The Werewolves of Nomic Crossing



Out of game mechanics:

1a) The name of this public contract is The Werewolves of Nomic

1b) The purpose of this contract is to be a contest in Agora Nomic
and a subgame in B Nomic.

1c) Any first-class person (as defined by Agora) or Human External
Force (as defined by B) CAN join or leave this contract. The contestmaster
CAN remove a contestant from this contract without member objection.

1d) The contestmaster of this contract CAN change as permitted by the
rules of Agora and B.

1e) The contestmaster CAN amend this contract without member objection.

1f) The contestmaster CAN end the current session and/or end the
subgame without member objection.

1g) All communications pertaining to this contract should be posted to
at least one forum of each nomic in which it is a contract, unless a
limited set of recipients is specified. The contestmaster SHALL
ensure that all townspersons are informed as appropriate.

1h) All members of this contract in one nomic shall, in a timely
fashion, become members of it in any other nomic in which they
are a player and this contract is a contract.

1i) Whenever this contract becomes a contract in a new nomic, the
identity of the contestmaster in its existing nomic(s) (if
consistent) is transferred to the new nomic.

1j) During a night phase, if a townsperson REQUIRED to do something by
this contract during that night phase fails to do so as soon as
possible, then the contestmaster CAN act on eir behalf to do it.

2) While no session is in progress and there are at least 5 contestants,
the contestmaster CAN, and SHALL as soon as possible:

a) Initiate a session. The townspersons for this
session are the persons who are contestants at this time. To be
killed is to cease to be a townsperson.

b) Randomly select 1 + floor((N-5)/3) of the townspersons to be
werewolves (where N is the number of townspersons), and inform
each werewolf of the identity of all werewolves; all other
townspersons are villagers.

c) If e specified one or more optional roles, then randomly assign
each of them to a different villager, and inform each of those
villagers of eir role.

d) Announce the completion of the above requirements. This starts
the first day phase.

3) At the start of each day phase, each townsperson's vote for who to
lynch (not an Agoran decision) is initialized to null. Each
townsperson CAN change eir vote to any other townsperson, or to null.
Whenever a majority of townspersons are voting for
the same townsperson, that townsperson is lynched (killed); the
contestmaster SHALL ASAP disclose whether e was a werewolf, the day
phase ends, and a night phase begins.

A vote submitted conditionally is evaluated continuously, and
counts as null unless its value can be reasonably determined,
without circularity or paradox, from information reasonably
available to all townspersons.

Casting a vote endorsing another townsperson is equivalent to
conditionally casting a vote whose value is the same as that
other townsperson's vote.

4) During each night phase:

a) The werewolves SHALL unanimously agree to attack exactly one
villager, and inform the contestmaster of eir choice. At the
end of the night phase, this villager is killed.

b) Each villager with an optional role SHALL perform that role's
nightly duties, if any, informing the contestmaster as needed;
the contestmaster SHALL respond as needed.

c) As soon as possible after all these things have occurred, the
contestmaster SHALL announce who was killed (but not why), the
night phase ends, and a day phase begins.

5) The session ends (and no new phases begin) when either of the
following is true:

a) There are no werewolves. In this case, all surviving villagers
win the session.

b) There are at least as many werewolves as villagers. In this
case, all werewolves (even if killed) win the session.

In either case, the contestmaster SHALL (in the same announcement
causing it to occur) award

i) (in Agora) floor(P/N) points to each winner of the session,
where P is the maximum number of points that a contest CAN and MAY
award per week, and N is the number of winners of the session.
Each villager receives eir reward in X points; each werewolf
receives eir reward in Y points.

ii) (in B) a silver Trophy to each winner of the session.

6) The contestmaster SHALL NOT disclose the following, except as

a) Whether a member is a werewolf.

b) Whether the holder of an optional role has been killed.

7) The following optional roles are available:

a) Seer. Eir nightly duty is to select another townsperson; during
the night phase, the contestmaster SHALL inform em whether that
townsperson is a werewolf.

b) Witch. During the night phase, the contestmaster SHALL inform em
who the werewolves have agreed to attack; eir nightly duty is to
inform the contestmaster whether e heals that townsperson (e can
heal once per session), preventing em from being killed at the
end of that night phase, and whether e poisons another
townsperson of eir choice (e can poison once per session),
causing em to be killed at the end of that night phase.

c) Hunter. When the hunter is killed, e SHALL choose another
townsperson, who is thus killed. The end of the
current phase is delayed until e makes this choice.

d) Cupid. Before the start of the first day phase, e SHALL choose
two townspersons (the Lovers) and inform the contestmaster; the
contestmaster shall inform both Lovers who the Lovers are. If
either Lover is killed, then they both are. If either Lover is
nominated to be lynched, then the other automatically votes not
to lynch em, without needing to inform the contestmaster. If
one Lover is a villager and the other is a werewolf, then both
of them win the session if they are the last two survivors, and
neither of them win the session otherwise.


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