rebuttal that lands on one of your points takes points off it, and a point can fall below zero. So can a side's total.
  • Rebuttal damage is worked out again every turn. Strengthen the point that was hit and the damage shrinks.
  • Saying "fair point" out loud doesn't cost you anything. The judge never takes points away for a spoken concession.

How you win

  • The higher total after the last turn wins. Equal totals draw.
  • If a turn runs past its time and grace, the opponent can claim the win. If nobody claims it, an unfinished match ends with no result after 10 minutes idle.
  • Leaving after the first argument is a forfeit: your opponent wins, whatever the score. Leaving before anyone has argued ends with no result.

What carries over

  • Ranked duels between two signed-in players move your Duel rating, the number on the leaderboards. Everyone starts at 1200.
  • Rating moves more in your first 10 ranked games. Beating a higher-rated player gains more than beating a lower-rated one. A forfeit counts as a full loss.
  • Casual duels, duels with a guest, and matches against an AI character still record a win, loss or draw, but leave your rating unchanged.
  • XP: 2 XP for each point you hold above zero, plus 5 for finishing and 5 for a win.

Examples

Your first ranked win

Illustrative — not a scored match
  1. You and your opponent are both rated 1200, and both of you are still in your first 10 ranked games.
  2. You win on points.

Your rating rises by 32 to 1232, and theirs falls to 1168. After 10 ranked games, the same win would be worth 16.

How much a rebuttal takes

Illustrative — not a scored match
  1. A claim is graded 3. The other side answers it with a rebuttal graded 3: it costs the claim 3 − 3 + 1 = 1 point, leaving 2.
  2. A rebuttal graded 1 against the same claim costs 1 − 3 + 1, below zero, so it takes nothing.
  3. A rebuttal graded 3 against a claim graded 1 costs 3 points, leaving that claim at −2.

Strong points shrug off weak rebuttals. Weak points can sink below zero.

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League

Climb three levels against tougher figures

Scored by Argument judging or Ledger scoring

Play League →

Beat each League figure in a five-turn debate to unlock the next level. The judge scores both sides as you go, and the higher score wins.

  • 3levels, unlocked in order
  • 5turns per match
  • 1bonus goal you pick before the match
  • 1000starting League rating

At a glance

Goal
Beat each League figure in five turns to unlock the next level.
Turns
Opening, three crossfires, closing. No clock.
Scoring
Argument scoring. Claims earn up to 4, supports up to 3, and rebuttals take points off the other side. Your bonus goal adds on top.Ledger scoring. Claims score more the more boldly you stake them, if they still stand at the end. Answer challenges, break the figure's claims, and your bonus goal adds on top.
How you win
Higher score wins. A win or a draw unlocks the next level.

How to play

  1. Pick an unlocked level on the League map. Level 1 is always open.
  2. Prep has four steps: Topic, Side, Sources and Bonus. The figure argues its own view, so you take the other side.
  3. Your three sources are notes for you during the match. They are not scored.
  4. Debate five turns: an opening, three crossfires and a closing. The figure replies to each one.
  5. The judge scores both sides as the match goes. The match's rules sheet shows which scoring system it uses.

Turns and timers

  • Five turns, always in the same order: Opening, Crossfire 1, Crossfire 2, Crossfire 3, Closing.
  • No clock. Take the time you need for each turn.

Scoring

League scores with one of two systems. The match's rules sheet shows which one that match uses.

Argument scoring

Claims earn up to 4, supports up to 3, and rebuttals take points off the other side. Your bonus goal adds on top.

Claim0–4
A main argument. Graded unsupported (0), asserted (1), reasoned (2), developed (3) or robust (4). Robust means well explained and it deals with its own biggest weakness.
Support0–3
A reason, a piece of evidence, or a rebuttal that backs a claim on its own side. Graded unsupported (0), plausible (1), grounded (2) or resilient (3).
Board limit30 max
Each side holds at most 3 claims with 2 supports each for the whole match. Once a side's board is full, new points add nothing; only strengthening the ones it has does.
Rebuttal
A support that answers one of the other side's points takes points off it: the rebuttal's grade minus that point's grade, plus 1. It never takes less than 0 or more than the rebuttal's own grade.
Earns nothing
Restating a point, filler, and arguing the other side's position. Repeating six or more words that side was already credited for earns 0.
Clean Sheet+15% of your score
Bonus goal. Earned if none of your claims loses a point all match and you concede none. Settled after the last turn.
Early Break+12
Bonus goal. Earned if you take points off one of the figure's claims within the first two scored exchanges.
Concede−1
Press Concede beside one of your own points. From your next scored turn it drops to 0 and costs 1 more, and anything it took off the other side comes back.

