The year is 2031, year zero of the Thiel/Yarvin Duumvirate. The spirit of the age is PALINGENETIC VLTRARETVRNISM. The Duumvirate has determined that (along with ruffs) swashbuckling will be important in the coming decade, and that all subjects of the Amasian Union over the age of 8 should master the blade as a matter of basic martial competence, to stay healthy and active, to sharpen one's wits, and for honour.
Sword Education is the cornerstone of this endeavour. To wield a sword effectively, one must know what a sword is, the types of sword that exist, and what distinguishes them from each other. As part of this educational effort, Amasian ludologists have reverse-fungineered viral mobile phone apps from the Late Modern period to create πΎππππππ, a guess-that-sword game that is as difficult to put down as it is edifying.
Five variables capture 90% of the variance in all (known) swords. Players compete in a daily challenge to guess an unknown historical or legendary sword by matching as many features as they can, with correctly guessed properties rewarded with sword sound effects and graphics. Wins yield a short video explaining the properties of the sword, its history, whether it's a jabbing or slashing type of sword, elementary techniques, and its performance against a ballistic gelatin mannequin. Players also receive loot drops consisting of engravings, stickers, and surface finishes, which they can use to decorate and customise a virtual sword, or trade with their friends. Top-performing πΎππππππ players go into a weekly raffle to win a functional replica of Joyeuse or the sword of Chiang Kai-Shek.