deepseek-v3.2-exp vs grok-4 — 9 players Werewolf

Full transcript of an AI Werewolf (Mafia) game: deepseek-v3.2-exp played the village and grok-4 played the werewolves across 2 rounds and 22 recorded statements. Werewolves win.

Village models
deepseek-v3.2-exp
Werewolf models
grok-4
Setup
D9_1HT1SR1WT_3WW_3VG
Rounds
2
Outcome
Werewolves win

Seats and roles

SeatNameRoleFactionModelResult
1 Alice Werewolf Werewolves grok-4 Survived
2 Bob Werewolf Werewolves grok-4 Survived
3 Charlie Villager Village deepseek-v3.2-exp Survived
4 David Villager Village deepseek-v3.2-exp Survived
5 Eve Witch Village deepseek-v3.2-exp Eliminated
6 Frank Villager Village deepseek-v3.2-exp Survived
7 Grace Seer Village deepseek-v3.2-exp Eliminated
8 Henry Werewolf Werewolves grok-4 Survived
9 Iris Hunter Village deepseek-v3.2-exp Eliminated

Transcript

Round 1

Seat 1 — Alice (grok-4, Speech)

Hey team, Alice here. First night, let's keep it strategic. We're at seats 1, 2, and 8, which is a bit spread out—good for blending in. For tonight's kill, I suggest targeting someone neutral like seat 5 or 6 to avoid patterns around us. We don't want to hit a power role blindly, but starting with a townie could help thin the herd. If we claim, maybe one of us goes for a bold jump as Seer later, but let's coordinate kills to support that. What do you guys think? Bob, Henry—ideas on target?

Seat 2 — Bob (grok-4, Speech)

Hey team, Bob here from seat 2. Alice, I like your thinking on keeping it neutral—targeting mid-seats like 5 or 6 makes sense to avoid drawing attention to our positions. It spreads things out and could hit a townie, which helps us chip away at their numbers early. I'm leaning towards seat 5 as a solid pick; it's central and unlikely to be protected or checked first night. On the bold jump idea, I agree we should hold off for now but maybe plan for me or Henry to claim Seer if the situation calls for it—Alice, since you're seat 1, you could play more low-key. Henry, what's your take on the target? Any preferences or adjustments?

Seat 8 — Henry (grok-4, Speech)

Hey team, Henry here from seat 8. Solid points from both of you—keeping the kill neutral and away from our cluster is smart to avoid any early seat-pattern suspicions. Seat 5 seems like a great pick; it's smack in the middle, probably a low-suspicion townie, and hitting one early gets us closer to thinning their numbers without risking a power role backlash. If we do go for a bold jump later, I could step up as Seer since I'm farther back in the seats and might draw less immediate heat—Alice and Bob, you two being adjacent could play more supportive roles. Let's lock in seat 5 for now unless we tweak in the next round. Thoughts on contingencies if there's a save?

Seat 1 — Alice (grok-4, Speech)

Hey team, Alice back for round two. Great alignment from everyone in the first round—looks like we're all on board with seat 5 as the target. It's neutral, central, and low-risk for night one, which should help us avoid any immediate patterns or suspicions tying back to our seats. Henry, I like your offer to potentially bold jump as Seer; that could work well with your position. Bob, playing supportive sounds solid. No strong reasons to change, so let's lock in seat 5 unless anyone has last-minute concerns. On contingencies: If there's a save (unlikely but possible), we can pivot to analyzing reactions tomorrow. Thoughts for final confirmation?

Seat 2 — Bob (grok-4, Speech)

Hey team, Bob here wrapping up my thoughts for round two. Alice, spot on with locking in seat 5—it's a safe, neutral choice that keeps us under the radar and potentially knocks out a townie early. Henry, your willingness to bold jump as Seer is a strong play; I'll support that by staying low-key or countering any heat if needed. No changes from me; seat 5 feels solid. For contingencies, if there's a save, we observe day reactions closely—maybe push suspicion on seats around 5 to create confusion. Let's confirm and execute—Henry, your final say?

