Prototype two-player four-faction setup
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@@ -16,6 +16,18 @@ open mode gates.
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## Current checkpoint and work
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**Two people, four factions — 27 October. Prototyped / Partial.** Each person
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can add a separately authenticated second faction and switch its private view
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and actions. Exactly two controllers with two seats each are required to start;
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ordinary victory uses the four-stronghold target. Independent factions and no
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automatic alliance are provisional. Focused setup, victory, UI and isolated
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HTTP cases pass; complete games, player-count interactions, comprehensive
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custody review and deployed acceptance remain open. Human seats are required;
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handover into a browser holding another active room seat remains unsupported.
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[A dedicated isolated browser room](TWO_PLAYER_TWO_FACTIONS.md) also exercised
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adding, switching and independently readying the host's two factions.
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[Scope](TWO_PLAYER_TWO_FACTIONS.md).
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**Next: remaining rule functions and native timing.**
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Keep identified Basic-function gaps ahead of Advanced and wider interactions.
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Prototype labels and final acceptance gates remain.
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@@ -25,9 +37,8 @@ clean boundary the claiming player may provisionally pause its own started
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Charity opportunity and resume last, keeping the original claim and payment.
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The related nine-file union, including the repaired v3 Revival controls,
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passes 51 cases and the production build passes; broader combinations and
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deployed acceptance remain open. The optional
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two-human/four-faction setup is separately documented as missing in
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[its implementation contract](TWO_PLAYER_TWO_FACTIONS.md).
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deployed acceptance remain open. The separate optional two-human/four-faction
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setup has since been prototyped above.
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**Agreed extra turns and Basic simultaneous victory — 27 October. Prototyped /
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Partial.** The public continuation now covers Basic qualifiers and tied
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