Prototype two-player four-faction setup

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Quintine committed 2026-10-27 23:48:08 +11:00
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@@ -16,6 +16,18 @@ open mode gates.
## Current checkpoint and work
**Two people, four factions — 27 October. Prototyped / Partial.** Each person
can add a separately authenticated second faction and switch its private view
and actions. Exactly two controllers with two seats each are required to start;
ordinary victory uses the four-stronghold target. Independent factions and no
automatic alliance are provisional. Focused setup, victory, UI and isolated
HTTP cases pass; complete games, player-count interactions, comprehensive
custody review and deployed acceptance remain open. Human seats are required;
handover into a browser holding another active room seat remains unsupported.
[A dedicated isolated browser room](TWO_PLAYER_TWO_FACTIONS.md) also exercised
adding, switching and independently readying the host's two factions.
[Scope](TWO_PLAYER_TWO_FACTIONS.md).
**Next: remaining rule functions and native timing.**
Keep identified Basic-function gaps ahead of Advanced and wider interactions.
Prototype labels and final acceptance gates remain.
@@ -25,9 +37,8 @@ clean boundary the claiming player may provisionally pause its own started
Charity opportunity and resume last, keeping the original claim and payment.
The related nine-file union, including the repaired v3 Revival controls,
passes 51 cases and the production build passes; broader combinations and
deployed acceptance remain open. The optional
two-human/four-faction setup is separately documented as missing in
[its implementation contract](TWO_PLAYER_TWO_FACTIONS.md).
deployed acceptance remain open. The separate optional two-human/four-faction
setup has since been prototyped above.
**Agreed extra turns and Basic simultaneous victory — 27 October. Prototyped /
Partial.** The public continuation now covers Basic qualifiers and tied