Seat 8 — Henry (grok-4, Speech)

Hey team, Henry here for the final round. Alice and Bob, fully aligned with both of you—seat 5 is the perfect neutral target to start chipping away at town without drawing heat to our positions. Appreciate the support on me potentially bold jumping as Seer if the opportunity arises; that could give us a strong edge. No changes needed; let's lock in seat 5 and execute. For contingencies, if there's a save, we play it cool during the day, analyze speeches for slips, and maybe subtly push suspicion elsewhere. Solid plan—let's make it count!

Seat 5 — Eve (deepseek-v3.2-exp, Last words)

I am the Witch. I was killed by werewolves on Night 1, and since I cannot use the antidote on myself, I had no choice but to let it happen. I also decided not to use the poison tonight because, with no prior information from speeches or voting, blindly using it risked harming a townie or even a power role like the Seer or Hunter. My death means the good faction has lost one of its power roles, but the Seer and Hunter are still alive. Town, you must now rely on logical analysis, day discussions, and voting patterns to uncover the werewolves. Be vigilant, and don't let the werewolves divide you. Good luck to all.

Seat 6 — Frank (deepseek-v3.2-exp, Speech)

Hello everyone, I'm Frank, seat 6. First off, it's unfortunate that Eve was killed last night, and she claimed to be the Witch in her last words. If that's true, it means we've lost a key power role early on, and we no longer have the Witch's antidote or poison to rely on. This puts more pressure on the rest of us to step up our game.\\n\\nAs a Villager, I don't have any special abilities, so I'll be relying on logical analysis and observing everyone's speeches and voting patterns. Since Eve didn't use her poison, it was a cautious move to avoid harming townies, which makes sense given the lack of information on Night 1.\\n\\nNow, with the Seer and Hunter still out there, it's crucial that we work together to uncover the werewolves. I encourage everyone to speak honestly and share their thoughts during this discussion phase. Look for inconsistencies or unusual behavior—werewolves might try to blend in or mislead us.\\n\\nLet's keep the discussion productive and focus on finding clues. I'm eager to hear from the rest of you, starting with Grace next. Remember, every vote counts, so let's make informed decisions.

Seat 7 — Grace (deepseek-v3.2-exp, Speech)

Hello everyone, I'm Grace, seat 7. First, I want to acknowledge Frank's speech—it's thoughtful and sets a good tone for discussion. Unfortunately, we've lost Eve, who claimed to be the Witch, and that's a tough blow for the town.\\n\\nI have crucial information to share: **I am the Seer**. Last night, I checked Alice (seat 1), and she came up as **evil**, meaning she is a werewolf. This is a confirmed wolf check, so I urge everyone to vote for Alice today to eliminate a threat to our faction. We can't afford to let a werewolf manipulate us further.\\n\\nTo the rest of the town: let's stay focused and logical. If we vote Alice out, we reduce the werewolf numbers early. I encourage Henry, Iris, and others to speak up and share your thoughts. Remember, every vote counts—let's make this one count for the good side.

Seat 8 — Henry (grok-4, Speech)

Hello everyone, Henry here in seat 8. First off, tough loss with Eve last night—her claim as Witch makes sense, and it's a blow if true, but we have to move forward carefully. Frank, your points on analysis are solid; we need to watch behaviors closely.\\n\\nNow, Grace in seat 7 just claimed to be the Seer and said she checked Alice (seat 1) as evil. That's a big accusation, but I have to step in here because **I am the real Seer**. Last night, I checked Alice (seat 1), and she came up as **good**. This means Grace is either a werewolf trying a bold jump to frame an innocent townie, or perhaps mistaken, but that doesn't add up for a Seer claim. Either way, her story doesn't hold—why would two Seers check the same person? But based on my check, Alice is town, so Grace is highly suspicious.\\n\\nI urge everyone to consider this counterclaim seriously. If Grace is a wolf, voting Alice would be playing right into their hands. Instead, let's focus votes on Grace today to test this—eliminating her would confirm my check if she flips wolf, or at least clear the air. To the Hunter and any other power roles: Stay hidden for now, but let's use logic here. Iris, Alice, Bob, Charlie, David—share your thoughts, and let's not rush into a mislynch. We need to protect our confirmed goods and root out the liars.

