Each round the game picks two players and a side. You do not choose your side. The motion is dealt to those two privately, and the room sees nothing until they have both agreed it. Either of them can ask for a different topic, and the new one goes back to both of them — one debater cannot settle it over the other's head. Two changes between them, not two each, so nobody sees more than three motions and the third one stands. Everyone is told who asked. A change re-draws the motion from the same category and never the cards, so it cannot be used to fish for a better hand.
Each debater privately sees strategy cards like "Deny everything" or "Invent a study". Memorise them, hide them. You must actually work them into your argument without the room realising.
Fifteen seconds to prepare, then FOR opens, AGAINST rebuts, and FOR closes for twenty seconds so the last word is not always the same person's. An optional crossfire follows. Curveballs land during the opening and the rebuttal only, and you obey them immediately.
Before the debate, everyone sees a shared pool of strategy cards: both real hands hidden among decoys. Afterwards, every judge says one sentence out loud, splits three points between the debaters — 3–0 or 2–1, never even — then guesses which cards each debater was really running, exactly as many as they were dealt. Higher split total takes the round for 3 points; a genuine draw pays 1 each.
Then the cards come up one at a time and the room decides if each was actually pulled off, judged on the whole turn — anything done before the curveball landed still counts. A card that landed unspotted scores 3. Spotted, 1. Never executed, nothing.
Every card you pin on the right debater is a point to you. No penalty for wrong guesses — the forced count is the squeeze. Three players is a real game; four or more is a party.