---
title: "Amarna Letters"
url: "https://aigamehub.app/ja/games/amarna-letters-c4c85e"
source: "https://github.com/HaakTuah/amarna-letters"
source_type: "github"
play_url: "https://haaktuah.github.io/amarna-letters/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude"]
game_languages: ["en"]
author: "HaakTuah"
author_handle: "HaakTuah"
category: "シミュレーション"
categories: ["simulation", "text-ai"]
tags: ["bronze-age", "browser-game", "diplomacy", "llm-agents", "multi-agent", "strategy"]
added: "2026-11-06T06:09:56.350Z"
updated: "2026-11-06T06:09:56.351Z"
locale: "ja"
content_locale: "ja"
---

# Amarna Letters

青銅器時代後期の七人の大王とその間にある都市国家を舞台にしたブラウザ向けストラテジーゲーム。外交上のルールは一切課されず、あらゆる条約、同盟、裏切りはプレイヤーによって考案され、あらゆるメッセージは使者を通じて伝わり、使者はそれを和らげたり、売ったり、嘘を伝えたりするかもしれない。

## Description

Amarna Letters は、紀元前1360年から1330年頃を舞台にしたターン制ストラテジーのプロトタイプである。プレイヤーは47の勢力の一つ、すなわち七人の大王、またはその間にある都市国家や首長を担当し、同程度の立場から始めた勢力と比較した領域の規模と成長によって採点される。各季節、プレイヤーは宮廷に届いた内容を読み、外国の使者を迎え、秘密命令を出す。その後、すべての王の命令が同時に解決される。エンジンは移動、戦闘、生産、収穫税、軍隊の給与と補給、反乱を処理する。外交自体にはルールセットがないため、条約や裏切りは参加者が考案する。王は決して直接話さない。メッセージは自らの動機を持つ使者を通じて伝わり、各メッセージには三つの版が存在する。すなわち、王が書いたもの、使節が外国で語ったもの、使者が本国に報告したものである。プレイヤーは自ら一人の王を演じることも、Claude にすべての王を演じさせることも、両者を混在させることもできる。API キーがない場合、すべての王と使者はスクリプト化されたプレイヤーである。本プロジェクトは Blazor WebAssembly で動作する C# エンジンとして構築されており、デスクトップと携帯電話のブラウザで動作すると説明されている。

## Original post

A strategy game of the seven Great Kings of the Late Bronze Age with no diplomacy rules: every treaty and betrayal is yours, and every word travels with an envoy who may soften it, sell it or lie. Play the kings yourself, watch Claude play them, or mix the two. Runs in the browser on desktop and phone; C# engine, Blazor WebAssembly.

Topics: ancient-history, anthropic, blazor-webassembly, bronze-age, browser-game, claude, csharp, diplomacy, dotnet, game-ai, llm, multi-agent, strategy-game, webassembly

# Amarna Letters A strategy game with no diplomacy rules, set among the seven Great Kings of the Late Bronze Age (c. 1360–1330 BCE) and the city-states between them. The engine enforces physics: movement, combat, production and payment. Every treaty, alliance and betrayal is invented by the players. Kings never speak to each other directly: every word travels with an envoy who has motives of their own. This is the prototype described in the design document *Amarna Letters — Prototype Design Document*. Its job is to test one hypothesis: if communication is delayed, mediated by people with their own motives, and impossible to verify fully, then norms of trust, reputation and enforcement emerge on their own. **Play it in your browser:** <https://haaktuah.github.io/amarna-letters/> Play a king or a city yourself, watch Claude play them all, or mix the two. With no API key, every king and envoy is a script player, and a whole game costs nothing. ![The message trail: what Alashiya's king wrote, beside what his envoy said abroad and reported home](docs/archive/rounds/2026-10-19-visual-overhaul/desktop-dark-trail.jpg) *The message trail. Every message exists in three versions: what the king wrote, what the envoy said at the foreign court, and what the envoy reported home. The gaps between them are the game.* ## How to play You are one of forty-seven powers: the seven Great Kings, Egypt, Hatti, Babylonia, Mitanni, Assyria, Arzawa and Alashiya, or one of the forty city-states and chiefs between them, Byblos, Amurru, Ugarit and the rest, on one scoreboard: each power is judged by its size and by its growth against what powers that started where it did have achieved, so a city that holds its own can win as well as an empire. Each season you read what reached your court, receive foreign envoys, and give your orders in secret. Every king orders at the same time, and the engine resolves everything at once. Three seasons make a year. You see only what your kingdom can see: your own land, the provinces where your troops stand or your spies watch, and one step beyond them. Everything else you know from letters, reports and rumours, and those can be late, shaded or false. ### A season 1. **The land and its upkeep.** In its season the harvest is reaped and taxed into each province's stores; mines and markets bring in gold; people eat, and the hungry move. Troops are paid from your treasury and fed from your stores by your standing order (every king starts with one, and may hold back pay or food from all his troops or from one province's; nothing is paid or fed without it), works are kept as you ordered, and troops left unpaid or hungry for long mutiny. 2. **Arrivals.** Envoys, gold, spy reports and rumours that were on the road arrive. 3. **Audiences.** Foreign envoys deliver their message in their own words. The host answers, and may bribe the envoy, offer it a post, seal its tablet, detain it or send gold back. Each audience has up to two exchanges, and the envoy
