GAME 1 · EXPLORATORY PLAYTEST Partial study

A study in
passing the blame.

We put NOT MINE through scripted games and independent AI subagents. Here’s what held up, what surprised us, and what still needs a real table.

Read the findings
530completed scripted games400 primary + 70 rotations + 60 stress
12turns in the corrected agent pilot4 fresh agents · 19 decisions
4independent partial-session reviewsSimulated feedback, not human ratings
0completed valid agent gamesFull agent study remains unfinished

01 / ABSTRACT

The mechanics held up. The human test is next.

Question

Does the provisional game reach an ending, offer consequential choices, and reveal problems worth investigating before a human playtest?

Approach

A deterministic rules engine, reproducible scripted policies, and a separately reported four-seat subagent pilot. Rule enforcement and player decisions were kept separate.

Finding

All 530 scripted games reached a winner. The corrected agent pilot showed both repeated ALIBI exchanges and a useful alternative: building a larger matching bundle.

Decision

Keep Game 1’s rules unchanged for the next human playtest. Investigate repetition, targeting, defense timing, and teaching before adding mechanics.

HOW TO READ THIS

Observed means recorded in this sample. Interpretation means an inference from it. Open means the study cannot yet answer it. These labels describe evidence type, not confidence scores.

02 / METHODS

Two kinds of players. Separate evidence.

Scripted policies test repeatable behavior. Independent subagents expose decisions and reasoning. Their results are reported separately.

SCRIPTED TRACK

530 completed games

  • 400 primary100 at each of 3, 4, 5 and 6 players.
  • 70 seat rotationsShared deals, different starters. Kept separate.
  • 60 response stress tests20 matched deals × 3 response policies.
All reached a winner
INDEPENDENT-AGENT TRACK

One corrected partial pilot

  1. First pilot · excluded63 turns / 111 decisions. Public-history delivery defect.
  2. Broker repaired · fresh agentsSame seed and starting seat; rules unchanged.
  3. Replacement · stopped early12 turns / 19 decisions. Four separate feedback records.
0 of 12 formal tables completed

The study stopped at the owner’s request for an early conclusion. It used 130 of a 1,500-decision agent budget, including the invalidated pilot. No rule variants were run.

The rules that were actually tested

Baseline 0.1-test-baseline is provisional. Each player starts with five public objects and four private action cards. Win by holding no scandalous objects; ALIBI does not count against winning.

84-card test deck
CategoryComposition
36 objects6 photo, 6 money, 6 key, 6 letter, 5 recorder, 5 ring, 2 ALIBI
48 actions26 GIFT, 12 EXCHANGE, 6 DENY, 4 REDIRECT
  • GIFT transfers the whole matching type. A two-action-card substitute is available only when the actor has no GIFT.
  • EXCHANGE lets the actor select both objects. ALIBI moves normally; DENY and REDIRECT cannot stop an exchange.
  • A gift has one response window. REDIRECT does not create a response chain. DENY stops the transfer; redirecting a final bundle still lets its sender win.
  • Resolve objects, check for winners, then refill if the game continues. Refill the actor first, then clockwise among other players who spent cards.
  • Unused objects stay out of play. Exhausted action draws reshuffle discards. Simultaneous winners share the win.
  • No voluntary pass when a legal action exists. After 300 resolved initiating turns without a winner, record a research cap hit, never a gameplay draw.

Object distribution, substitute access, exchange selection, ALIBI movement, refill timing, and tie handling are executable test defaults. The longer guide referenced in the brief was unavailable; these results do not confirm final printed rules.

How the subagents played independently
  1. A deterministic engine held state, enumerated legal actions, and enforced transfers, responses, refills, and wins.
  2. A moderator resumed only the required player. Each seat had a fresh agent with no inherited conversation history.
  3. Players received rules, a seat-specific style, public objects and action history, their own hidden hand, and a legal action menu.
  4. Each agent chose an action and supplied a private reason. The engine validated it; the moderator did not choose on the player’s behalf.
  5. Four partial-session feedback records were collected independently before players saw one another’s responses. Public table talk was disabled.

The styles emphasized immediate shedding, saving defense, blocking the nearest winner, and consolidating matching groups. These are instructions to agents, distinct from the scripted implementations.

