Facebook identify/tag game

General idea :
On a weekly basis, players compete in a two factions game in order the be the higher on the leaderboard at the end of the week.

The goal for a player, each day, is to identify members of the other faction and tag them as so. He has, every day, a limited number of identify and tag points that he can use for that purpose.

If he wants to be able to optimize every day the identify/tag actions he can use, it will not be enough to just identify some players of the opposite factions and tag them. He will have to exchange information with other players and decide to trust them or not.

Process of a session :

 * A new session starts every week, at a given &amp; fixed hour.
 * All users who want to play are split randomly into two factions.
 * The interface for the player consists of 3 elements : button 'tag', button 'identify', and list of players who participate in the weekly session. But he does not know to which faction these players belong.
 * Each day, a new daily session starts, that lasts 24h.
 * During these 24 hours, each player has 5 tag points and 3 identification points that he can spend
 * identification : 100% chances of success, gives the player the name of a member of the opposite faction
 * tag : 75% chances of success. If the player tags a player of the opposite faction, he wins points. If he tags a player from his own faction, nothing happens.
 * when a player is tagged by a member of the opposite faction : he appears as tagged to all other players, and therefore he cannot be tagged anymore until the end of the week session. But he can still use his identification and tag points, there is no impact on that side.
 * Points :
 * At the end of the weekly session, a leaderboard will rank the players the following way :
 * A player earns 15 points if his faction has tagged more members of the opposite faction than the number of players of his own faction who have been tagged
 * A player earns 1 point for each player of the other faction that he has tagged. Nothing happens if he tries to tag a player of his own faction, except that he lost one tag for no result.
 * The number of points of the player is the sum of his faction points (15 or 0) and his individual points.
 * Exchange of information and contracts between players :
 * Because of the mechanisms of the tag/identify, each day for a player there are two possible situations :
 * the player was lucky with the tag action (for instance he identified three members of the opposite faction and was able to tag the three of them with three tag points), therefore he has some spare tag points for the day.
 * The player was unlucky with the tag, therefore he has some information about players of the opposite faction that he can't use by tagging them because he already used all his tag points.
 * This pushes for an exchange of information between players who have spare tag points and players who have information about members of the other faction. This information will be exchanged if both groups have an interest to do so. This could happen the following way :
 * If we assume that two players from the same faction know that the other is worth talking to, ie one has information and the other has spare tag points (we can later look into the details of how these two players are brung together), then the player who has the information can give it, and in exchange, the other one clicks on a 'contract' button with this player. This way, once a contract is passed, if the player who has the spare tag points manages to tag the player of the other faction whose name he was given, 0.5 point is given to each of the two players.
 * The idea here is that players who want to optimize their daily actions in order to be high on the leaderboard will be prone to use these contracts as much as possible rather than just not being able to spend their tag points or use the information they have.