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Contested Island.


Emergency news about a new disease sowed panic among the multi-billion population of the planet. A previously unknown virus spread rapidly from one person to another and, in literally a week, managed to cover the entire world, despite the measures taken by authorities of various countries to protect the population. The nervous systems of those infected were completely destroyed; they became extremely aggressive and lost their minds. They could no longer be called human. By the time scientists created a vaccine, it was already too late: most people had died or been infected, leaving only small groups of survivors trying with all their might to escape the crowds of infected.
One such group broke into an airport and fought their way to a plane. Fortunately, among them was a person with piloting experience. They managed to get the plane into the air and head toward a presumed safe place on another continent. But later it became clear that fuel reserves did not allow them to reach the destination, or even mainland. There was no way back. A decision was made to land the plane on water near a group of islands lost in the middle of the Pacific Ocean.
The landing was very rough, and not everyone on board managed to survive. Upon reaching the island, the survivors finally felt safe, and hope for a bright future emerged. But the joy was short-lived. The island turned out to be inhabited by other people, some of whom were also infected. The crash survivors proved to be extremely unwelcome guests, and now they will have to fight for their existence against the "masters of the island" and the infected.





Group of Survivors


Rick Morgan

Formerly a commander of one of the units of the Black Water private military company. Combat experience helped Rick survive the mass infection. In search of shelter, he met many survivors, whom he rallied around himself and took the burden of responsibility for them upon his shoulders. Rick is taking the loss of group members from infected attacks very hard and is gradually beginning to lose his mind.

Weapon: Assault rifle.
Features:
- Preemptive Strike. If someone uses a Night Action (NA) of type (K) on Rick, he strikes the attacker first (physical attack).
- Authority. Double vote. Cannot be recruited.
Night Actions:
- Stunning Blow. The target's night action for the current night does not trigger. On the next night, the target repeats that action. Cannot be used on the same target more than once every 3 nights. (-)
Ultimate Actions:
- Thwarting Plans. All mafia actions in the current night fail. Exceptions – Assault, Bite. Upon use, he loses Preemptive Strike. (+)
Status: Physically healthy / Mentally ill / Non-local


Nancy Dark

Rick's right hand. Perhaps only thanks to her has he not completely lost his mind due to the responsibility for the entire group that fell upon his shoulders. She has never lacked assistants and protectors.

Weapon: Assault rifle.
Features:
- Special Attention. Upon the first attack on Nancy, the action of a town protector of the corresponding attack type is redirected to her, or the doctor's action if someone tries to infect Nancy. Unavailable after recruitment.
- Pepper Spray. Blinds the maniac if he goes on a date with her or checks her. The latter loses the ability to kill for the current and next night.
Night Actions:
- Tactical Maneuver - performs any town action of their choice (non-ultimate). Each action can be performed no more than once per game. After recruitment, only negative actions can be used. Cannot be redirected. (action type – undefined)
Status: Physically healthy / Mentally healthy / Non-local


Ru

One of the few survivors on the island. A skilled hunter. Her wild ways caused the group of survivors considerable worry. Nevertheless, she learns everything quickly and is gradually becoming "one of them".

Weapon: Spear.
Features:
- "Me no understand you". One-time protection against psychic attacks.
Night Actions:
- "Who are you?". Checks the third status of a player. (I)
- Spear Throw. Attacks a player (physical attack). (K)
Ultimate Actions:
- Trap. Digs a pit in front of the target's house. If, subsequently, a killer goes to the target, they fall into the pit and the assassination fails. Ru learns the nickname of the player who fell into the pit. Does not work on Patient Zero. Unavailable after recruitment. (+)
Status: Physically healthy / Mentally healthy / Local


Cornelius Lestrange

A scientist who arrived on the island to study the way of life of the natives even before the spread of the epidemic. Part of his team was eaten, another part – infected. Cornelius managed to find shelter where he could remain unnoticed by his enemies, but several days without food severely exhausted his body. The group of survivors stumbled upon him when he was already at death's door.

