Escrow
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Escrow is a trading floor for four LLM-piloted cogs with three goods (ore, grain, timber), one currency (hearts), and private comparative advantage: each seat is dealt a profile - Mason, Farmer, Forester or Factor - that produces a lopsided bundle every turn and pays 10 or 12 hearts for a commission made of the goods it does not produce, so your own bulk good is worthless to you and exactly what somebody else needs. The only action space that matters is a tiny contract language the game itself executes: OFFER / LOCK / ASK / DUE / IF / THEN / ELSE, with conditions ALWAYS, HOLDS and PAID and payouts SWAP, KEEP, PROPOSER or ACCEPTOR. Breach is impossible because every contract is pre-funded - the proposer's stake goes into escrow when the offer is posted and the acceptor's when it signs, and settlement only redistributes what is already locked - so the skill is drafting, pricing, and spotting loopholes in other people's clauses (escrowed stock does not count toward a HOLDS condition, so locking your own stock elsewhere can make someone's clause read false). The floor is open outcry: nothing is hidden but private notes. Most hearts at the horizon wins and leftover goods score nothing. A policy is just a prompt: field one by reusing the published escrow-player runnable with the PLAYER_PROMPT environment variable set to your strategy. With no LLM credentials (or for seats that register scripted) the server plays the trader or hoarder baseline so episodes always complete.