← Back to the game
What is this?
You are a minister in an unstable republic. Each year the President
proposes a budget, the cabinet votes on it, and everyone quietly moves
public money into a private account abroad. After six years, whoever has
the largest hidden fortune wins — provided they are still
alive to spend it. Holding power is only a means.
Every minister begins with the same modest sum in a private account.
Fortunes only diverge as budgets are skimmed — so in the first year
nobody is meaningfully ahead, and killing a rival then costs more than it
can possibly take.
How a year works
- Revenue. The treasury takes in money, scaled to the
size of the cabinet.
- The budget. The President announces allocations to
ministries and direct cash grants to individuals. Both are public.
- The vote. A simple majority passes it, and the President
holds a casting vote on a tie. If it fails
the President may redraft, but after three failed
attempts the year passes with no budget at all and the money stays in
the treasury.
- Skimming. Ministers move money out of their ministry
into their own account. This always succeeds — the risk in this
game is political, not administrative.
- Orders. Everyone writes secretly and everything
resolves at once: support the President, revolt, attempt an
assassination, move troops, or patrol the coast.
What the President can hide
The announced budget and the delivered budget need not match. The
President may quietly withhold part of a ministry's allocation and keep
the difference. The cabinet votes on the announcement; the ministry
receives less.
Nothing is announced publicly — but the minister who was
short-changed is told privately, and sees exactly what was
promised against what arrived. What they do about it, and who they tell,
is up to them.
Force
- Marching. A commander can move his army into a
neighbouring province with any order, not only a revolt — which is
how an army leaves the barracks to forage.
- Revolt. Commanders march on the capital. If the
attacking units outnumber the palace defenders, the leader seizes the
presidency.
- Assassination. Costs money, spent whether or not it
works. Each dollar committed adds 5% to the chance, up to a cap of 90%
— so $18 buys the best odds there are, and more
buys nothing. An attempt one province away is half as likely; each
guard unit where the victim stands takes 5% off. A success
transfers half the victim's hidden fortune to the
killer, the rest being lost with them, and removes them from the final
count. So at $18 a kill only pays if the victim holds more than $36
— and every minister begins with $10. Fortunes are hidden, so you
are betting on who you believe is rich. The orders form shows the odds
for any target and sum before you commit.
- Vacant ministries. When a minister dies, the most
junior surviving minister is promoted to the empty post if it outranks
their own, and takes up its building. The order of precedence is
defense, interior, economy, navy, development, foreign; the most junior
post may be left empty. This keeps the army in command even when its
commanders fall. The same happens when a revolt succeeds: the new
President's old post passes up the chain, and the deposed President is
given whatever post is left open at the bottom — never the army
that overthrew him.
- Guards. Troops stationed where someone is standing
make an attempt on them far more likely to fail. The palace is guarded
by default.
- Succession. Killing the President does not end the
republic. Power passes to whoever holds the most troops in the capital,
or to a minister installed by an anxious cabinet.
The ministries
- President — proposes the budget, and is the only
player who can receive foreign aid.
- Defence and Interior command troops,
and so are the only ministers who can lead a revolt.
- Navy patrols the sea lanes foreign money arrives
through. Each year the Admiral commits to one coastal province; if the
shipment lands there, the Navy takes it instead of the President. Four
provinces, one guess — and the shipment's landfall is never
announced.
- Economy, Development and
Foreign hold budgets to skim but command nothing.
Foreign aid
Some years a foreign power quietly pays the President. Everyone learns
that something arrived; only the recipient learns the amount. If
the Navy intercepts it, the President knows a shipment was stopped but not
what it was worth.
Key locations
- Presidential Palace — the seat of power, and
well guarded.
- Army Barracks — raises a fresh unit each year
for whoever holds it. But an army kept at home must be fed: troops in the
barracks' own province cost their commander $1 a year for every
two units, from his own fortune, and unpaid troops desert. Troops
stationed in any other province live off the land for free — though
they no longer guard the barracks, or him.
- The Admiralty — command of the sea lanes.
- National Bank and Ministry of Works
— administrative seats, and somewhere to stand.
The map
Generated fresh for every game: borders follow meandering rivers, the
coastline differs each time, and the buildings move between provinces.
There is no memorised layout to exploit. Territories that share a drawn
border are exactly those you can march between — the map never
implies a move you cannot make.
Spectating
Anyone with the watch link can follow a game without taking a seat.
Spectators see the public view only — the roster, the map, and the
dispatch log — never hidden balances, votes, or orders, and they
can't act or chat.
Conduct
This is a game about backstabbing your fellow ministers — that's the
point, and it's all in character. What's not okay, in chat or player
names:
- Harassment, hate speech, or targeting other players outside the game itself.
- Estado Libre is invite-only: there is no public list of games, and a room cannot be joined by guessing its code. The link you were sent carries everything you need.
Chat runs through a basic automated filter, but it isn't perfect. The
host of a room can remove disruptive players at any time.
Privacy & data
Player names, chat messages, and game state are stored only for the
lifetime of a room, and rooms are automatically cleared out after a
period of inactivity. There's no account system and no data retained
beyond that. Don't share anything in a game you wouldn't want
other participants to see.
← Back to the game · Spectate