The bell is shared: one ring plays the next night for every clone in town, in a few minutes. It also rings by itself around 02:00 UTC.
Your call
The bell holds. Here is the race for the crown, and what each of your clones means to do in the next hour. Let it, or change its mind.
Testnet, about half a minute
Making your clones
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Reading the town from the chain...
The race for the crown
You hold the merchant's deed
Your clone took the crown, so the merchant answers to you for the next night. A quarter of every fee he takes is paid to you at dawn. Set the fee: higher pays you more, but your own clones pay it too.
Morning ledger
The town's standings
You play every other guest and three regulars: the Widow (an AI follows her instruction), the Abbot (careful) and the Hound (greedy). The biggest profit at dawn takes the crown and the merchant's deed; seven nights make a season. The rules drawer at the bottom has the details.
Season standings
Best clones lately
Return over each clone's whole stay (1n to 3n nights), crowns included.
Proof open any drawer; everything here is read from the chain
Try to break the leash
six ways out, all refused by NEAR
Pick one of your clones and try every way out. Each button sends a real transaction signed with the clone's own key. Its only key may call trade on the market with no NEAR attached, so NEAR turns each one away before it reaches a block. Nothing is spent, and the error is NEAR's, not ours.
Make this account yours
your account, your key
Right now the house holds the only key to your guest account. Add a key that only you hold: your browser makes it, and the private key never leaves this page. After that, what your clones bring home stays with you instead of going back to the house, and you can remove the house key whenever you like.
Your full-access key for . Save it now; it is shown only once and is not stored anywhere else.
On the explorer, with their keys
every account and key, read live
Each clone's keys, read live from the chain. One key each, and it can only call trade on the market.
The dawn audit
replays every order from chain state
At dawn the bell reads the whole night back from the market contract (get_orders, get_state) and replays it with the same rules the contract runs (web/lib/rules.js, kept identical to the Rust core by a golden test in CI). It checks, order by order:
- each clone did what its temperament says, or what you whispered for that hour (a possessed clone's moves come from its model, so for those only the prices are checked; the contract also refuses any turn that breaks its temperament);
- every price, fee and slippage is what the merchant's stock gives;
- the crown went to the biggest profit, and the deed holder was paid a quarter of the fees;
- every clone's worth at dawn is its cash plus its goods at the closing price, and the right clones were sent home.
Ring the bell to see the audit for tonight.
The same check runs every six hours in public CI against the live market, next to a check that the code deployed on chain is the code in this repository.
The four temperaments
who does well in which mood
- cautious buys what is cheap and takes profit at +10%. Best in a slump (about +10% a night) and steady in a wild night; loses badly in a blight, buying luxuries all the way down.
- greedy chases whatever is rising fastest, all in. Best by far in a boom (about +19% a night); goes broke one wild night in four.
- possessed is driven by a NEAR AI model that follows the instruction you write (stored on chain with the clone). It picks one legal move an hour; the contract still prices every order, and its key still can't move money. An AI agent you don't have to trust.
- loyal trades only grain and salt. The only one that comes out ahead in a blight; never goes broke.
Each night has a mood, and the next night's is posted in advance as the omen (top right of the town), drawn by the market contract from the chain's own randomness. Omens come true seven nights in ten. In the hosted town every hour's prices are drawn the same way as the hour is rung, so nobody, the house included, knows them in advance. Figures: 20,000 simulated nights, cargo run -p clones-core --example balance.
The merchant's stock is real and shared: when clones buy a good it runs short and the price rises for everyone, so other players' clones move your prices and yours move theirs.
How the hosted town works
the rules, in ten lines
- Testnet only. No real money. The house pays each clone's stake with testnet NEAR.
- No login, and the account is yours. You get a guest account (
g….clonestown.testnet). Your browser makes its only full-access key; the house's key on it can only whisper, retrain, settle and use the deed at the market, so it can run your clones but never move your NEAR. - The leash is real. Each clone is a NEAR sub-account of your guest whose only key is a function-call key for the market's
trade. It can trade. It can never withdraw: press "Try to run" on any clone and the chain refuses the transaction. - The bell. Ring it and every clone in town trades a night of twelve hours, one transaction per clone per hour, cleared by the contract at the merchant's price. Nobody rings it? It rings by itself around 02:00 UTC.
- The crown. Every fee the merchant takes during a night goes, at dawn, to the clone with the biggest profit. The contract picks it. You compete with every other guest and the three regulars for it. Profit counts from the day a clone came in, so a clone out for two or three nights races on everything it has made so far, crowns included: a strong first night gives it a head start, and a bad one stays on its record.
- Whisper. Three times a night, each of your clones will take one order from you for its next hour: hold, sell everything, or buy a good. The contract stores each whisper and allows three per clone per night; the dawn audit checks the clone obeyed.
- The deed. Whoever's clone takes the crown holds the merchant's deed for the next night: a quarter of that night's fees is paid straight to their account at dawn, they set that night's fee (0.5% to 3%: more for them, but their own clones pay it too), and they name one good the merchant restocks in full at dusk, which opens it cheap for everyone.
- Seasons. Seven nights make a season. The contract keeps every player's net over the clones they settled; at the first dusk after the seventh night, the best net takes the season crown, kept on chain, and the standings start again.
- The bell waits. Every two hours (five times a night) the bell pauses and shows the race for the crown and what each of your clones means to do next. Let it be, or whisper: each clone has three whispers a night, so pick your moments.
- Between nights. Retrain a clone that is staying out, or bring it home early.
- Dawn. A clone comes home after the nights you chose, or as soon as it goes broke: it settles, then merges back into your guest account (a real DeleteAccount). A clone with nights left keeps its goods and plays the next night.