Can your score drop?

  • Yes. A rebuttal that lands on one of your points takes points off it, and a point can fall below zero. So can a side's total.
  • Rebuttal damage is worked out again every turn. Strengthen the point that was hit and the damage shrinks.
  • Conceding a point drops it to 0 and costs 1 more. Saying "fair point" out loud costs nothing; only the Concede button gives a point away.

Only with argument scoring

  • Your score is your case plus your bonus. A case can be negative.
  • If the last turn can't be scored, the match ends with no result: no rating change, and you can play it again.
  • XP: 2 XP for each point you hold above zero, plus 5 for finishing and 5 for a win.

Ledger scoring

Claims score more the more boldly you stake them, if they still stand at the end. Answer challenges, break the figure's claims, and your bonus goal adds on top.

Claim+4 / +8 / +12
A careful, clear or bold claim, if it still stands at the end. Evidence you cite in a turn scores like a claim of the same weight.
Challenged1–3
While a challenge to your claim goes unanswered, the claim counts only 1, 2 or 3.
Answered challenge+3
Answer a challenge and the claim's points come back, plus 3 for each challenge you answered.
Unanswered challenge+6
A challenge still unanswered at the end gives the challenger 6.
Break+10
Breaking a claim scores 10, and the broken claim counts for nothing.
Concede-3
Giving up one of your own claims removes its points and costs 3.
Clean Sheet+15% of your score
Bonus goal. Earned if none of your claims is broken. Giving up a claim doesn't void it.
Early Break+12
Bonus goal. Earned if you break one of the figure's claims within the first two turns.

Can your score drop?

  • Yes. A challenge holds your claim at 1–3 until you answer it.
  • A broken claim counts for nothing, and the side that broke it scores 10.
  • Giving up a claim costs 3.
  • Boards never go below 0.

Only with ledger scoring

  • XP is earned for each move you make; breaking a claim earns the most.

How you win

  • Your score includes any bonus you earned. The higher score wins; equal scores draw.
  • A win or a draw unlocks the next level.
  • Leaving after your first turn is a forfeit loss.
  • Replay any unlocked level as often as you like. The map shows your best try.

What carries over

  • League has its own rating, separate from your Duel rating. It starts at 1000, and each scored match moves it. The three figures are rated 1000, 1100 and 1200.
  • A forfeit counts as a loss.
  • Playing the same match again within 24 hours earns half XP, then a quarter.

Examples

Argument scoring: Case plus bonus

Illustrative — not a scored match
  1. You finish with a case of 20 and picked Clean Sheet. None of your claims lost a point: +3 (15% of 20).
  2. The figure finishes with 22.

Your 23 beats 22. You win the match and unlock the next level.

Argument scoring: How much a rebuttal takes

Illustrative — not a scored match
  1. A claim is graded 3. The other side answers it with a rebuttal graded 3: it costs the claim 3 − 3 + 1 = 1 point, leaving 2.
  2. A rebuttal graded 1 against the same claim costs 1 − 3 + 1, below zero, so it takes nothing.
  3. A rebuttal graded 3 against a claim graded 1 costs 3 points, leaving that claim at −2.

Strong points shrug off weak rebuttals. Weak points can sink below zero.

Ledger scoring: Answering a challenge

Illustrative — not a scored match
  1. You make a bold claim: worth 12 if it stands.
  2. The figure challenges it. Until you answer, it counts 3.
  3. You answer the challenge. The claim is back to 12, plus 3.

Your claim is worth 15. Left unanswered, it would count 3 and give the figure 6.

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Character Debate

You against one figure, judged

Scored by Argument judging

Play Character Debate →

Pick a figure and a topic and debate them. The judge builds an argument board for each side as you go. Have the higher total when the debate ends.

  • 3 / 4 / 7turns each: Short, Standard, Extended
  • 30most points a side's board can hold
  • Noneno clock

At a glance

Goal
Out-argue one figure on a topic you choose.
Turns
You speak first. Standard is an opening, two rebuttals and a closing each, with no clock.
Scoring
Claims earn up to 4, supports up to 3, and rebuttals take points off the other side.
How you win
Higher total after the last exchange. Equal totals draw.

