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Summer of 194... The world has entered harsh times. Europe is at a crossroads — who will emerge victorious from this terrible slaughter of a world war: Germany, the USSR, or the capitalist countries of the West? In these truly hot days, the fates of millions and billions are decided in the headquarters of the Third Reich, where an invisible struggle between three sides, three countries, and three ideologies is taking place. You have a unique opportunity to influence the course of history, even if only in game form! Feel like a winner and a master of fates — forward:smile13: !
All participants act for 3 "teams": loyal Hitlerites, Soviet scouts, and English spies. The task of each "team" is to destroy all others. It's simple.
Game Rules:
• Nights last about 24 hours. The sooner all night actions reach the Mage Guild, the faster dawn will come. At night, no one has the right to write anything in the game thread, at all, even in "deleted posts".
• Days last as long as necessary until a decision is made regarding the execution of a certain player; maximum duration: 24 hours.
• To vote for someone's execution, you must write in your message: "**execute %username%**". (the method of execution can be invented by yourself — within reason) - bold font is mandatory. If a player wants to change their vote, they must perform the same procedure to cancel the vote ("**Do not execute %username%**"), and only after cancellation vote for another player (In 1 message, you can vote once and cancel a vote once, or cancel a vote once and vote once). This is for the Mage Guild to make tracking votes easier. If you do not vote in bold font, the vote will not be counted. Also, a vote will not be protected without minimum justification. If a player does not vote during the day, after the limit expires, they are considered to have voted against themselves (this rule does not apply if the player voted and then removed their vote). If a player fails to vote 2 times in a row — modkill or replacement. If a player warns of their absence in advance — the situation is coordinated with the Mage Guild individually.
• Execution requires only a majority of votes. As soon as a player receives a majority (for example, with ten players, the majority is six) of votes, all their screams are meaningless, and any cancellation of votes will no longer be counted.
• If the majority vote "**Do not execute anyone**", then the day ends without the execution of players.
• All "double votes" are displayed only in the voting results and only if they belong to the majority.
• For scouts and spies, decisions on who to kill and who to send on a mission are made collectively. If any member of the mafia is not Online, the other participants may make a decision without them, but they do not have the right to send that person on a mission.
• Hints about killers in reports are given based on the user's profile (nick, avatar, signature, etc.). If the murder was unsuccessful, the killer will find out, but will not know why it was unsuccessful. No hints are given for failed murders. Also, there is a hint in the reports regarding the role of the deceased.
• The killer can also plant 1 additional clue at the crime scene. It must point to them and be original (i.e., do not leave clues like "for the super-observant"). These clues will remain at or near the crime scene in any case.
• During the game, changing your nick, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/execution has been written, you are gone. You no longer participate in the game. Stop writing. However, nothing forbids you from watching what happens.
• Do not edit your messages. Try to write without errors right away.
• If you have the right to perform a night action — do it before the end of the night phase and the start of the day phase (send NA to me in ICQ). I will not wait. If you didn't make it — alas...
• From time to time, I will post the count of all votes for the current game day. Of course, this is important. For me and for you. Players are also allowed to keep a count.
• If you have questions regarding the rules or if something is unclear, please contact me in ICQ.
• It is forbidden to directly reveal your own role or the role of another player (if you know another player's role, do not shout it everywhere... You must be smarter, craftier...). This action will lead to immediate disqualification.
• Violation of rules and being offline will be punished by a colorful modkill. If you signed up — play by the rules and stay active.
• Those not participating in Mafia are forbidden from commenting on what is happening until the end of the game. Well... at least do not comment in this thread.
• Anyone who has not voted after 12 hours of the game day is considered to have voted against themselves.
• And most importantly... it's a game, after all. The main thing is that you have fun.
These are not rules, but suggestions. But please read them too:
1) If possible, send your NA to me in PM; my ICQ might glitch and I might miss something...
2) Behave with restraint and follow the game rules.
3) Do not constantly ask me in ICQ "where is the newspaper?" or "when will it be?". Besides being terribly annoying at times, it also interferes with writing and inventing clues, which sometimes affects the quality of the game.
4) You might find it unpleasant to be, say, Hitler or a concentration camp worker, especially after reading the description. But this is just a role, which does not mean that the player themselves is such a person.
