Smell Dexter: Red Cards – scent detective game concept

Ideation and Inspiration
This game grew out of my wish to mix cognitive dissonance with scent-based play. Inspired by Dexter’s world of hidden truths, I created a setting where players act as forensic scent detectives trying to see through misleading clues. Red Cards provide either real hints or false leads, forcing players to question their instincts and handle conflicting information just like Dexter’s layered investigations.

My Role
I designed the core mechanics, wrote the rules, and created the crime-scene scent cards and Red Cards. I also tested the game with players, observing how they handled misleading hints, adjusted card categories, and balanced the scoring system to keep tension and fairness.

"Step into Dexter’s world: every scent is a clue, every Red Card a test of your instincts."

Challenges & Solutions
Early tests showed that some scents were too obvious or too confusing and that players needed clearer instructions on how to use Red Cards strategically. I simplified scent categories, refined the card text, and added a “Final Showdown” tiebreaker to heighten suspense. These changes kept the focus on deduction and bluffing while making the smell element more central.

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  • Tarek AK avatar
    Tarek Alexander Khnijer Mar 02, 2025 at 1:20 pm

    Designing Dexter: Red Cards! taught me how to turn cognitive dissonance into gameplay. Watching players doubt their own choices showed the power of mixing sensory cues with hidden information. It reminded me that clear rules and balanced tension are essential when you want players to feel both challenged and immersed.