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One for all and all for one 6

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#57
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Iamsamstan
This is simply a disaster; our team in the Game of Thrones proved it in the best way when one person didn't know what Hota was, another hadn't played a single game, and yet another had played only one or two. Three people is the most optimal number; it's better to create more groups.
How is a team of three people protected from this?

Rather, the opposite is true: in the OzV format, having even one ballast player almost guarantees a loss, while in the IP format, even 2-3 ballast players still allow you to put up some resistance.