Role List:
"Fritzes":
Fuhrer – 1;
Doctor – 1;
Gestapo Officer – 1;
Adjutant – 1;
Officer – 2;
Abwehr Special Agent – 1;
Private – 1;
Concentration Camp Worker – 1;
Valet (headquarters service staff) – approx. 3.
Soviet Scouts:
Standartenführer – 1;
Soviet Scout – 2;
Radio Operator – 1.
British Spies:
Sturmbannführer – 1;
English Spy – 2;
Conspiratorial Agent – 1.
Role Descriptions:
German General Staff:
Fuhrer – leader of the nation, suffering from paranoia; because of this, he changes his appearance every day and no one, except those very close, knows him by sight.
NA – none.
Features – vote counts as 2, has a "double" — a wax copy of himself that he puts in bed while he hides; the first attempt to kill him always leads to the "killing" of the double, but on the next day everyone finds out who he is; knows the Doctor.
Weapon – none.
Recruitment - cannot be recruited.
Status – good.
Qty - 1.
Doctor – personal doctor to the Fuhrer. Treats most high-ranking officials of the Reich.
NA – resurrection of the killed.
Features – knows the Fuhrer, but cannot treat him due to Hitler's phobia of white coats (this is not a historical fact obviously — but it will be more balanced this way...; ) )
Weapon – none.
Recruitment - cannot be recruited.
Status – good.
Qty - 1.
Gestapo Officer – a grim personality. Known for sadistic tendencies, and therefore even high-ranking officials of the Reich fear him.
NA – interrogation (learns status and deprives the interrogated person of NA for the current night).
Features - none.
Weapon – Walther P-38.
Recruitment - when an attempt is made to recruit him, he kills the Conspiratorial Agent and has a 50% chance to torture out one accomplice (chosen by English intelligence) before death.
Status – bad.
Qty - 1.
Adjutant – a very curious fellow. Knows everything that happens in the general staff, but says nothing. Because of this, he is despised by officers.
NA – observes a character.
Features – none.
Weapon – none.
Recruitment - can be recruited with 50% probability
Status – bad.
Qty - 1.
Officer – ordinary officer of the Wehrmacht or SS.
NA – none.
Features – if an officer is attacked, he may wound the attacker with a 50% probability (blocks the attacker's NA for the next night).
Weapon – Walther P-38.
Recruitment - can be recruited with 50% probability
Status – good.
Qty - 2.
Abwehr Special Agent – employee of German counterintelligence working under cover; everyone is sure he is an unremarkable Wehrmacht officer.
NA – status check; starting from the 2nd night, can kill "bad" players at his discretion; if the checked person's status is "good", the Special Agent must re-check them the next night and, if the "good" person belongs to foreign intelligence — kills them on the spot.
Features – when an attempt is made to recruit him, he kills the Conspiratorial Agent and has a 50% chance to torture out one accomplice before death.
Recruitment - when an attempt is made to recruit him, he kills the Conspiratorial Agent and has a 50% chance to torture out one accomplice (chosen by English intelligence) before death.
Weapon – Walther P-38.
Status – good.
Qty - 1.
Private – ordinary soldier who guards the headquarters building, but with excellent reaction and physical fitness.
NA – can protect a character from murder, while dying himself with a 50% probability.
Features – none.
Weapon – MP-40.
Recruitment - can be recruited with 50% probability.
Status – good.
Qty - 1.
Concentration Camp Worker – a terrifying personality. Former doctor who tortured many people, but still knows how to treat.
NA – driven by an obsession with finding surviving Jews, this character starts the game with status checks; in case of detecting a bad status — he automatically goes to kill the "bad" person the next night; however, in case of the Doctor's death, these properties are lost and he becomes his "replacement," while he CAN treat the Fuhrer.
Features – he is not allowed to skip status checks at the start; such is his mania.
Weapon – scalpel.
Recruitment - upon an attempt to recruit him, he dies as if by revenge of the Conspiratorial Agent for the Jews.
Status – bad.
Qty - 1.
Valet - headquarters service staff, generally for Hitler, but not involved in affairs.
NA - none.
Features - when a Conspiratorial Agent attempts to recruit them, they remain on the side of the Reich, but receive the "status check" NA — results are reported to the agent who recruited them (the NA is separate from British intelligence NA), the Conspiratorial Agent remains incognito to them.
Weapon - none.
Recruitment - recruited with 100% probability.
