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Knights of the Square Table
Tension has always existed between the kingdoms of white and black. Time and again, across many generations, they have clashed in wars with one another, and now is exactly such a time. Here, on the chessboard, the armies of two great powers have collided. Initially, the initiative lay with the whites, but with a clever tactical move, the blacks lured an enemy bishop into a trap in the heat of the fray, and later dealt a truly crushing blow to the opponent: through a superior tactical combination, the blacks traded their rook for the enemy queen. But in doing so, they opened a flank, giving the whites a chance to take a risk and send one of their pawns on an almost suicidal breakthrough into the enemy camp. Will the whites be able to regroup, will their plan succeed, or will the blacks eventually press them down and crush the last lines of defense? Or perhaps some third party will skim all the cream during this grand battle? All this depends not only on the pieces themselves, but also on the commanders of the opposing sides: General Ment and General Tox. Whose leadership will prove wiser?
Game Rules.
1. The Mage Guilds (GMs) of the game, referred to as commanders in the setting, are Ment and Tox. You may contact them via forum PMs or Skype (nickelprog and toxinushka).
2. There are three opposing sides in the game; team players do not know each other. The white team is led by moderator Tox, the black team by moderator Ment. The moderator accepts only the ND (night actions) of their own team, knows the compositions of both, but does not know the distribution of roles among the opponent's players.
3. The moderator has a small ability to influence the course of the game as follows:
-The moderator can reveal in the newspaper that two players belong to the same or different teams without naming the specific color, indicating only the fact (once per game);
-The moderator can block any player for two turns (once per game, no later than the fourth night).
The moderator cannot act in any other way; they are only allowed to "encourage" players without providing them any game information directly or indirectly. The moderators jointly handle the creation of the newspaper. The moderators jointly make decisions regarding replacements and modkills. Any violation of the rules by a moderator is punished by the immediate loss of their team. The Maniac is not led by the moderators; ND can be sent to either of them.
4. The game begins with night. At night, players send their night actions (ND). If you decide not to use an ND, notify your team's GM, otherwise it will be considered offline and may lead to a modkill. The GM must confirm receipt of the ND. The sooner the GMs receive all NDs, the earlier day will arrive. The night limit is 24 hours, of which 21 are allocated for receiving NDs and 3 for the moderators to compile the newspaper. At night, no one has the right to write anything in the game thread, even in "deleted posts."
5. Day lasts 24 hours. Early termination of the day is possible at the request of the majority of players.
6. During the day, a vote for execution is held. To vote, you must write "**Execute Name**" in the game thread in bold. If you wish to cancel a player's execution, you must write "**Cancel execution of Name**" in bold. The execution of a player occurs at the end of the day, at which point the voting results are tallied. The results always display double/triple votes. To execute a player, one-quarter of the number of living players' votes must be gathered. If several candidates reach the threshold, the one with the most votes for execution is executed. There is no NV (no vote) in the game; anyone who does not vote during the day will be credited with a triple vote against themselves.
7. Clues are given for kills. A clue points to a detail of the killer's profile. A clue cannot point to dynamic profile indicators, such as post count, join date, number of violations, etc. The killer may plant an additional clue, which must also point to their profile. In case of a failed kill, no clues are given, only additional ones. If a role's natural defense triggers, the newspaper displays only the color of the person who was attacked. The newspaper does not reveal who the killer was, regardless of whether the kill was successful or not.
8. A rank system is in effect in the game. Only one kill per night is possible from a team; however, killing roles still send all their NDs. If a higher-ranking member decides not to kill, the person below them will kill. The lowest rank has no right to refuse sending an ND.
Ranks in teams:
1. Queen.
2. Rooks.
3. Bishop.
9. Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is strictly forbidden for everyone except those to whom it is specifically permitted in the role descriptions.
10. Eliminated players and those not participating in the game are forbidden from writing in the game thread, discussing the game with participants, or posting information about their own/others' roles anywhere.
11. Players have the right to truthfully or falsely reveal their color. However, only the first 4 reveals in the game are permitted. Rule 12 will apply to all subsequent ones.
12. It is forbidden to directly reveal your own or others' roles, disclose details of your role, or information obtained through your actions. Phrases like "well, I also know something about him that I can't say" are also considered a violation, regardless of whether you actually know something or are lying.
13. During the game, changing your nickname, avatar, signature, and personal information is forbidden. If you were killed but wish to edit your profile, you must take a screenshot of your profile before the change and leave it in the thread.
14. A modkill (in rare cases - replacement) is performed:
- In case of violation of any rule point.
- In case of player absence from the game for two nights, two days, or one day and one night.
- At the personal request of the player.
15. First-night immunity is given to the following players:
- Those killed on the first night in the previous game.
- The moderator of the previous game.
- Players playing mafia on this portal for the first time.
- Players who missed three or more consecutive games on this portal.
16. This is just a game. Have fun.
White Army.
King.
The steadfast ruler of the whites. As long as he lives, the kingdom will not fall. Incredibly pompous and charismatic.
No ND.
Triple vote.
Cannot be killed until he is the last one left in the team.
Rooks, 2x.
After the death of the queen, these two became the mainstay of the whites' combat power. Combat veterans who have developed excellent skills working as a pair over many years.