How to play

  1. From Create, choose Debate, pick a figure, and set a topic or leave it open.
  2. You speak first. Each of your turns is followed by the figure's reply, and the judge scores both boards after every exchange.
  3. The debate ends after the last exchange, and the judge names the winner.

Turns and timers

  • The length depends on the format. Standard: an opening, two rebuttals and a closing each. Short: three exchanges with no opening or closing. Extended: an opening, five rebuttals and a closing.
  • No clock. Take the time you need for each turn.

Scoring

Claim0–4
A main argument. Graded unsupported (0), asserted (1), reasoned (2), developed (3) or robust (4). Robust means well explained and it deals with its own biggest weakness.
Support0–3
A reason, a piece of evidence, or a rebuttal that backs a claim on its own side. Graded unsupported (0), plausible (1), grounded (2) or resilient (3).
Board limit30 max
Each side holds at most 3 claims with 2 supports each for the whole match. Once a side's board is full, new points add nothing; only strengthening the ones it has does.
Rebuttal
A support that answers one of the other side's points takes points off it: the rebuttal's grade minus that point's grade, plus 1. It never takes less than 0 or more than the rebuttal's own grade.
Earns nothing
Restating a point, filler, and arguing the other side's position. Repeating six or more words that side was already credited for earns 0.

On this board

Decisive
A claim worth 4 or a support worth 3.
Solid
A point worth 2 or more.
Jab
A point worth 1.
What labels mean
Labels mark how strong a point is; the number on the point is what it scores. A point at or below zero gets no label.

Can your score drop?

  • Yes. A rebuttal that lands on one of your points takes points off it, and a point can fall below zero. So can a side's total.
  • Rebuttal damage is worked out again every turn. Strengthen the point that was hit and the damage shrinks.
  • Saying "fair point" out loud doesn't cost you anything. The judge never takes points away for a spoken concession.

How you win

  • The higher total after the last exchange wins. Equal totals draw.
  • A negative total can still win if the other side's is lower.
  • Ending before the last exchange records no result.

What carries over

  • No rating change. Only ranked Human Duels and League matches move a rating.
  • XP: 2 XP for each point you hold above zero, toward your skills, your bond with the figure and the topic. Finishing adds 5 and a win adds 5 more.
  • Playing the same debate again within 24 hours earns half XP, then a quarter.

Examples

How much a rebuttal takes

Illustrative — not a scored match
  1. A claim is graded 3. The other side answers it with a rebuttal graded 3: it costs the claim 3 − 3 + 1 = 1 point, leaving 2.
  2. A rebuttal graded 1 against the same claim costs 1 − 3 + 1, below zero, so it takes nothing.
  3. A rebuttal graded 3 against a claim graded 1 costs 3 points, leaving that claim at −2.

Strong points shrug off weak rebuttals. Weak points can sink below zero.

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Watch

Two figures debate, you watch

Scored by Argument judging

Play Watch →

Pick two figures and a topic and watch them debate. The judge scores every speech on the same argument board the other debate modes use.

  • 3round cards: Opening, Rebuttal, Closing
  • 10–9card for the bigger gain
  • 10–10card when the gains are level

At a glance

Goal
Watch two figures take on a topic while the judge scores them.
Turns
Three round cards: after the openings, the rebuttals and the closings.
Scoring
Each round card goes 10–9 to the figure who gained more points in that phase, or 10–10 if level.
How you win
In Standard and Extended debates, the higher card total wins. Equal totals draw.

How to play

  1. From Create, choose Watch, pick two figures, and set a topic.
  2. The figures take turns. You watch.
  3. The judge scores each speech on the argument board.
  4. In Standard and Extended debates, a round card closes after the openings, after the rebuttals, and after the closings.

Turns and timers

  • The length follows the format: Standard has 4 turns each, Extended 7 and Short 3.
  • You only watch, so there is nothing to time.

Scoring

Claim0–4
A main argument. Graded unsupported (0), asserted (1), reasoned (2), developed (3) or robust (4). Robust means well explained and it deals with its own biggest weakness.
Support0–3
A reason, a piece of evidence, or a rebuttal that backs a claim on its own side. Graded unsupported (0), plausible (1), grounded (2) or resilient (3).
Board limit30 max
Each side holds at most 3 claims with 2 supports each for the whole match. Once a side's board is full, new points add nothing; only strengthening the ones it has does.
Rebuttal
A support that answers one of the other side's points takes points off it: the rebuttal's grade minus that point's grade, plus 1. It never takes less than 0 or more than the rebuttal's own grade.
Earns nothing
Restating a point, filler, and arguing the other side's position. Repeating six or more words that side was already credited for earns 0.
Round card10–9 or 10–10
The figure who gained more points over that phase of the debate takes the card 10–9. If the gains are level, it's 10–10.

