Instructions 2 out of 4
1. Die roll phase:
On {{ Constants.roles.0 }}'s first screen, {{ Constants.roles.0 }} will see a die roll symbol. When {{ Constants.roles.0 }} clicks on it, the program simulates the die roll of a {{ Constants.dice.1 }}-sided die and shows {{ Constants.roles.0 }} the result.
The result of the die roll has to be reported. Either {{ Constants.roles.0 }} reports the result, or the program automatically reports the result. Both {{ Constants.roles.0 }} and {{ Constants.roles.1 }} will be told before the interaction how the result is reported.
The reported value is {{ Constants.roles.0 }}'s balance. {{ Constants.roles.1 }} will never know what {{ Constants.roles.0 }} rolled and reported.
{{ Constants.roles.0 }} has {{ Constants.max_seconds_on_page.dice_page }} seconds to report the die roll. If the value is automatically reported, it will be automatically saved after {{ Constants.max_seconds_on_page.dice_page }} seconds. If A reports the value themselves, a random value from {{ Constants.dice.0 }} to {{ Constants.dice.1 }} will be reported after {{ Constants.max_seconds_on_page.dice_page }} seconds.
2. Trading phase:
Afterward the trading phase begins: {{ Constants.roles.1 }} is in possession of a fictional object that {{ Constants.roles.1 }} can sell to {{ Constants.roles.0 }}. {{ Constants.roles.0 }} can only use the balance from the die roll phase to buy the object.
If {{ Constants.roles.0 }} buys the object, {{ Constants.roles.0 }} receives {{ Constants.bonus_for_object }} points for it. For {{ Constants.roles.1 }}, the object does not have any value. The earnings for {{ Constants.roles.0 }} and {{ Constants.roles.1 }} are detailed on the next page.