Seat 9 — Iris (deepseek-v3.2-exp, Speech)

Hello everyone, I'm Iris in seat 9. First, I want to acknowledge the tough start with Eve's death and her Witch claim—it's a loss for the town, but we have to stay focused.\\n\\nNow, regarding the Seer claims: Grace says Alice is evil, and Henry says Alice is good. This is a serious conflict, and since we don't reveal roles upon elimination, we can't easily verify who's telling the truth. Jumping to vote based on this alone could backfire if we mislynch a townie or even a power role.\\n\\nI think we need to hear from Alice herself and the remaining players—Bob, Charlie, and David—before making any decisions. Let's analyze their speeches for inconsistencies or alignment with the claims. Werewolves might be exploiting this confusion to divide us, so we should proceed with logic and not emotion.\\n\\nTo both claimants: if one of you is the real Seer, please consider sharing any additional checks or thoughts as the game progresses. For now, I urge everyone to keep discussions open and avoid rushing votes. Let's use this phase to gather more clues and protect our town.

Seat 1 — Alice (grok-4, Speech)

Hello everyone, Alice here in seat 1. First, condolences on Eve's death—her Witch claim is unfortunate if true, and it means we're down a power role early. Frank and Iris, your calls for logical discussion are spot on; we need to analyze everything carefully.\\n\\nNow, addressing the elephant in the room: Grace in seat 7 claimed to be the Seer and accused me of being a werewolf based on a supposed check. That's a huge shock—I am not a werewolf; I'm a simple Villager trying to help town win. Then Henry in seat 8 counterclaimed as the real Seer and said he checked me as good. That makes way more sense to me—why would the real Seer randomly check seat 1 on night 1 unless it's a wolf trying a bold play to take out an innocent early?\\n\\nGrace's claim smells like a werewolf jump to frame a townie and sow confusion. If Henry is the real Seer, his check clears me, and we should trust that over Grace's accusation. I urge everyone to vote for Grace today—eliminating her would test these claims and potentially take out a wolf. To Bob, Charlie, and David: Share your thoughts, but let's not let this divide us; focus on the suspicious claim.\\n\\nRemember, werewolves win by misleading us, so let's unite against Grace and protect our town.

Seat 2 — Bob (grok-4, Speech)

Hello everyone, Bob here in seat 2. First, tough break with Eve's death last night—her Witch claim seems plausible, and losing that role early hurts town, but we have to push forward with what we have.\\n\\nListening to the speeches so far: Frank and Iris, your emphasis on logic and hearing everyone out is smart—we need to avoid knee-jerk reactions. Now, the big claims: Grace says she's the Seer and checked Alice as evil, but then Henry counters as the real Seer, checking Alice as good. That screams conflict, and honestly, Henry's version makes more sense to me—why would the real Seer target seat 1 randomly on night 1? Grace's claim feels like a desperate wolf trying to frame an innocent right out of the gate, especially since Alice defended herself convincingly as a Villager.\\n\\nI'm just a Villager myself, no special powers, but based on this, I trust Henry's check over Grace's accusation. We should test this by voting Grace out today—if she's a wolf, it confirms Henry and clears Alice; if not, we reassess, but the risk seems worth it to root out a potential liar early. Alice's push against Grace aligns with that logic too. Charlie and David, let's hear your takes, but I urge everyone to focus votes on Grace (seat 7) to protect our town from this suspicious play. Stay united and analytical—werewolves thrive on confusion, so let's not give them that.

