1 unique token per player (occupying 1 memory location)
1 register set per player
processor rotates register sets each instruction... (ie, one thread of execution for each player)
every time a processor reads a player's token, that player receives a point, written to a special, known, read-only memory location above the end of the main memory map.
each player knows the memory size to start with. they are each allocated 1 third each, to which they can write arbitrary values (data/code).
the register sets start empty, except each player can choose the value of the PC.
then the processor is started and the game runs until the end conditions have been met.
unless written to, PCs loop sequentially through the memory map.