Status - good, but bad for those recruited.
Qty - 3.
Soviet Intelligence:
Standartenführer – a daring Soviet scout who has access to all general staff documents. Also known for being able to slip away even from the Gestapo.
NA – murder, theft of documents (learns status of a random character).
Features – 50% probability of slipping away from the Gestapo (50% chance that the Gestapo does not block him).
Weapon – TT, stiletto.
Recruitment - upon an attempt to recruit him, he kills the Conspiratorial Agent.
Status – good.
Qty - 1.
Soviet Scout – ordinary scout. Not as skilled in espionage as the Standartenführer.
NA – murder.
Features – none.
Weapon – TT, stiletto.
Recruitment - cannot be recruited.
Status – bad.
Qty - 2.
Radio Operator – serves as the secretary to the Standartenführer. Quite beautiful, which allows her to gain the trust of officers.
NA – blocking a character.
Features – after the death of all other Russians, she can kill herself.
Weapon – garrote.
Recruitment - can be recruited with 50% probability; continues to perform her direct functions under British dictation while remaining as if on the side of the Russians; in case of a proposal (random) to block a Russian (she doesn't betray anyone to the English, after all) or the death of the Conspiratorial Agent, she returns to the fold of Soviet intelligence.
Status – bad.
Qty - 1.
British Intelligence:
Sturmbannführer – an English spy. Very skilled in his work — can slit an enemy's throat so that no one notices. A sharp mind helps find the solution to any puzzle, such as slipping away from the Gestapo.
NA – murder.
Features – the adjutant does not see the same murders, cannot be wounded, 50% probability of escaping the Gestapo.
Weapon – Colt 1911, stiletto.
Recruitment - their own are not recruited:).
Status – good.
Qty - 1.
English Spy – ordinary agent of Britain. Not as professional as the Sturmbannführer.
NA – murder.
Weapon - Colt 1911, stiletto.
Recruitment - their own are not recruited:).
Status – bad.
Qty - 2.
Conspiratorial Agent – member of the German Resistance helping British spies.
NA – can re-recruit an officer, soldier, or adjutant with a 50% probability of success; in case of 1st failure, his nick becomes known to the captor with a 50% probability; upon 2nd failure, his nick is 100% known to the captor + there is a 50% probability he will reveal one accomplice; upon 3rd failure, his nick becomes known to the captor + the captor and any "loyal Hitlerite" of their choice (except for the Fuhrer/Doctor pair) learn the nick of another English spy; in case of an attempt to recruit a Valet — 100% success; in case of death of all other Britons, receives the right to kill.
Features – in case of attempts to recruit the Gestapo Officer, Abwehr Special Agent, and Standartenführer — dies on the spot.
Recruitment - recruiting oneself is strictly forbidden, punished by a colorful modkill:D !
Weapon – Luger pistol.
Status – good.
Qty - 1.
NA Order:
1) Gestapo Officer interrogates;
2) Radio Operator blocks;
3) Concentration Camp Worker checks status/kills;
4) Standartenführer steals documents;
5) Abwehr Special Agent checks status;
6) Private protects;
7) Soviet intelligence kills;
8) British intelligence kills;
9) Abwehr Special Agent kills;
10) Recruited Valet checks status;
11) Conspiratorial Agent recruits;
12) Doctor/Concentration Camp Worker treats.
To sign up, choose any number from 1 to 20 and leave a message in this thread in bold as: "I, Vasya, want to participate, I choose number N". Your role is hidden under each number, so you can say that you choose your own role.
1. Amaranth.
2. HoM[M]ie.
3. Гур.
4.Kash.
5. Kyle.
6. Lu41k.
7. ZYbr.
8. nik312.
9. WishmasteR.
10. Tengro.
11. Arandor.
12. Rift.
13. Ульрик.
14. SteN.
15. Нэйра Дрейк.
16. WhiteLizard.
17. Ple-sen.
18. Майор Вихрь.
19. WisTrit.
20. Hermit.
Newspaper Number One!
Newspaper Number Two!
Newspaper Number Three!
Newspaper Number Four!
Newspaper Number Five!
Newspaper Number Six!
Newspaper Number Seven!
Newspaper Number Eight!
Newspaper Number Nine!
FINAL!