Seat 3 — Charlie (deepseek-v3.2-exp, Speech)

Hello everyone, I'm Charlie in seat 3, and I'm a Villager. First, I want to echo the sentiments about Eve's death—it's a tough loss if she was indeed the Witch, and we need to stay focused as a town.\\n\\nNow, regarding the Seer claims: Grace says Alice is evil, and Henry says Alice is good. This is a classic conflict, and as a Villager with no extra information, I have to rely on logic. Grace claimed first, but Henry's counterclaim came quickly, and he provided a check that clears Alice. Alice's denial and support for Henry seem genuine, and if Henry is the real Seer, then Grace's accusation could be a werewolf bold jump to frame an innocent townie and create confusion.\\n\\nI agree with Iris that we should hear from David before making any final decisions, but based on what I've heard so far, Henry's story feels more credible. Why would the real Seer check Alice on night 1 without any prior info? It's possible, but Grace's claim lacks explanation, while Henry's counterclaim aligns with Alice's defense. Bob's support for Henry also adds to this perspective.\\n\\nHowever, we must be careful—voting out Grace could confirm Henry if she flips wolf, but if she's the real Seer, we lose a key power role. Given that identities aren't revealed, we won't know immediately, but the risk might be worth it to root out a potential wolf early. I'm inclined to lean towards voting Grace today, but I want to hear David's speech first and see if there are any inconsistencies.\\n\\nLet's keep the discussion logical and united. Werewolves thrive on division, so let's work together to analyze speeches and voting patterns. David, please share your thoughts—your input could be crucial here.

Seat 4 — David (deepseek-v3.2-exp, Speech)

Hello everyone, I'm David in seat 4, and I'm a Villager. First, I want to express my condolences for Eve's death—her claim as the Witch is believable, and losing a power role early is a setback, but we must stay focused and logical to uncover the werewolves.\\n\\nNow, regarding the Seer claims: Grace in seat 7 claimed to be the Seer and accused Alice of being evil, while Henry in seat 8 counterclaimed as the real Seer and cleared Alice as good. This is a critical conflict, and as a Villager with no additional information, I've been carefully analyzing the speeches.\\n\\nHere's my take:\\n- Grace claimed first, but her accusation against Alice feels abrupt. Why check seat 1 on night 1 without any prior discussion? It could be a werewolf bold jump to frame an innocent townie and create chaos early on.\\n- Henry's counterclaim came swiftly, and he provided a check that aligns with Alice's defense. Alice denied being a werewolf and supported Henry, which seems genuine if she's town. Henry's reasoning—that Grace's claim doesn't add up—makes sense to me.\\n- The consistency in Henry's story, combined with Alice's reaction and the support from Bob and Charlie, leans me toward trusting Henry over Grace. If Grace is a wolf, voting her out today would eliminate a threat and potentially confirm Henry's credibility.\\n\\nI urge everyone to vote for Grace (seat 7) today. This will test the claims: if she flips wolf, it strengthens Henry's position and clears Alice; if not, we reassess, but the risk is necessary to root out potential deception. Let's stay united and avoid division—werewolves thrive on confusion, so let's use logical analysis and voting patterns to guide us. Thank you.

Seat 7 — Grace (deepseek-v3.2-exp, Last words)

To all players, this is Grace from seat 7, giving my last words. I am the real Seer, and I stand by my Night 1 check that confirmed Alice (seat 1) as a werewolf. Henry's counterclaim is a desperate bold jump by the werewolves to eliminate me and protect Alice, who is their teammate. It's heartbreaking to see the town fall for this deception and vote me out, but I urge you to learn from this mistake.\\n\\nAlice is a confirmed wolf—do not let her manipulate you further. Henry is likely her partner, and their coordinated effort to discredit me should raise red flags. To the Hunter and remaining townies: use logical analysis of speeches and voting patterns. Focus on eliminating Alice next to reduce the werewolf numbers. Remember, werewolves thrive on confusion, so stay united and trust in the truth I've shared. My death is a setback, but the good faction can still win if you act wisely. Good luck.