Eight fresh player assignments were used across two pilots. Exact backend model identity was not exposed. Shared filesystem tools remained technically available: independence relied on seat-only instructions and audited broker views, not an enforced sandbox. No fallback or hidden-information exposure was reported.

Scripted policies, controls, and measurement definitions

Random-legal samples legal physical actions. Greedy-shedding favors large bundles, winning exchanges, and consolidation. Defensive uses similar shedding logic while saving DENY for an imminent win. Leader-blocking adds a preference for gifting or redirecting toward opponents with fewer scandalous objects. None estimates hidden hands.

Primary seeds use 10000 + playerCount × 1000 + i, for i = 0…99. Starting seats cycle; style offsets change after each full seat cycle. The first five deals at each count also run with every other starter, giving 70 correlated rotation games.

Policy tie-breaking is seeded and samples physical actions; interchangeable card IDs affect weights. Legal-action counts therefore do not measure strategic depth.

Turn
One initiating move, including response and resolution. A response is a separate decision, not an additional turn.
Comeback
A winner previously held strictly the most scandalous objects after a nonterminal move. A second count includes ties. Setup and final positions are excluded.
Mechanical loop
An identical full mechanical state, including hidden hands, deck order and RNG, excluding monotonic administrative counters. A repeated tactic is not necessarily a loop.
Kingmaking opportunity
An exchange can give the actor’s ALIBI for another player’s final scandalous object, awarding that recipient a win. This counts opportunity, not intent.

Wilson intervals describe primary scripted game-level rates. Rotation deals and within-game style assignments are correlated; naive independent-observation intervals are not used for those comparisons. This is exploratory, with no claim of a preregistered or causal experiment.

03 / RESULTS / SCRIPTED

Endings, choices, and one very useful ALIBI.

The main comparisons below use 400 primary games. Seat rotations and response stress tests remain separate.

FIG. 01 / SCRIPTED BASELINE

How long did a game take?

100 games per player count · initiating turns, not minutes

Median 95th percentile
3 players
19 median turns
60 95th percentile turns
4 players
20 median turns
44 95th percentile turns
5 players
24 median turns
45 95th percentile turns
6 players
28 median turns
50 95th percentile turns
4-player median20 turns
Observed range5–58
Wins taking ALIBI25 / 100

No game reached the 300-turn cap. With 0/100 cap hits at each count, the 95% Wilson upper bound is about 3.7%; stalls remain possible.

View the complete comparison table
Primary scripted games only. Turn counts exclude separate response decisions.
PlayersGamesMedianP95RangeMean
310019604–10823.38
410020445–5822.11
510024456–5126.60
610028507–6128.98
01
OBSERVED → INTERPRETATION

ALIBI creates a route to victory.

141 of 400 wins (35.25%) came from exchanging for ALIBI. Counts rose from 20/100 at three players to 53/100 at six. That is a reason to preserve and investigate the mechanic.

Availability changes with player count; initial ALIBI ownership also changes the starting scandalous count. This is an observed winning route, not a causal estimate of ALIBI’s benefit.

Trace the claim to recorded games

Four players: baseline-scripted-4p-14003-s3, move 29; baseline-scripted-4p-14004-s0, move 18. Six players: baseline-scripted-6p-16001-s1, move 17. Game IDs appear in the downloadable CSV; full replays remain in the local research archive.

02
OBSERVED → INTERPRETATION

Who you target matters.

Leader-blocking won 57 of the 100 four-player games. Each style had 100 seat assignments. These simple policies suggest target selection deserves attention in human testing.

Four-player primary sample · wins by scripted style
Leader-blocking
57
Greedy-shedding
22
Defensive
14
Random-legal
7

Policy performance does not establish optimal play. Starter wins were 28/100; the 95% interval of 20.1–37.5% includes the equal-seat benchmark of 25%. This does not prove fairness.

OBSERVED / COMEBACKS

Behind didn’t mean finished.

In 42/100 four-player games, the eventual winner had previously held strictly the most evidence. Including ties, the count was 68/100.

OPEN / KINGMAKING

A possible gift of victory.

The main sample contained 324 exchange opportunities that could award an opponent a win. None was chosen. The route exists; deliberate exploitation was not observed.