May the strongest win!:smile20:
ATTENTION! Change in rules: from now on, both intelligences have the right to 2 NA per night (1 is possible if desired)! But at the same time, only 1 murder can be committed by each intelligence!
Please note: a "Recruitment" item has been added to the description of each role for your convenience. Recruitment rules have also been significantly revised.
All participants act for 3 "teams": loyal Hitlerites, Soviet scouts, and English spies. The task of each "team" is to destroy all others. It's simple.
Game Rules:
• Nights last about 24 hours. The sooner all night actions reach the Mage Guild, the faster dawn will come. At night, no one has the right to write anything in the game thread, at all, even in "deleted posts".
• Days last as long as necessary until a decision is made regarding the execution of a certain player; maximum duration: 24 hours.
• To vote for someone's execution, you must write in your message: "**execute %username%**". (the method of execution can be invented by yourself — within reason) - bold font is mandatory. If a player wants to change their vote, they must perform the same procedure to cancel the vote ("**Do not execute %username%**"), and only after cancellation vote for another player (In 1 message, you can vote once and cancel a vote once, or cancel a vote once and vote once). This is for the Mage Guild to make tracking votes easier. If you do not vote in bold font, the vote will not be counted. Also, a vote will not be protected without minimum justification. If a player does not vote during the day, after the limit expires, they are considered to have voted against themselves (this rule does not apply if the player voted and then removed their vote). If a player fails to vote 2 times in a row — modkill or replacement. If a player warns of their absence in advance — the situation is coordinated with the Mage Guild individually.
• Execution requires only a majority of votes. As soon as a player receives a majority (for example, with ten players, the majority is six) of votes, all their screams are meaningless, and any cancellation of votes will no longer be counted.
• If the majority vote "**Do not execute anyone**", then the day ends without the execution of players.
• All "double votes" are displayed only in the voting results and only if they belong to the majority.
• For scouts and spies, decisions on who to kill and who to send on a mission are made collectively. If any member of the mafia is not Online, the other participants may make a decision without them, but they do not have the right to send that person on a mission.
• Hints about killers in reports are given based on the user's profile (nick, avatar, signature, etc.). If the murder was unsuccessful, the killer will find out, but will not know why it was unsuccessful. No hints are given for failed murders. Also, there is a hint in the reports regarding the role of the deceased.
• The killer can also plant 1 additional clue at the crime scene. It must point to them and be original (i.e., do not leave clues like "for the super-observant"). These clues will remain at or near the crime scene in any case.
• During the game, changing your nick, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/execution has been written, you are gone. You no longer participate in the game. Stop writing. However, nothing forbids you from watching what happens.
• Do not edit your messages. Try to write without errors right away.
• If you have the right to perform a night action — do it before the end of the night phase and the start of the day phase (send NA to me in ICQ). I will not wait. If you didn't make it — alas...
• From time to time, I will post the count of all votes for the current game day. Of course, this is important. For me and for you. Players are also allowed to keep a count.
• If you have questions regarding the rules or if something is unclear, please contact me in ICQ.
• It is forbidden to directly reveal your own role or the role of another player (if you know another player's role, do not shout it everywhere... You must be smarter, craftier...). This action will lead to immediate disqualification.
• Violation of rules and being offline will be punished by a colorful modkill. If you signed up — play by the rules and stay active.
• Those not participating in Mafia are forbidden from commenting on what is happening until the end of the game. Well... at least do not comment in this thread.
• Anyone who has not voted after 12 hours of the game day is considered to have voted against themselves.
• And most importantly... it's a game, after all. The main thing is that you have fun.
These are not rules, but suggestions. But please read them too:
1) If possible, send your NA to me in PM; my ICQ might glitch and I might miss something...
2) Behave with restraint and follow the game rules.
3) Do not constantly ask me in ICQ "where is the newspaper?" or "when will it be?". Besides being terribly annoying at times, it also interferes with writing and inventing clues, which sometimes affects the quality of the game.
4) You might find it unpleasant to be, say, Hitler or a concentration camp worker, especially after reading the description. But this is just a role, which does not mean that the player themselves is such a person.
Role List:
"Fritzes":
Fuhrer – 1;
Doctor – 1;
Gestapo Officer – 1;
Adjutant – 1;
Officer – 2;
Abwehr Special Agent – 1;
Private – 1;
Concentration Camp Worker – 1;
Valet (headquarters service staff) – approx. 3.