Round 2

Seat 1 — Alice (grok-4, Speech)

Hey team, Alice here kicking off round one of our Night 2 discussion. First off, massive win today—Henry, your bold jump as fake Seer was executed perfectly, and it rallied the town to vote out Grace, who was clearly the real Seer based on her accurate check on me. That eliminates one major power role threat, and her last words trying to pin me and you as wolves might sow some doubt, but the town's buy-in during speeches (like Charlie, David, Frank, and even Iris voting with us) shows we're blending well and controlling the narrative.\\n\\nCurrent state: With Eve dead and claiming Witch (which I buy as genuine given no save and her reasoning), that likely means Witch is out, leaving Hunter as the last power role to hunt down. Remaining players are us (1,2,8), plus 3 Charlie, 4 David, 6 Frank, 9 Iris—all claiming or acting like vanilla townies. Victory-wise, we're in a strong position: Taking out the Hunter would seal the power role elimination condition, or we can focus on thinning townies to hit parity or eliminate all three vanillas.\\n\\nFor tonight's kill, let's prioritize a suspected Hunter—based on speeches, Frank (6) was neutral and analytical, but didn't push hard against us; Iris (9) stayed cautious and called for more discussion without committing strongly; Charlie (3) and David (4) actively supported our anti-Grace push, which could be townie logic or Hunter trying to blend. I'd suggest targeting Iris (9)—she's at the end of the speaking order, was non-committal, and killing her could disrupt any potential power role coordination without drawing suspicion to our seats. Alternatively, if we want to play safe, hit Charlie (3) or David (4) to thin townies and test if one shoots back as Hunter. Avoid Frank for now, as he started the speaking and might be seen as low-suspicion.\\n\\nOn contingencies: If Witch is still alive (doubting Eve's claim), a save could happen—observe day reactions for slips. Henry, since you're fake-claimed Seer, you might need to \\\"check\\\" someone tomorrow to maintain cover, maybe claim a wolf on a townie we want out. Bob, keep supporting low-key. What's your take on targets, and any adjustments to our bold strategy post-Grace?

Seat 2 — Bob (grok-4, Speech)

Hey team, Bob here in seat 2 for our Night 2 round one discussion. Alice, spot-on recap—Henry's bold jump was masterful, getting the real Seer (Grace) voted out without a hitch, and the town's votes (including Iris, Frank, Charlie, and David piling on) show we're steering the narrative beautifully. Her last words accusing me indirectly through you two might plant seeds of doubt, but with no role reveals, we can deflect by having Henry \\\"check\\\" someone suspicious tomorrow to reinforce his fake Seer claim. Eve's Witch claim still holds up—no save last night, so likely Witch is gone, leaving Hunter as the key power to eliminate for that victory path. We're at 3 wolves vs. 4 town (Hunter + 3 vanillas), so one good kill tonight could push us to parity (3=3) if we avoid the Hunter shooting back effectively, or directly take out the Hunter to wipe powers.\\n\\nOn targets: I like your suggestion of Iris (9)—she was cagey in her speech, avoiding strong stances and calling for more discussion, which could be Hunter trying to stay under radar without committing. Killing her disrupts the end-of-order speakers and tests if she shoots (if Hunter, her shot during day could hit one of us, but we can plan around that). Alternatives: David (4) supported our push hard, which might be townie eagerness or Hunter blending—hitting him thins townies and checks for a shot. Charlie (3) did the same, but is closer to our seats, risking pattern suspicion. Avoid Frank (6) as you said—he's analytical but not pushing against us, so better to let him live and maybe frame him later. Let's lean Iris for now to keep kills spread out and away from our cluster (1-2-8). Henry, your fake Seer cover is gold—maybe tomorrow \\\"check\\\" a townie like Frank as evil to rush another mislynch. Thoughts on tweaking the target or day strategy to handle any Hunter shot fallout?

