Chapter 158 · Volume 1

Rule Analysis of "Anomaly Kill"

Alright, let's start by breaking down the rules.
It's simple: the Anomalies kill one person every night, and the participants vote to eliminate one person every day. Whichever side is wiped out first loses.
This game was like a heavily modified version of a game Ren Yi had heard of called "Werewolf."
In this version, the Specials corresponded to the God faction in Werewolf, the Ordinary Humans were the Villager faction, and the Anomalies were the Werewolf faction.
However, there were still many differences.
The first was Rule 5: the existence of the rooms.
On the surface, this seemed like a measure to force the game members apart, making it easier for the Anomalies to strike, but in reality, it was likely more complex.
There were twelve game members in total, but only ten rooms, and each room could accommodate a maximum of two people.
This meant that either two people would have no room to stay in, or two groups of people would have to share a room.
Furthermore, the rules explicitly stated that the number of keys would gradually decrease.
In the later stages, the number of rooms would likely remain lower than the number of participants.
At first glance, this rule seemed to favor the Anomaly faction.
After all, sharing a room meant they didn't have to worry about doors or anything else; once night fell, they could just start killing.
But the problem was that the Anomalies only had one kill quota per night, and everyone knew that.
In a double room, if one person died, wouldn't the other definitely be an Anomaly?
Suppose you argued that since the Anomalies only had one kill quota, they killed your roommate and left you alone.
Fine, but the Anomaly still had to enter the room to kill them, right?
And after the kill, they had to continue pretending to be a participant the next day, so they would eventually have to return to their own room, wouldn't they?
So, which room did it return to? Which person present was the Anomaly?
What if you said the Anomaly knocked you unconscious so you didn't see anything?
Sorry, but the rules explicitly stated: "After the kill, they cannot take action against anyone else."
What if you said you were too scared to go out and look?
Well, that would make you look exactly like an Anomaly!
For now, he wouldn't overthink such scenarios.
Even if you were an Anomaly and didn't plan on killing your roommate, there were still restrictions.
If you wanted to go out and kill someone else, you couldn't exactly say to your roommate, "I'm going out to enjoy the scenery," could you?
If you had teammates, it might be manageable, but if your teammates had already been "sacrificed," you'd be stuck staring blankly at each other.
In short, killing someone in a shared room almost always meant selling out an Anomaly teammate.
So, aside from creating a terrifying atmosphere, this rule didn't seem to offer much advantage.
Another point was: did these rooms truly have a restrictive, blocking effect on the Anomalies?
Ren Yi felt that there should be restrictions, but they weren't absolute.
Back in the Escape Room Instance, he and Lu Zihan had been able to treat the iron-barred gates as if they weren't there under certain conditions.
At that time, those gates had a rule attribute stating they "could only be destroyed after ten minutes," which was like a weakened version of the current "indestructible" attribute.
The key lay in the description of the Locksmith Special's ability: "The selected room cannot be entered or exited by any means."
That specific phrase—"cannot be entered or exited by any means."
If the rooms themselves were invincible, the Locksmith profession would be redundant.
In Ren Yi's view, the Locksmith's ability meant that whether it was Lu Zihan's teleportation, his own mist-form, or Lord Cha's shadows, none of them could enter that room.
All in all, it was very similar to the skill of a role called the "Guardian" in Werewolf.
The Guardian's skill was to choose one person to protect each night. If the Werewolves chose to kill that person that night, no one would die.
But there was a difference here, and it was due to that "cannot enter or exit" clause.
This meant that if the person inside the room was an Anomaly, they couldn't go out to kill anyone either.
Therefore, in the mid-to-late stages of the game, especially when only one Anomaly remained, this profession might have a miraculous effect.
The other professions were also somewhat similar to those in Werewolf.
The "Peeper" corresponded to the "Seer," but it wasn't as convenient as a Seer.
After all, they couldn't just have a line of text pop up saying, "The person in the room you chose is an Anomaly."
They couldn't directly learn whether someone was an Anomaly; they could only judge through observing specific actions within the room, such as whether anyone left at night.
And even if no one left, they couldn't rule out the possibility of the person being an Anomaly. After all, the Anomalies only had one quota per night, and they could easily let a teammate do the work.
The Peeper might even choose the victim's room and get to watch a horror movie for free.
However, this also served as a reminder to Ren Yi and the others: when they acted at night, they absolutely could not use their human forms.
The "Poison Apprentice" was like a weakened version of the "Witch."
A Witch originally possessed one healing potion and one poison potion, whereas the Poison Apprentice only had one bottle of Petrification Potion, which could eliminate one Anomaly at most.
But that also meant the Poison Apprentice had to face the Anomaly directly, risking being killed in a counter-attack.
However, it didn't seem to say that the Poison Apprentice had to use that potion at night.
The most unique one was the "Lost Soul," which should correspond to the role called the "Idiot" in Werewolf.
The Idiot was arguably the most useless God in Werewolf; their only ability was that if they were voted out, they could reveal their identity.
But in "Anomaly Kill," this profession instantly became a hot commodity.
The reason was simple: as long as the Participant faction won, they could be resurrected regardless of how they were eliminated.
Although a survivor could also choose one person to resurrect, no one wanted to rely on someone else's whim.
Furthermore, Ren Yi believed that the Lost Soul likely had an even more important role in this modified version of Werewolf.
That was to be the "Leader" elected before the Anomalies took action on the first night.
This Leader rule also had a corresponding name in Werewolf: the "Sheriff."
It had two main functions. First, the Sheriff controlled the speaking order; second, during the elimination vote, the Sheriff's vote counted for an extra 0.5.
This led to an interesting phenomenon in Werewolf: "counter-claiming the Seer."
Usually, this involved a Werewolf pretending to be the Seer and competing with the real Seer, attempting to trick the good players into trusting them.
If the Werewolves didn't do that, leaving a single true Seer on the field, it would give the good faction a massive advantage.
Because of this, in Werewolf, if you saw that you had drawn the Seer card, you could prepare yourself to die within the first two or three nights.
But the difference was that the Sheriff election in Werewolf usually took place after the first night's actions and was typically contested by the Seers.
This "Leader" rule, however, held the election before the game even truly began.
In other words, no one had any useful information yet.
Considering the Peeper was a weakened Seer, and this wasn't a normal game—dying here likely meant dying for real—the Peeper might not dare to reveal themselves.
Therefore, the role would most likely need to be filled by the "Lost Soul," who wasn't afraid of death.

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