Soviet Scouts:
Standartenführer – 1;
Soviet Scout – 2;
Radio Operator – 1.
British Spies:
Sturmbannführer – 1;
English Spy – 2;
Conspiratorial Agent – 1.
Role Descriptions:
German General Staff:
Fuhrer – leader of the nation, suffering from paranoia; because of this, he changes his appearance every day and no one, except those very close, knows him by sight.
NA – none.
Features – vote counts as 2, has a "double" — a wax copy of himself that he puts in bed while he hides; the first attempt to kill him always leads to the "killing" of the double, but on the next day everyone finds out who he is; knows the Doctor.
Weapon – none.
Recruitment - cannot be recruited.
Status – good.
Qty - 1.
Doctor – personal doctor to the Fuhrer. Treats most high-ranking officials of the Reich.
NA – resurrection of the killed.
Features – knows the Fuhrer, but cannot treat him due to Hitler's phobia of white coats (this is not a historical fact obviously — but it will be more balanced this way...; ) )
Weapon – none.
Recruitment - cannot be recruited.
Status – good.
Qty - 1.
Gestapo Officer – a grim personality. Known for sadistic tendencies, and therefore even high-ranking officials of the Reich fear him.
NA – interrogation (learns status and deprives the interrogated person of NA for the current night).
Features - none.
Weapon – Walther P-38.
Recruitment - when an attempt is made to recruit him, he kills the Conspiratorial Agent and has a 50% chance to torture out one accomplice (chosen by English intelligence) before death.
Status – bad.
Qty - 1.
Adjutant – a very curious fellow. Knows everything that happens in the general staff, but says nothing. Because of this, he is despised by officers.
NA – observes a character.
Features – none.
Weapon – none.
Recruitment - can be recruited with 50% probability
Status – bad.
Qty - 1.
Officer – ordinary officer of the Wehrmacht or SS.
NA – none.
Features – if an officer is attacked, he may wound the attacker with a 50% probability (blocks the attacker's NA for the next night).
Weapon – Walther P-38.
Recruitment - can be recruited with 50% probability
Status – good.
Qty - 2.
Abwehr Special Agent – employee of German counterintelligence working under cover; everyone is sure he is an unremarkable Wehrmacht officer.
NA – status check; starting from the 2nd night, can kill "bad" players at his discretion; if the checked person's status is "good", the Special Agent must re-check them the next night and, if the "good" person belongs to foreign intelligence — kills them on the spot.
Features – when an attempt is made to recruit him, he kills the Conspiratorial Agent and has a 50% chance to torture out one accomplice before death.
Recruitment - when an attempt is made to recruit him, he kills the Conspiratorial Agent and has a 50% chance to torture out one accomplice (chosen by English intelligence) before death.
Weapon – Walther P-38.
Status – good.
Qty - 1.
Private – ordinary soldier who guards the headquarters building, but with excellent reaction and physical fitness.
NA – can protect a character from murder, while dying himself with a 50% probability.
Features – none.
Weapon – MP-40.
Recruitment - can be recruited with 50% probability.
Status – good.
Qty - 1.
Concentration Camp Worker – a terrifying personality. Former doctor who tortured many people, but still knows how to treat.
NA – driven by an obsession with finding surviving Jews, this character starts the game with status checks; in case of detecting a bad status — he automatically goes to kill the "bad" person the next night; however, in case of the Doctor's death, these properties are lost and he becomes his "replacement," while he CAN treat the Fuhrer.
Features – he is not allowed to skip status checks at the start; such is his mania.
Weapon – scalpel.
Recruitment - upon an attempt to recruit him, he dies as if by revenge of the Conspiratorial Agent for the Jews.
Status – bad.
Qty - 1.
Valet - headquarters service staff, generally for Hitler, but not involved in affairs.
NA - none.
Features - when a Conspiratorial Agent attempts to recruit them, they remain on the side of the Reich, but receive the "status check" NA — results are reported to the agent who recruited them (the NA is separate from British intelligence NA), the Conspiratorial Agent remains incognito to them.
Weapon - none.
Recruitment - recruited with 100% probability.
Status - good, but bad for those recruited.
Qty - 3.
Soviet Intelligence:
Standartenführer – a daring Soviet scout who has access to all general staff documents. Also known for being able to slip away even from the Gestapo.