Weapon: None.
Night Actions:
- Experienced Psychologist. Protects the target from a psychic attack. (+)
- Professional Gaze. Checks the mental state of the target. If the target was subjected to a psychic attack – heals them. (I)
Day Actions:
- Power of Persuasion. At their discretion, can remove or add 1 vote against a target. Cannot be used after recruitment. (D)
Status: Physically ill / Mentally healthy / Local


Rastaman Bob

The source of positivity in the group. There are suspicions that Bob lost touch with reality long ago and does not understand the full same seriousness of the current situation.

Weapon: None.
Features:
- Subscriber Not Found. Cannot be recruited.
- Detachment from Reality. Immunity to psychic attacks.
Night Actions:
- A Bit of Optimism. "Treats" a player to herbs from his plantation. Instead of their action, that player goes to fight dragons. (-)
Status: Physically ill / Mentally ill / Non-local


Max Kane

In a "previous life," he was a famous detective, but now his skills are needed by no one. He tries to help others and be useful to the group. He keeps a revolver with one bullet "just in case."

Weapon: Revolver.
Features:
- Hot Trail. Receives an additional clue for one of the night kills of their choice. Learns which weapon was used for the kill and the exact role of the deceased.
- Danger Sense. Survives after the first physical attack.
Night Actions:
- Surveillance. Learns the type of NA applied by the target (-, +, I, K). (I)
Ultimate Actions:
- Last Bullet. Attacks a target, ignoring natural protection. If the target is protected, the bullet hits the protector (physical attack). (K)
Status: Physically healthy / Mentally healthy / Non-local


Doctor Andy Hoffman

A "jack of all trades" physician. Has extensive experience in performing successful surgical operations. An indispensable member of the group.

Weapon: Machete.
Features:
- Examination. Checks physical health of the target of his NA.
- Indispensable. Cannot be recruited.
- Vaccinated. Immunity to infection.
- Upon the first physical attack on the doctor, he heals himself instead of his action.
Night Actions:
- Treatment. Saves a target from being killed in the current night, cures infection. Cannot cure mental disorders. If the target's first status was changed due to infection, changes it to "Physically healthy". (+)
Ultimate Actions:
- Medical Miracles. Resurrects a target if they were killed on the previous night. (+)
Status: Physically healthy / Mentally healthy / Non-local


Lucy Farmer

For several years, she was an assistant to Doctor Andy Hoffman. She handles treating sick people quite well, but she still has a long way to go to become a doctor. She is a carrier of the infection, but no one suspects this yet.

Weapon: Knife.
Features:
- Infected. Cannot be infected.
Night Actions:
- First Aid. Dispels all negative effects (-) directed at the target in the current night. (Unavailable after recruitment) (+)
- Infection. Transmits infection to a target. The target will have one action and feature "burn" every night. When the target has nothing left, they die. Target's first status changes to "Physically ill" (-)
Status: Physically ill / Mentally healthy / Non-local


Jack Ricci

Robbed several banks, after which he fled the country and settled on the island in a luxurious mansion. After the outbreak of the epidemic, he and his head of security had to escape from their own servants, who were infected. Now he must once again face the life of a common mortal.

Weapon: Revolver.
Features:
- Personal Guard. The first attack of any kind or infection is redirected to Milton.
Night Actions:
- Sleight of Hand and No Cheating. Forces the target to apply their NA to themselves. Ultimate actions and Baba Nyura's questioning cannot be redirected. Type (K) actions cannot be redirected, but this blocks the killer if they go to Jack. (Once every 3 nights after recruitment) (-)
Status: Physically healthy / Mentally healthy / Local


Max Milton

Head of security for Jack Ricci. Despite the fact that his boss lost everything he had, he remains loyal to him. Provides invaluable assistance to the group of survivors in the fight against the infected.

