A rover in a crater that never sees the Sun, one relay home, and something wrong with the signal. You are the flight director. Your crew argue; you choose whom to back. The other two players are machine-played and the umpire is automatic.
ENTER THE WORLDASTERIA is a workbench for running multi-cell space-operations wargames: human and machine players act from separate consoles, a human Game Control adjudicates with a written rationale, and every order, ruling, and delivery lands in an append-only, hash-chained record of play.
Fog of war is enforced at the server — each seat is sent only its own cell's picture, with every element labelled honestly as known, assessed, reported, or inferred.
The scenario playable here, Silent Relay, is a released data package of representative space-operations mechanics, built for decision rehearsal and evidence capture — never prediction.
A six-chapter walk through the platform: what a cell is, fog as a data boundary, the turn pipeline, the record of play, and the four seats. Each seat's own BRIEFING link — issued with its seat link when a game starts — adds that role's situation, console, first order and decisions, from that seat's picture only.
HOW ASTERIA WORKSCommands one cell from its own picture; orders carry a stated intent; deliveries are labelled by how they are known.
Holds the truth board, releases injects, and closes each turn — nothing advances until this seat acts.
Game Control's second hat, taken per ruling: accept, modify or override a model's proposal — always with a rationale.
Reads the append-only, hash-chained record of play after the fact — read-only, always.
Starting a game creates a fresh session just for you. You also hold Game Control — the director view — and turns advance only when you say so. Seats left on Machine are played by deterministic machine drivers; seats set to Human get their own join links to copy and hand out.
This game is private to you: the links carry unguessable join tokens shown only here, and no other visitor can reach your session. The session lives in server memory and expires — when it does, the links die with it and a new game starts from the beginning. The REPLAY link is the append-only, hash-chained record of play.