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Posts from Mafia 54. This is where caravans are robbed!

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13 years ago
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Hello. I am Kirill. I would like you to make a game, a 3D action thing... The idea is this... The user can play as forest elves, palace guards, and a villain. And if the user plays as elves, then the elves are in the forest, there are wooden houses, and palace soldiers and villains raid them. You can rob caravans...
It has happened. In this mafia game, you can play as forest elves, palace guards, and a villain. You can obey the commander, you can be your own commander, you can defend the palace from elves and the evil one, you can attack and raid. Most importantly: you can rob caravans!
Hard times have come for the glorious land of Nomadlandia. Elven spies have infested the palace, caravans have been robbed especially frequently lately, wooden houses were raided almost every day, and suspicious black clouds gathered over the old fort in the mountains. The Emperor summoned the soldiers and ordered them to protect the palace at all costs. Stand your ground! Rid the caravans of robberies! Save Nomadlandia!

Emperor

The current ruler of Nomadlandia. Ready for anything to protect his empire. Uses all resources to expose spies.
NA:
Counterintelligence: compares statuses. Cannot compare with himself or the commander.
Features:
Old Friendship: knows the commander, can communicate with him.
Palace Ruler: double vote, cannot be executed.
Round ears/does not obey

Commander

An old acquaintance of the Emperor, the permanent commander of Nomadlandia's troops. Despite having been away from the battlefield for a long time, he has not lost his old military grit.
NA:
Commander's Will: kills a selected player.
Features:
Old Friendship: knows the Emperor, can communicate with him.
Round ears/obeys

Palace Soldier 1

A brave and selfless girl who protects the Emperor and caravans from enemies on equal footing with men.
NA:
Bodyguard: protects a selected player. Kills an arriving assassin with a 50% probability. Cannot protect against the commander. Cannot kill the commander.
Features:
Fortitude: 50% protection; in case of success, kills the attacker.
Round ears/obeys

Palace Soldier 2

A battle mage from a special unit, not the most talented warrior, but a quite intelligent young man. However, prone to cheap posing.
NA:
Attentiveness: checks the ears of a selected player.
Features:
Drawing Attention: if the target is blocked, he takes the block upon himself.
Round ears/obeys

Palace Soldier 3

An elf raised among humans. Despite his origin, he is fanatically devoted to his Emperor.
NA:
Loyalty to the Emperor: checks if a player obeys anyone.
Features:
Security Specialist: if he hits a spy or partisan, he blocks their next NA.
Pointed ears/obeys

Palace Soldier 4

As a supply specialist, he monitors merchants and caravans, and each of them must follow his orders and provide a detailed report upon first request.
NA:
Supply Specialist: knows the merchant. Can use caravan NAs, each no more than once. Can use caravan NAs on himself. Does not know caravans. The merchant and caravans do not know the soldier.
Features:
Connections: if the merchant dies, he learns the nickname of the killer.
Round ears/obeys

Palace Soldier 5

A resident of a distant elven kingdom who can stand up for herself, but prefers caring for the sick over battle.
NA:
First Aid: heals a selected player.
Features:
Life in Doctor's Hands: upon successful healing, learns one of two statuses of the saved person.
Pointed ears/obeys

Merchant

He used to think only of his wallet, but the robbery of caravans began to cause such losses that he took all necessary measures to avoid it.
NA:
Well-Paid Guard: can protect a selected caravan (role) from robbery. Does not know caravans.
Round ears/obeys

Armed Caravan

These guys know their way around any weapon and supply the entire surrounding area with them.
NA:
Weapon Supply: if the player targeted by the NA can kill, their next kill is blocked. Can prevent a double raid and a possible kill by the villain.
Features:
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Round ears/does not obey

Caravan with Mercenaries

Concepts like "honor" and "dignity" are unknown to them, but they know firsthand what a "merry brawl" and "good pay" are.
NA:
Lack of Discipline: blocks the target with 100% probability; disrupts all NAs of those who come to them (except informational) with 50% probability.
Features:
Counterattack: upon death, deprives their killer of the next NA.
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Pointed ears/does not obey

