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Faction allocation in the lobby

Sources and scope — 28 October 2026

Prototyped / Partial. The user-authorized revised Dune rulebook, physical page 4 (printed page 2), gives two initial methods: randomly deal faction prediction cards, or draw distinct turn-prediction numbers and select factions from highest to lowest. It also permits players to swap factions. The original publisher rulebook describes the same selection methods; this prototype exposes both in Basic and Advanced and retains the existing direct-choice option.

A host may deal once from all factions belonging to currently enabled families, without replacement. Alternatively, the host deals distinct numbers 1–10 to seated faction seats. The public draft follows descending numbers, rejects a picked or disabled faction and applies all choices together after the last pick. These cards represent the setup draw and are not removed from later Bene Gesserit prediction. Existing temporary faction selections do not reserve faces during a draft. The host may cancel the draft; the previous factions remain. The engine uses the existing cryptographic shuffle, event-bound actions and room version fencing, and clears human readiness when allocation begins and ends.

For the provisional two-person/four-faction setup, each faction seat receives its own draw and pick. That is a software interpretation of the two-faction case, not a separate publisher clarification. Seats, credentials, host and player-circle positions remain attached to the same participants. AI seats pick a legal available faction automatically, preferring their existing faction when available. They retain their difficulty and a faction-appropriate name. Selection does not bypass any existing expansion/profile start gate.

Nine related unit files pass 43 cases; four isolated HTTP cases include a four-seat/two-controller draft, seat selection and game start. These do not establish complete setup or deployed acceptance. An isolated browser room also exercised a random deal and a human/AI draft to completion.

Human seats may offer an exchange of their currently assigned factions. The recipient accepts or declines and the proposer may cancel; each action is bound to the current offer. A pending offer freezes other lobby changes and new seats until resolved, but players can switch between their own seats or exit. Only acceptance changes the assignments and clears human readiness. Seat IDs, credentials, circles and host remain attached to their participants; faction leaders and Ixian elites follow the new faction. A human may offer to swap with an AI seat; the AI immediately accepts as a provisional software policy. The AI seat keeps its difficulty, identity and controller, while its name and faction assets follow the new faction. AI-initiated offers remain unfinished. Broader player-count interpretations, AI strategy, complete setup combinations, saved-game assurance and deployed acceptance remain open.

For the swap checkpoint, ten related unit files pass 48 cases and two isolated HTTP cases exercise allocation and authenticated swaps across independently controlled seats. This evidence does not certify every setup combination. An isolated browser room also exercised an offer between two controlled seats, including switching to accept, cleared readiness and an available exit control.

The AI-target follow-up passes 50 cases in ten related unit files and three isolated HTTP cases covering allocation and authenticated human/AI swaps. An isolated browser room confirmed an immediate human/Hard-AI swap, retained AI difficulty and the human readiness reset.