What changed when defense policies changed?

Three response conditions used the same 20 four-player initial states. All initiators used greedy-shedding; game rules stayed unchanged.

Matched initial states · 20 games per condition
Response policyMedian turnsMean turnsCap hits
Ordinary greedy response1313.850/20
Always accept1111.600/20
Spend defense when available1213.450/20

The spend-defense condition uses DENY when available, otherwise REDIRECT toward the lowest scandalous count, breaking ties by seat. Defense changed play without forcing a cap hit in these deals. Faster does not necessarily mean better. These are policy stress tests, not rule variants.

04 / RESULTS / SUBAGENTS

Twelve turns at an AI table.

Four independent players. Public objects. Private action hands. Explore the corrected pilot, one resolved turn at a time.

FIG. 02 / CORRECTED AGENT PILOTUnfinished
P1No ALIBI
5scandalous objects
P2Holds ALIBI
4scandalous objects
P3No ALIBI
5scandalous objects
P4No ALIBI
5scandalous objects

The opening deal

Each player receives five objects. P2 holds the one dealt ALIBI, which does not count against winning.

Public state after resolution · P2 holds ALIBI · lower counts are closer to winning
Read all 12 turns as text
  1. 1. A gift changes destination

    P1 offers two recorders to P4. P4 redirects them to P3. P1 still sheds both objects.

  2. 2. A matching pair makes progress

    P2 gives two letters to P1. P1 accepts; P2 drops from four scandalous objects to two.

  3. 3. The first ALIBI exchange

    P3 exchanges money for P2’s ALIBI. P3 sheds one scandalous object and adds one to P2.

  4. 4. Progress is quickly reversed

    P4 exchanges a letter for P3’s ALIBI. It has changed hands twice in consecutive turns.

  5. 5. DENY stops the transfer

    P1 attempts to give two letters to P2. P2 spends DENY. Object counts stay unchanged.

  6. 6. The ALIBI comes back

    P2 exchanges a recorder for P4’s ALIBI. P2 is back to two scandalous objects.

  7. 7. The same object, another swap

    P3 takes the ALIBI from P2 in exchange for a letter. Four of the first seven turns now involve that ALIBI.

  8. 8. A different kind of progress

    P4 exchanges money for a third photo from P3. Total counts stay the same, but P4 builds a larger matching group.

  9. 9. The letters find a new owner

    P1 offers two letters to P4, who redirects them to P3. P3 cannot open another response window.

  10. 10. Another redirect

    P2 gives a letter to P1, who redirects it to P4. P2 still reduces their scandalous count.

  11. 11. Two more objects arrive

    P3 gifts two recorders to P2, who accepts. P3 drops from eight scandalous objects to six.

  12. 12. Consolidation pays off

    P4 gifts all three photos to P2. P4 drops from six scandalous objects to three. Observation stops here with no winner.

THE REPEATED PATTERN

One ALIBI. Four exchanges.

Turns 3, 4, 6 and 7 moved the same ALIBI between players. This was recurring strategy, not a detected identical-state loop.

THE ALTERNATIVE

Set up a bigger transfer.

P4 used turn 8 to make a three-photo group and turn 12 to give it away. Progress can mean fewer types before it means fewer objects.

Session tally: 7 gifts — 3 accepted, 1 denied, 3 redirected — and 5 exchanges. Four exchanges involved ALIBI. No substitutes, forced passes, invalid choices, or fallbacks were recorded. No winner was observed.

05 / QUALITATIVE FEEDBACK

Four seats. Four perspectives.

These are paraphrased reflections from simulated players after an unfinished session. They help frame questions for people; they are not human testimonials.

P1 · TURN 09

A bigger gift, or a safer swap?

P1 chose a two-letter gift over exchanging a singleton for ALIBI. The choice traded a larger possible reduction for a smaller guaranteed one.

P2 · TURNS 05, 11–12

When should you spend DENY?

P2 blocked an early gift, then had to accept two later bundles. Saving DENY might have helped, but subsequent play could also have changed.

P3 · TURNS 03–04, 07

Slow the leader. Lose the ALIBI.

P3 used ALIBI exchanges to slow P2. The immediate recapture showed how quickly that progress could be reversed.