Caravan with Provisions

If a feast is planned anywhere, this caravan is right there.
NA:
Fresh Provisions: gives the target protection from killing, blocking their NA. No one dies.
Stale Provisions: the target's next NA is redirected randomly.
Features:
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Round ears/does not obey

Caravan with Contraband

Illegal business is dangerous and condemned, but very profitable.
NA:
Smuggler's Awareness: monitors a player, learns the target of their NA. If the target is a killer or someone being killed, they learn the nickname of the killer or die themselves, 50/50.
Features:
Outlaw: zero vote.
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Round ears/does not obey


Elf King

A ruler with three hundred years of experience decided to expand his holdings at the expense of Nomadlandia.
NA:
Royal Army: kills the target and, with 50% probability, everyone who came to them. One clue per corpse. Once every two nights.
Old Grit: killing (available if alone or with wooden houses; "royal army" is unavailable).
Authority: can disrupt an execution twice per game. On the night after disruptions, the mafia cannot perform a double raid. After the second disruption, the nickname of the Elf King is revealed.
Features:
Very Dense Forest: 50% protection from killing (including counterattacks).
Pointed ears/does not obey

Elf Spy

One of the best experts on human customs in the elven kingdom.
NA:
Espionage: kills, ignoring blocks.
Spy Mischief: redirects the target's NA; the spy specifies the new target. Redirects caravans without robbery.
Pointed ears/obeys

Elf Partisan

An elusive and dangerous elven warrior.
NA:
Partisanship: kills, ignoring guarding protections, but not healing.
Features:
Dense Forest: 25% protection from killing (including counterattacks).
Pointed ears/obeys

Wooden Houses (2 pcs)

Sinister monsters who know no fear, pity, or compassion. They were created for one purpose only – to raid. And they do their job perfectly.
NA:
Raid: block a selected player.
Super-raid: killing (available if alone in the team or only two wooden houses are in the team and double raiding is unavailable).
Double Raid: kills a selected player. Both wooden houses participate in the kill. Other mafia NAs cannot be used this night. Cannot be applied if one of the wooden houses is dead. Cannot be blocked or redirected. Protection and healing do not work. Prior caravan robberies are not taken into account. They do not die from counterattacks. No hints about the killed person's role are given. No clues remain. Once every three nights.
Round ears/does not obey


Evil One

An ancient spawn of darkness settled in the old fort in the mountains, from where it is very convenient to take over the world, starting with Nomadlandia and the neighboring elven kingdom.
NA:
Own Troops: can perform any action available in the game (except double raiding and royal army), adopting the features of the selected kill type. Clues are given for the Evil One, naturally. Cannot direct NA at himself.
Features:
Old Fort in the Mountains: 50% protection from killing; the first execution is disrupted.
Very Evil Villain: must kill at least once every two nights, otherwise the nickname of the Evil One is revealed in the newspaper. Failed kills still count.
Round ears/does not obey


Order of Actions

1. Merchant protects caravans (not displayed).
2. Caravan with provisions and spy redirect (not displayed).
3. Armed caravan blocks killing (not displayed).
4. Wooden houses perform a double raid.
5. Caravan with mercenaries blocks.
6. Wooden houses block.
7. Caravan with provisions and first soldier protect; caravan with contraband monitors.
8. Second and third soldiers check, Emperor compares (not displayed).
9. Elf King kills by any means.
10. Commander kills.
11. Other mafia team members kill.
12. Fifth soldier heals.

The NAs of the fourth soldier and the Evil One are performed in their turn; NAs of robbed caravans occur at the same time as the robber's NA. The NA of a robbed caravan is not counted, even if it occurs after the robber's NA. They appear/do not appear in the newspaper just like the robber's NA, but have the effect of the robbed caravan's NA.

Player List

As usual, we analyze the numbers; roles are already attached.