NA – murder, theft of documents (learns status of a random character).
Features – 50% probability of slipping away from the Gestapo (50% chance that the Gestapo does not block him).
Weapon – TT, stiletto.
Recruitment - upon an attempt to recruit him, he kills the Conspiratorial Agent.
Status – good.
Qty - 1.
Soviet Scout – ordinary scout. Not as skilled in espionage as the Standartenführer.
NA – murder.
Features – none.
Weapon – TT, stiletto.
Recruitment - cannot be recruited.
Status – bad.
Qty - 2.
Radio Operator – serves as the secretary to the Standartenführer. Quite beautiful, which allows her to gain the trust of officers.
NA – blocking a character.
Features – after the death of all other Russians, she can kill herself.
Weapon – garrote.
Recruitment - can be recruited with 50% probability; continues to perform her direct functions under British dictation while remaining as if on the side of the Russians; in case of a proposal (random) to block a Russian (she doesn't betray anyone to the English, after all) or the death of the Conspiratorial Agent, she returns to the fold of Soviet intelligence.
Status – bad.
Qty - 1.
British Intelligence:
Sturmbannführer – an English spy. Very skilled in his work — can slit an enemy's throat so that no one notices. A sharp mind helps find the solution to any puzzle, such as slipping away from the Gestapo.
NA – murder.
Features – the adjutant does not see the same murders, cannot be wounded, 50% probability of escaping the Gestapo.
Weapon – Colt 1911, stiletto.
Recruitment - their own are not recruited:).
Status – good.
Qty - 1.
English Spy – ordinary agent of Britain. Not as professional as the Sturmbannführer.
NA – murder.
Weapon - Colt 1911, stiletto.
Recruitment - their own are not recruited:).
Status – bad.
Qty - 2.
Conspiratorial Agent – member of the German Resistance helping British spies.
NA – can re-recruit an officer, soldier, or adjutant with a 50% probability of success; in case of 1st failure, his nick becomes known to the captor with a 50% probability; upon 2nd failure, his nick is 100% known to the captor + there is a 50% probability he will reveal one accomplice; upon 3rd failure, his nick becomes known to the captor + the captor and any "loyal Hitlerite" of their choice (except for the Fuhrer/Doctor pair) learn the nick of another English spy; in case of an attempt to recruit a Valet — 100% success; in case of death of all other Britons, receives the right to kill.
Features – in case of attempts to recruit the Gestapo Officer, Abwehr Special Agent, and Standartenführer — dies on the spot.
Recruitment - recruiting oneself is strictly forbidden, punished by a colorful modkill:D !
Weapon – Luger pistol.
Status – good.
Qty - 1.
NA Order:
1) Gestapo Officer interrogates;
2) Radio Operator blocks;
3) Concentration Camp Worker checks status/kills;
4) Standartenführer steals documents;
5) Abwehr Special Agent checks status;
6) Private protects;
7) Soviet intelligence kills;
8) British intelligence kills;
9) Abwehr Special Agent kills;
10) Recruited Valet checks status;
11) Conspiratorial Agent recruits;
12) Doctor/Concentration Camp Worker treats.
To sign up, choose any number from 1 to 20 and leave a message in this thread in bold as: "I, Vasya, want to participate, I choose number N". Your role is hidden under each number, so you can say that you choose your own role.
1. Amaranth.
2. HoM[M]ie.
3. Гур.
4.Kash.
5. Kyle.
6. Lu41k.
7. ZYbr.
8. nik312.
9. WishmasteR.
10. Tengro.
11. Arandor.
12. Rift.
13. Ульрик.
14. SteN.
15. Нэйра Дрейк.
16. WhiteLizard.
17. Ple-sen.
18. Майор Вихрь.
19. WisTrit.
20. Hermit.
Newspaper Number One!
Newspaper Number Two!
Newspaper Number Three!
Newspaper Number Four!
Newspaper Number Five!
Newspaper Number Six!
Newspaper Number Seven!
Newspaper Number Eight!
Newspaper Number Nine!
FINAL!
May the strongest win!:smile20:
ATTENTION! Change in rules: from now on, both intelligences have the right to 2 NA per night (1 is possible if desired)! But at the same time, only 1 murder can be committed by each intelligence!
Please note: a "Recruitment" item has been added to the description of each role for your convenience. Recruitment rules have also been significantly revised.