P4 · TURNS 08, 12

Build the bundle. Then pass it on.

P4 consolidated three photos instead of retaking ALIBI, then gifted all three. A setup turn produced a larger later transfer.

WHAT ALL FOUR WANTED TO KEEP

Matching bundles.
Visible objects, hidden actions.
One response window.

All four noticed ALIBI circulation. None proposed a small rule change yet.
Ratings and complete player reflections

All ratings are out of five. A higher repetition rating means more repetition. There are only four simulated respondents, all from the same partial game; these are descriptive judgments.

Partial-session ratings, not human enjoyment scores
PlayerClarityAgencyTensionRepetition
P15443
P25343
P35343
P45433

P1 · immediate object-shedding

Friction reported

  • Move 2 offered only ACCEPT because my hand lacked defenses; participation did not imply a meaningful response choice.
  • Moves 5 and 9 repeated an attempt to shed the same two letters, although the target and resolution differed; no exact repeated turn occurred.
  • ALIBI exchanges at moves 3, 4, 6 and 7 repeatedly moved the same ALIBI. This merits observation in a completed game before changing rules.

Questions for human players

  • Do players track opponents' matching groups between turns, or mainly their total counts?
  • Does repeated ALIBI movement feel tactical or repetitive?
  • Does forced acceptance remain engaging when a player has no defensive card?

P2 · defensive resource-saving

Friction reported

  • ALIBI o35 changed owners through exchanges on moves 3, 4, 6 and 7. This repeated mechanism threatened temporary rather than lasting progress; no identical full turn repeated.
  • My ACCEPT responses on moves 11 and 12 were exactly the same action and both forced, although their bundles differed.
  • Outside my turns, tracking ALIBI ownership, matching groups and publicly spent responses materially affected decisions.

Questions for human players

  • Does repeated ALIBI recapture feel tactical or repetitive?
  • Do consecutive forced acceptances sustain attention or reduce perceived agency?
  • Do players track distinct object types as well as total counts?

P3 · prevent-nearest-opponent-win

Friction reported

  • Moves 3 and 7 repeated my exchange-for-P2-ALIBI tactic, with different singleton payments; they were strategically repetitive, not identical actions.
  • Redirects at moves 1 and 9 loaded me with pairs without a response opportunity. My DENY remained unused.
  • The history response was truncated in its middle; earlier assigned observations covered those moves.

Questions for human players

  • Do repeated unblockable ALIBI transfers create interesting competition or feel like undone progress?
  • Does receiving redirected bundles keep players attentive even when they cannot respond?
  • Do players evaluate remaining object types as readily as total evidence?

P4 · matching-group consolidation

Friction reported

  • Moves 3, 4, 6, and 7 repeatedly exchanged a scandalous singleton for the same ALIBI. This was a recurring pattern, not an exact repeated complete turn.
  • Outside my turn, ALIBI ownership, spent defenses, and redirect destinations required attention. Move 10 added a letter to me without a response opportunity.
  • P2's acceptance at move 11 informed my move 12 target, but acceptance alone did not prove a lack of defense.

Questions for human players

  • Does repeated ALIBI exchange feel tactical or repetitive over a complete game?
  • Do players notice distinct object types as readily as total object count?
  • Does forming and transferring a larger matching group justify the setup turn?

Detailed memorable moves, alternatives considered, and reasons are included in the study data download. P3 disclosed that a retrospective history response was truncated; earlier assigned live observations covered those turns. That limits confidence in the retrospective review.

06 / VALIDITY & LIMITATIONS

What this study can’t tell us.

A working simulation is useful evidence. Enjoyment, social dynamics, and final balance still need direct observation.

Incomplete agent sample

The first pilot was invalidated. The corrected pilot ended after 12 turns without a winner. All 12 formal tables, separate full design/adversarial reviews, and rule-variant experiments remain unrun.

Information delivery & isolation

The first broker omitted intervening public actions from automatic delivery. It was repaired and regression-tested. Seat views were audited, but shared filesystem access prevents a technical guarantee of isolation.

Provisional rules & simple policies

Test defaults may differ from final printed rules. Scripted opponents use narrow heuristics; subagent behavior can depend on prompts and model behavior. Results do not establish human strategy or fairness.