1. Zybr
2. Ment
3. Sub Zero
4. Amko (immune)
5. ortonnn (immune)
6. Победитель (immune)
7. Spear
8. WishmasteR
9. Нефела
10. Нэйра Дрейк
11. WhiteLizard (immune)
12. Гур
13. Arandor (immune)
14. GoedenDag
15. Carnicero (immune)
16. Naver Leengard
17. Ple-Sen
18. Небо (immune)
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13 years ago
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A bit about the Mage Guild :)

1. The Mage Guild is always right.
2. If the Mage Guild is wrong, see point 1.
3. The Mage Guild is Drakkoshka. For distorting the nick to something like "Drakoshka" or similar, the entire side the offender played for will be modkilled on the spot with particular cruelty.
4. It is best to ask any questions immediately, preferably in the thread. The same applies to suggestions and comments regarding balance; the deadline is until the first night.
5. NDs are sent to the Mage Guild personally. ICQ and Skype are in the profile. You can also write a private message on the forum.

Code of Conduct

1. Night lasts 24 hours. If all NDs are sent in less than that time, an earlier end to the night is possible. Of course, you cannot write in the game thread during the night. At all. Absolutely. In no way.
2. Day lasts 24 hours. In exceptional circumstances, an earlier or later end to the day is possible.
3. Changing your profile during the game is forbidden, especially if you haven't been killed yet. If you really want to, you must discuss it with the Mage Guild and leave a screenshot of the old profile layout in the game thread. This also applies to corpses.
4. Discussing the current game outside the thread is only allowed when you have a role that permits it.
5. Those who are killed cannot write in the game thread, even in deleted posts. They are also forbidden from revealing any information obtained via their role.
6. It is forbidden to explicitly reveal your own role, the roles of other players, or information obtained via a role. It is permitted to shout without argument "he's mafia, I'm town!".
7. Editing your messages is highly discouraged.
8. Execution is formatted in bold as "execute username". Cancellation of execution is formatted in bold as "do not execute username". The form of execution can be slightly varied within reason. To execute a player, more than half of the votes from the current number of players are required.
9. Clues are given based on the killer's profile: nick, avatar, signature, registration date, and generally any information about themselves placed in the profile. A hint about the role of the killed person is also given.
10. NDs cannot be directed at oneself, except for specific exceptions. All NDs that are used once every N nights must recharge for N-1 nights after use.
11. NDs must be sent every night as long as you are alive. If you do not wish to use an ND this night, write so to the Mage Guild to avoid unnecessary problems.
12. The mafia make decisions together. If one of the mafia players is absent, another can send their ND on their behalf.
13. A modkill or player replacement occurs in case of a gross violation of the rules or total lack of signs of life for two game days (two days and two nights). A modkill/replacement may also happen at the request of the player.
14. First night immunity is granted to:
a. The Mage Guild of the previous game.
b. People who have not previously played on ХВ.
c. Those killed on the first night in the previous game.
d. People who missed three or more games on ХВ.
Note: in this case, I will take into account the games of both Arandor and Nebo; there will be quite a few immunities.
15. This is just a game. And if you weren't killed by the mafia/maniac/town shooter/day vote/evil Mage Guild, they will definitely do it later. All that's left for you to do is relax and enjoy yourself.

Game Rules

1. Each mafia can commit one murder and one simple ND per night, with the exception of a double raid.
2. If a murder was unsuccessful, it will not be displayed in any way.
3. Notes are allowed. No more than one note per player. You cannot write your future targets or reveal yourself. From information obtained via a role, only status can be written.
4. The victory condition is standard: eliminate the other two groups. The maniac wins if two players remain with them who are not in an alliance.

Newspapers

First
Second
Third
Fourth
Fifth
Sixth
Finale, log, roles, afterword from the Mage Guild.
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13 years ago
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Seventeen!
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13 years ago
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13

So be it.
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13 years ago
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5.

The engine's "automatic" mode forces you to improvise.
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13 years ago
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Ten.
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13 years ago
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3.........
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13 years ago
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I want the seventh game
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13 years ago
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Might & Magic IX, please.
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13 years ago
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11 , nya
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13 years ago
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Number two, please.
13 years ago
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Didn't make it to my favorite game again:(
14.
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13 years ago
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16. It's time to raze the city.
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13 years ago
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Number 12. Sincerely, Gur

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