On this board

Decisive
A claim worth 4 or a support worth 3.
Solid
A point worth 2 or more.
Jab
A point worth 1.
What labels mean
Labels mark how strong a point is; the number on the point is what it scores. A point at or below zero gets no label.

Can your score drop?

  • Yes. Points rise and fall exactly as in the other debate modes: rebuttals take points off, and a point can fall below zero.

How you win

  • In Standard and Extended debates, the higher total across the three round cards wins. Equal totals draw.
  • Because the cards decide it, the winner can have gained fewer points overall.
  • No winner is declared for conversation, scenario and collaboration topics.

What carries over

  • No rating change.
  • Watching a debate to the end earns 5 XP for the topic.

Examples

Cards beat totals

Illustrative — not a scored match
  1. Opening: figure A gains 6, figure B gains 4. A takes the card 10–9.
  2. Rebuttal: A gains 3, B gains 3. The card is 10–10.
  3. Closing: A gains 1, B gains 9. B takes the card 10–9.

Cards 29–29: a draw, even though B gained 16 points to A's 10.

Two cards to one

Illustrative — not a scored match
  1. Opening: A gains 5, B gains 2. A takes it 10–9.
  2. Rebuttal: A gains 4, B gains 1. A takes it 10–9.
  3. Closing: A gains 0, B gains 8. B takes it 10–9.

A wins 29–28 on the cards, though B gained 11 points to A's 9.

How much a rebuttal takes

Illustrative — not a scored match
  1. A claim is graded 3. The other side answers it with a rebuttal graded 3: it costs the claim 3 − 3 + 1 = 1 point, leaving 2.
  2. A rebuttal graded 1 against the same claim costs 1 − 3 + 1, below zero, so it takes nothing.
  3. A rebuttal graded 3 against a claim graded 1 costs 3 points, leaving that claim at −2.

Strong points shrug off weak rebuttals. Weak points can sink below zero.

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Chat

Talk with a figure, no judge

Not scored

Play Chat →

A conversation, not a contest. Ask a figure anything and talk as long as you like. Nothing is scored and nobody wins.

At a glance

Goal
Talk with a figure. Nothing is scored.
Turns
No clock, no turn limit.
Scoring
Not scored.
How it ends
No winner. The conversation ends when you leave.

How to play

  1. From Create, choose Chat and pick a figure.
  2. Speak or type. The figure answers in their own voice.
  3. Leave whenever you like.

Turns and timers

  • No clock and no turn limit.
  • A chat left idle for 10 minutes closes.

How it ends

  • There is no winner. The conversation ends when you leave.

What carries over

  • No rating change.
  • Bond XP with the figure: 2 XP for each message of 10 words or more, up to 10 such messages per figure per day.
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Rating and XP

Duel ratingstarts at 1200
Moves only in ranked Human Duels between two signed-in players. Bigger swings in your first 10 ranked games. Shown on the leaderboards, your profile and beside your name.
League ratingstarts at 1000
Moves after every finished League match. A forfeit counts as a loss. Shown on the League map.
Leaderboards
Rank players by Duel rating, with wins and win rate. Players with a ranked game are listed first. Global is public; Friends shows you and your accepted friends.
Skill XP
Six skills: Rebuttal, Evidence, Logic, Framing, Cross-Examination and Composure. The points you score feed the skill they show, for example evidence points feed Evidence.
Bond
Your history with each figure, from level 1 (Stranger) to level 10 (Immortal). Debating or chatting with a figure raises it.
Replays
Replaying the same match within 24 hours earns half XP, then a quarter.

How the judge reads you

What scores
The judge scores what an argument does, not how polished it sounds. A new reason, real evidence or a direct answer to the other side scores; filler doesn't.
Daily
Points: you're scored on what you mean, not your exact wording; the figure's points are held to a stricter standard.
Concessions
Saying "good point" to your opponent never costs you points. Only League's Concede button gives a point away.
If the judge can't score
Nothing is filled in with a guess: Daily marks it Not scored, Topic Dungeon holds it for you to resend, and Duel and League try again.

Ready? Pick a game.