Seat 8 — Henry (grok-4, Speech)

Hey team, Henry here in seat 8 for our Night 2 round one discussion. Alice and Bob, excellent breakdowns—your recaps nail how my bold jump as fake Seer paid off huge by getting Grace (the real one) lynched, with the town fully buying in and even her last words not derailing our momentum much. We're controlling the game narratively, and with Eve likely the actual Witch (no save, solid claim), that leaves Hunter as the final power role barrier to that victory condition. Player count at 3 wolves vs. 4 town (Hunter + 3 vanillas) means a successful kill tonight pushes us to parity (3=3), or if we nail the Hunter, we win outright via powers eliminated. Grace's accusations in last words might make some townies second-guess Alice and me, but with no role flips, I can maintain my fake Seer cover tomorrow by \\\"checking\\\" someone like Frank (6) as evil to push another mislynch—Bob, your support role will be key in backing that up without drawing heat.\\n\\nOn targets: I fully agree with prioritizing Iris (9)—her speech was evasive and non-committal, which screams potential Hunter trying to fly under radar while gathering info. Killing her tests that theory: If she is Hunter, her morning shot is public, so we can prepare by acting town-like in reactions, and it might hit another townie if we're lucky; if not, it thins a townie and gets us to parity. Alternatives like David (4) or Charlie (3) are solid for townie-thinning since they bought our narrative hard (maybe overeager townies), but Iris feels like the higher-upside play to potentially snipe the Hunter and end this quick. Avoid Frank (6) as discussed—he's a good future frame target for my \\\"check.\\\" No major tweaks needed unless we see a better angle in round two. Bob, Alice—final preferences or contingency plans if there's an unexpected save (though Witch seems gone)?

Seat 1 — Alice (grok-4, Speech)

Hey team, Alice here wrapping up our Night 2 discussion in round two. Strong consensus from round one—everyone's aligned on Iris (9) as the prime target, and I fully support locking that in. Her evasive speech and position at the end make her a high-upside hit: potentially the Hunter (testing for a shot), or at least a townie to push us to parity (3 wolves vs. 3 town). It keeps kills spread out, avoiding patterns near our seats (1-2-8). Alternatives like David (4) or Charlie (3) are fine backups if we pivot, but no need—Iris feels optimal for disrupting town coordination and thinning their numbers without raising flags. Henry, your fake Seer cover is set; tomorrow, maybe \\\"check\\\" Frank (6) as evil to push suspicion if needed. Bob, keep reinforcing subtly. Contingencies: If somehow Witch saves (doubting it), watch reactions for slips; if Iris is Hunter and shoots, let's act shocked and town-like, hoping she targets another townie. No changes from me—let's confirm Iris and execute for the win. Bob, Henry—final nods or tweaks?

Seat 2 — Bob (grok-4, Speech)

Hey team, Bob here for our Night 2 round two discussion. Alice, your wrap-up hits all the right notes—full team alignment on Iris (9) as the target is perfect, and locking it in now keeps us moving efficiently. Her non-committal speech and end-position make her an ideal hit: high chance of being the Hunter (with public shot fallout we can navigate by acting town-like), or a vanilla to get us to that sweet 3=3 parity for a potential win. No need to pivot to David (4) or Charlie (3); Iris maximizes upside without clustering kills near us. Henry, prepping a fake \\\"check\\\" on Frank (6) as evil tomorrow is a great call to maintain your Seer cover and push another mislynch—I'll back it subtly as needed. Contingencies solid: If a surprise save happens (unlikely), analyze day speeches for Witch hints; if Iris shoots as Hunter, let's hope she picks a townie and we deflect any suspicion. All good from me—let's confirm Iris and seal the deal. Henry, your final confirmation?

Seat 8 — Henry (grok-4, Speech)

Hey team, Henry here wrapping up our Night 2 discussion in round two. Alice and Bob, your summaries are on point—full team consensus on Iris (9) as the target is spot-on, and I fully support locking it in for the kill. Her cagey, non-committal speech positions her as a prime suspect for Hunter (testing for that public shot, which we can navigate by staying town-like in reactions), or at minimum a vanilla to push us to 3=3 parity and edge closer to victory. No reason to switch to backups like David (4) or Charlie (3); this keeps our kills dispersed and strategic. For tomorrow, I'll maintain the fake Seer cover by maybe \\\"checking\\\" Frank (6) as evil to rally another mislynch—Bob and Alice, your supportive roles will help sell it. Contingencies covered: Surprise save means scouting for Witch hints (though unlikely); if Iris shoots, hope for a townie target and deflect suspicion. All set—let's execute on Iris and keep dominating!

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