

A dictator is dead. Five factions fight over the truth.
The Premise
A dictator has died. 5 players play different factions vying to control the narrative of his legacy. Each turn, players play 'Memory' cards that paint the leader as Hero / Tyrant / Reformer / Madman.
A truth-1 card scores big if unchallenged but is a free refute target. A truth-5 card scores small but can never be flipped.
The Roles

Loyalist
×1End with leader as Hero+15.

Revolutionary
×1End with leader as Tyrant+10.

Reformer
×1End with leader as Reformer+12.

Skeptic
×1End with leader as Madman+8.

Historian
×1Wins if no faction reaches goal — wants nuance.
How a Round Plays
Play Memory card
Each card has a Truth value (1–5) and a Frame (Hero/Tyrant/Reformer/Madman).
Refute
Higher-truth cards from opponents can refute lower-truth ones.
Tally
Final framing tally vs. each faction's secret goal.
Win Conditions
Faction goal hit
Frame the dead leader to match your secret goal.
Historian
No faction hits its goal — nuance prevails.
Designer Notes
It's a game about historical revisionism. Players must balance their faction goal with the truth-cost of their cards. Win conditions overlap in complex ways — sometimes coalition, sometimes pure conflict.
Strategy Tips
- Coalition with adjacent goalsLoyalist and Reformer can both push the "good" framing without conflict.
- The Historian wins quietlyA Historian who refutes everyone's late-game pushes drains everyone's VP.
- Save high-truth for the final roundA Truth-5 card on the last turn locks the narrative.
