BAPC Games · People | Land | Identity | Truth

DIVISOR: KQ–QK

Sovereigns survive one-at-a-time eliminations and restore their acreage with evidence. Deceivers hide among them, filing false claims and phantom deeds to push them off their land. Every profile looks Sovereign until the final reveal.

They can change the story, but they cannot change the truth.

The four Foundation pieces on black marble pedestals, left to right: Obelisk, Rose, Vessel and Horn.

First Tier, Foundation. Permanent order: Obelisk + Rose, then Vessel + Horn.

OBELISKMasculine · Duet 1
ROSEFeminine · Duet 1
VESSELFeminine · Duet 2
HORNMasculine · Duet 2

How a match runs

4, 8 or 12 seats

1, 2 or 3 Deceivers drawn at random from every seat, human or AI. The draw is committed before play and revealed at the end.

Three minutes a round

Everyone, human or AI, gets the same clock and up to two consequential actions. Anything not confirmed becomes a pass.

One elimination at a time

Evidence-based exposure, inactivity, or a compulsory survival challenge after two quiet rounds. Never more than one seat at once.

The final stage

Protection lifts. The last Sovereign must hold restored acreage through the final rounds, or the Deceivers win.

Phase A: the deterministic referee. Free-text play, AI seat agents, hints and the Stringmaster arrive in later phases.