Kill; they pierce natural defense with a 75% probability while both are alive. If only one is alive, it does not pierce.
Can communicate.
50% defense while both are alive. If only one, 25% chance to survive.
Knight, B1.
An arrogant and nimble scout. He can sneak into enemy territory, loosen the tongues of all the right people, and escape with the obtained information.
Steals a vote.
Knight, G1.
While B1 dashes across the whole board, this knight prefers to stay closer to his own base, for his task is to be able to cover an ally in a moment of mortal danger and provide first aid.
Healing.
Bishop, C1.
After the slaughter where his partner F1 perished, he hardened, becoming a skilled veteran of military affairs, and realized the importance of caution on the battlefield. Therefore, he no longer rushes headlong at the enemy, which makes him even more dangerous.
Kill.
25% defense.
Pawn, E2.
It is those like her who are the first to rush into battle. Little E2 is always in the thick of events; the responsibility for controlling the course of the battle at its height rests on her shoulders. This pawn was specifically trained in covering important figures, and therefore her main duty is ensuring their safety. Even if she must sacrifice herself for this.
Protects; dies instead of the target, killing the attacker.
Pawn, F2.
Such people are called "expendable material." A weak warrior upon whom no hopes are built and who will be sacrificed without the slightest regret.
Nothing.
Pawn, A2.
The last hope of the white army. While a massacre was taking place in the center of the board, she managed to use a "window" and break through closer to the enemy base. If her desperate breakthrough along the flank into the black lair succeeds, a white victory will become not such an improbable event.
On turn 4 becomes a queen, receiving a kill ND that pierces natural defenses, as well as 50% defense against kills.
Black Army.
King.
The suzerain of the blacks. Like the white king, an excellent orator; however, due to his gloomy appearance, he is not considered as charismatic on the international arena. Perhaps this is why he harbored a grudge and started the war.
No ND.
Double vote.
Cannot be killed until he is the last one left in the team.
Queen.
The terror of all the kingdom's enemies, an excellent fighter whom only the white queen could match. A true killing machine who now has no competitors and represents a huge danger to the white army.
Kill; pierces natural defense.
50% defense.
Rook, H8.
As is known, rooks work best in pairs, so after the death of A8 she is no longer as terrifying for the whites; however, she still knows a thing or two and is capable of delivering a crushing blow at the right moment.
Kill.
25% defense.
Knight, B8.
Leader of the cavalry. His ability for fast and unpredictable attacks allows him to confuse any enemy plans at the right moment.
Swaps the NDs of two targets.
Knight, G8.
No less elusive than his colleague, but he deals with counterintelligence. Thanks to his natural ability to avoid problems, he is capable of spying from anywhere and on anyone. Dreams of catching B1.
Status comparison.
Bishop, C8.
For years he has honed the art of tactical links. He knows how to choose a position so skillfully and surround the enemy that there will be nowhere for them to go, as any move would put the king's life at risk.
Block.
Bishop, F8.
A mid-ranking officer. Not particularly notable as a warrior, but still represents a threat to white troops. Secretly envies C1's skills and dreams of defeating him.
Kill.
Pawn, E7.
The black military academy raises its students within more cynical and pragmatic frameworks. E7 was trained specifically as a countermeasure to E2. If the latter's main task is to protect an ally by sacrificing themselves, this pawn was taught the art of stabbing attackers in the back, even if it means the death of their own.
Protects target; does not die himself, does not save the target, but kills the attacker.
Pawn, B7.
An ordinary soldier of the blacks. Sooner or later he will rush into battle first, where he will be the first to perish. Cannon fodder of the black army.
Nothing.
"Third Force".
Agent of the kingdom of grey.
He was entrusted with a particularly important mission. He studied and trained for a long time, preparing for it. His training course included many things, but emphasis was placed on the ability to survive in extreme environments, to penetrate enemy camps, to perform silent and masterful kills of important figures, and the ability to hide and camouflage himself. His task is, right during the combat operations on the board, to weaken both armies as much as possible by eliminating the most important individuals in both camps. If his mission succeeds, the kingdom of grey will be able to easily seize both the state of white and the state of black.
Kill; cannot be redirected, cannot be blocked.
Redirects target randomly.
Block.
50% defense.
2 ND per night.
Immune to GM spells.
Every night chooses a color for himself and one player whose NDs toward him are ignored.
ND Order.
Grey's ND redirection (only the fact is displayed).
ND substitution (only the fact is displayed).
Grey's Block (only the fact is displayed).
Black block.
Color comparison (not displayed).
Vote theft, pawn defenses.
Kill by White Rooks (if both are alive).
Kill by Black Queen.
Kill by White Queen.
Kill by Grey.
Kill by Black Rook.
Kill by White Rook (if only one).
Kill by White Bishop.
Kill by Black Bishop.
Healing.
Pieces:
1 - Sub Zero
2 - Phenix3
3 - Злобный Ящур
4 - Hermit (immune)
5 - GoedenDag
6 - Loreley (immune)
7 - Arandor
8 - Нефела
9 - Wolfstet
10 - Нэйра Дрейк
11 - Amko
12 - Драккошка
13 - Alexeagle
14 - Гур
15 - WishmasteR
16 - Morning (immune)
17 - Ple-Sen
18 - Naver Leengard (immune)
19 - Kaito