A strategy game about governance, trust, and trade — offline tabletop + XRPL online verification.
Project description
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A board game about trust, trade, and keeping your word.
Sit down with 2-4 friends, roll a die, move around a board, and try to end up with more coins or more goodwill than anyone else. Make promises out loud — keep them and people trust you, break them and they don't. No prior games like this needed. No screens at the table.
Install in 30 seconds
The fastest way — Python users:
pipx install sovereignty-game
sov tutorial
No Python? No problem. The npx path downloads a prebuilt binary:
npx @mcptoolshop/sovereignty tutorial
That's it. sov tutorial walks you through the rules in about 60 seconds.
Your first game
Once you and 2-3 friends are at the table, the console runs the round and you do the talking. A real session looks like this:
# Start a game with three players
sov new -p Alice -p Bob -p Carol
# Each player takes a turn — roll, land, resolve
sov turn
# Check where everyone stands
sov status
# When everyone has gone, close the round
sov end-round
sov status shows a Rich-formatted table with player coins, rep, upgrades,
position, and goal. For a quick one-line glance between turns:
sov status --brief
R3 | Alice: 7c 4r 0u | >Bob: 4c 3r 0u | Carol: 6c 5r 0u
(Nc Nr Nu = coins / rep / upgrades; > marks the active player.)
Repeat for 15 rounds. sov game-end prints the final scores.
Want a guided in-app walkthrough first? Run
sov tutorial. Want to play with no software at all? See Print & Play. Want a deeper rules tour? See Start here or the full handbook.
A short demo GIF or screenshot belongs here — tracked as a Stage D follow-up so the README can show what a turn actually looks like.
Play without the console
Print the cards, grab a die and some coins, sit down with 2-4 people. The game works fully on the table.
Start here | Print & Play | Full rules | Play with strangers
Full command reference
sov new --recipe cozy -p ... # curated vibe (cozy/spicy/market/promise)
sov new --tier treaty-table -p ... # pick a tier
sov new --code "SOV|..." -p ... # play from a share code
sov tutorial # learn in 60 seconds
sov turn # roll, land, resolve
sov status # show current game state
sov board # show the board layout
sov recap # what happened this round
sov promise make "I'll help Bob" # say it out loud
sov promise keep "I'll help Bob" # kept it: +1 Rep
sov promise break "text" # broke it: -2 Rep
sov apologize Bob # once per game, pay 1 coin, +1 Rep
sov offer "2 coins for 1 wood" --to Bob # make a trade offer
sov treaty make "pact" --with Bob --stake "2 coins" # binding treaty
sov treaty list # show your treaties
sov market # show market prices + supply
sov market buy food # buy a resource (Town Hall+)
sov market sell wood # sell a resource (Town Hall+)
sov vote mvp Alice # table votes: mvp/chaos/promise
sov toast Alice # +1 Rep, once per player per game
sov end-round # generate round proof
sov game-end # final scores + Story Points
sov postcard # shareable summary
sov season-postcard # season standings across games
sov feedback # issue-ready play report
sov scenario list # browse scenario packs
sov scenario code cozy-night -s 42 # generate a share code
sov scenario lint # validate scenario files
sov doctor # pre-flight check before play night
sov self-check # diagnose your environment
sov support-bundle # diagnostic zip for bug reports
The console keeps score. You keep your word.
How it works
You start with 5 coins and 3 reputation. Roll a die, move around a 16-space board, and land on spaces that give you choices: trade, help someone, take a risk, or draw a card.
28 Event cards read like moments: "Has anyone seen a small leather pouch?" (Lost Wallet) or "Nobody saw... right?" (Found a Shortcut). Includes 8 market-shift events for Town Hall games.
22 Deal & Voucher cards force conversation: "Spot me 2 coins? I'll pay 3 back." or "I've got your back if you've got mine." Deals set goals with deadlines; Vouchers are IOUs you issue to other players.
The Promise rule: Once per round, say "I promise..." out loud and commit to something. Keep it: +1 reputation. Break it: -2 reputation. The table decides.
The Apology: Once per game, if you broke a promise, publicly apologize. Pay 1 coin to who you wronged, regain +1 reputation.
Pick your goal (secret or public):
- Prosperity — reach 20 coins
- Beloved — reach 10 reputation
- Builder — complete 4 upgrades
After 15 rounds, highest combined score wins.
What is Diary Mode?
Every round, the console can produce a proof — a fingerprint of the game state. If anyone changes the score, the fingerprint won't match.
Optionally, that fingerprint can be posted to the XRPL Testnet — a public ledger. Think of it as writing the score on a wall that nobody can erase.
sov end-round # generate proof
sov wallet # create testnet wallet (free)
sov anchor # post hash to XRPL (optional)
sov verify proof.json --tx <txid> # trust but verify
Only the host needs a wallet. Nobody else touches a screen. The game works perfectly without anchoring — it's just the diary that remembers.
Three tiers
| Tier | Name | Status | What it adds |
|---|---|---|---|
| 1 | Campfire | Playable | Coins, reputation, promises, IOUs |
| 2 | Town Hall | Playable | Shared market, resource scarcity |
| 3 | Treaty Table | Playable | Treaties with stakes — promises with teeth |
Core rules are stable through v1.x. See roadmap.
Scenario packs
Zero new rules. Just vibes. Each pack sets a tier, recipe, and mood.
| Scenario | Tier | Best for |
|---|---|---|
| Cozy Night | Campfire / Market Day | First game, mixed groups |
| Market Panic | Town Hall | Economy drama |
| Promises Matter | Campfire | Trust and commitment |
| Treaty Night | Treaty Table | High-stakes agreements |
sov scenario list to browse from the console.
Project structure
sovereignty/
sov_engine/ # Pure game logic (models, rules, serialization, hashing)
sov_transport/ # Ledger transport (offline + XRPL Testnet)
sov_cli/ # Typer CLI (the "Round Console")
tests/ # Engine, transport, and CLI tests
docs/ # Rules, cards, print-and-play, play-with-strangers
assets/print/ # Printable cards, player mat, quick reference
Development
git clone https://github.com/mcp-tool-shop-org/sovereignty.git
cd sovereignty
uv sync --dev
uv run pytest tests/ -v
uv run ruff check .
Design principle
"Teach through consequences, not terminology."
Players learn by doing: issuing IOUs, breaking promises, trading at shifting prices. The concepts map to Web3 primitives — wallets, tokens, trust lines — but players don't need to know that to have fun.
Contributing
The easiest way to contribute is to add a card. No engine knowledge needed — just a name, a description, and some flavor text.
Security
Wallet seeds, game state, and proof files — what to share and what not to. No telemetry, no analytics, no phone-home. The only optional network call is XRPL Testnet anchoring.
See SECURITY.md.
Threat Model
| Threat | Mitigation |
|---|---|
| Seed leakage via proofs | Proofs contain hashes only, never seeds |
| Seed in git | .sov/ gitignored; sov wallet warns |
| Game state manipulation | Round proofs envelope_hash covers game_id, round, ruleset, rng_seed, timestamp_utc, players, and state. sov verify detects tampering across the full envelope. Proof format v1 is no longer supported in v2.0.0+. |
| XRPL anchor spoofing | Proof hash anchored on-chain; mismatch detection in verify |
| Player name privacy | Player names ARE included in proofs (top-level players list and inside player snapshots). For private play, do not publish proof.json or share postcards. |
License
MIT
Built by MCP Tool Shop
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