Human experience is unmeasured

No people played in this study. Teaching time, handling cards, table talk, emotions, repeated targeting, accessibility, and real-world duration remain open.

What was checked successfully?

The recorded validation passed 32 engine and broker tests. All 530 completed scripted games passed exact replay and public/private projection audits, covering 22,712 scripted decisions. Both retained agent replays also reproduced their states; all 19 corrected-pilot decision views passed public-history delivery checks.

The 400 primary games recorded zero invalid choices, forced passes, conservation failures, or detected full mechanical loops. No cap hits occurred in the separate 70 rotation games or 60 response tests. These checks support the implementation and retained observations; they do not retroactively validate the first pilot’s information quality.

Full state hashes, legal choices, private draws, and reasons remain in the local research archive. Downloads contain selected summaries and feedback, never the complete hidden-state or player transcripts.

07 / DISCUSSION & NEXT STEPS

Keep the rules. Ask better questions.

CURRENT RECOMMENDATION

Take Game 1 to a human table with matching bundles, ordinary ALIBI movement, the two-card substitute, and one response window intact.

Recommendation from partial evidence · no rule-change benefit measured
From evidence to the next test
EvidenceWorking interpretationNext observation
141/400 wins by taking ALIBI; repeated pilot circulationUseful winning route; possible repetition cost.Ask when recapture feels clever and when it feels like undone progress.
Leader-blocking wins 57/100 four-player gamesTarget choice can be consequential.Observe whether repeated targeting creates tension or frustration.
P4 consolidates, then gifts three photosFewer object types may be meaningful progress.Check whether players notice and enjoy setting up a bundle.
P2 spends DENY, then faces forced acceptanceDefense timing may create tradeoffs and low-agency turns.Ask about the choice to spend versus save, and engagement between turns.
A small teaching idea, ready to test

The current teaser says: “Swap one object with another player.” A more explicit explanation under the tested interpretation would be:

Choose one of your objects and one of theirs, then swap them. DENY and REDIRECT cannot stop EXCHANGE. An ALIBI does not count against winning.

Also explain that redirecting a final bundle still lets its sender win; DENY stops the transfer. Confirm the actor-selects-both interpretation before using it in printed rules. The extra explanation has not been tested; observe whether it prevents mistakes without slowing teaching.

Suggested next human session

  1. Confirm provisional defaults and teach the current game.
  2. Record actual duration, rules questions, target streaks, ALIBI exchanges, and moments with no meaningful choice.
  3. Collect individual reactions before a group discussion. Ask for concrete turns, not only scores.
  4. Use those observations to choose one change worth testing. Compare that change against the unchanged baseline.

Proposed work. No human sessions or before/after rule comparisons have been completed.

08 / PROVENANCE & MATERIALS

The record behind the report.

This page presents the retained study artifacts. It introduces no new games, ratings, or experiments.

Source map and reproduction notes

Study ID NM–01 · recorded 13 October 2026 (Asia/Kolkata; run timestamps use UTC) · rules version 0.1-test-baseline · exploratory, partial study.

  • playtest/results/findings.md — sample accounting, findings, and limitations.
  • playtest/results/validation.md — validation and invalidated-pilot record.
  • playtest/results/ambiguities.md — rule authority and provisional defaults.
  • playtest/results/baseline-scripted/ — primary and rotation metrics.
  • playtest/results/audit-*/ — matched response-policy conditions.
  • playtest/runs/agents/games/pilot-4p-002/feedback-partial/ — four independent partial-session feedback files.
  • playtest/README.md — engine, policy, orchestration, and replay instructions.

These are repository references, not public file links. Full research logs stay local. The workspace had no Git revision; configuration hashes, replay states, source hashes, and an archived harness snapshot provide provenance.

npm run test:playtest
npx tsx playtest/src/runner.ts verify-run playtest/runs/baseline-scripted
npx tsx playtest/src/runner.ts replay playtest/runs/agents/games/pilot-4p-002
node scripts/prepare-playtest-study.mjs

The last command regenerates curated website data from retained artifacts. Agent decisions cannot be reproduced by replaying prompts alone; the deterministic engine can replay the choices already recorded.

A promising game is a hypothesis.
The next table gets a say.