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VERDICT
A mobile decision game where the player is a seated authority — king, don, pakhan — who never acts, only judges. The world arrives as petitions: peasants, advisors, foreign envoys, the player's own sons.
Core loop. 10 decisions = 1 year. The ruler ages, falls ill, gets poisoned. Court members have their own interests and remember every verdict.
The hook: generational memory. When the ruler dies, play passes to the heir. The grandson of a man you executed remembers. The court that murdered your father is now your court. Every decision is inherited as context, not reset.
Design pillar. Single location. The throne room. The world never opens up — it walks through the door.