Weapon: Pistol.
Features:
- Physical Might. Possesses one protection from physical attack, cannot be blocked.
- Loyalty. Cannot be recruited as long as Jack Ricci is alive, or until he is recruited into the same group.
Night Actions:
- Cover. Protects a player from physical attack. (+)
Status: Physically healthy / Mentally healthy / Local


John Levy

After the epidemic, John's priorities seem to have remained unchanged. He helps the group only with trifles and only to attract the attention of Nancy and Lucy, constantly hitting on them. He annoys everyone except Baba Nyura.

Weapon: None.
Night Actions:
- Private Conversation. Isolates a target. If the target is female – gives her a double vote for one day; if male – he loses his own vote for one day. (Once every 3 nights after recruitment) (+/-)
Status: Physically healthy / Mentally healthy / Non-local


Alex Crow

A very withdrawn person. He doesn't talk to anyone, helps with nothing, but eats for three people. He is constantly criticized by other members of the group.

Weapon: Pistol.
Features:
- "I don't give a damn". Avoids the first execution. Cannot be recruited on the first attempt.
Night Actions:
- Sending Far Away. Specifies a target. Everyone who comes to Crow in the current night is redirected to that target. Exceptions - recruitment, NA of type (K). Redirected actions are not displayed in the newspaper (exception - questioning by Baba Nyura). (Once every 3 nights after recruitment) (-)
Status: Physically healthy / Mentally ill / Non-local


Baba Nyura

God only knows how she managed to survive the epidemic, get on the rescue plane and survive the crash. She constantly grumbles about everything, which greatly irritates those around her.

Weapon: Machine gun.
Features:
- "Are you out of your mind, dear?". One-time protection from recruitment.
Night Actions:
- Rumors and Gossip. Questions a player by asking 3 questions. Answers to 2 are TRUE, to 1 is FALSE. No more than 1 question about side affiliation, no more than 2 questions about statuses, no more than 1 question about the presence of a specific type of NA, no more than one question about the character (e.g., gender), no more than 1 question about weapon. Other questions are forbidden. Cannot be blocked. (I)
- "Where are you from?". Checks if the target has been recruited. Cannot check someone previously questioned. Can be used with other NAs. (I)
- Endless Grumbling. Performs a psychic attack on the target. The next day, the target either attacks their visitor or dies themselves. Target's second status changes to "Mentally ill". (K)
Status: Physically healthy / Mentally ill / Non-local



Order of Li


Jen Li

Arrived on the island long before Rick's group. She united all survivors around her in the struggle against the infected. The arrival of a new group of people on the island became an unpleasant surprise for her. She perceives them as a threat to the security of her people and her power. The newcomers are equated to the infected and must be exterminated.

Weapon: Katana.
Features:
- Cannot be killed by a psychic attack; one-time protection either from physical attack, or infection, or execution.
- Cannot be recruited.
- Zero vote.
- Can use 3 different NAs per night.
- Actions directed at Jen Li are not displayed in the newspaper. Exception - questioning by Baba Nyura.
Night Actions:
- Murder. Attacks a target with a physical attack or a psychic attack. (K)
- Planted Spies. Recruits a target if they were not previously recruited. In case of successful recruitment, the target loses their features. Gives them no more than 2 NAs from the NA List and no more than 2 features from the Features List. Changes target's third status to "Local". Features passed to the target cannot be subsequently passed to anyone else. Recruitment condition: Number of town + Maniac > Number of mafia in both teams. If Jen dies, one of her team inherits Recruitment. Cannot be blocked. (-)
- Reconnaissance. Checks one of the target's statuses. (I)
Ultimate Action:
- Assault. Attacks 2 targets with a physical attack and a psychic attack, ignoring block, isolation, and redirection. Maims everyone who came to both targets (loss of one action or feature until the end of the game). If Thwarting Plans was applied, can attack only one target. Action available only on the fifth night. (K)
Status: Physically healthy / Mentally healthy / Local



Infected


Patient Zero

No one knows who he was before. But it was from him that the infection began to spread across the island.

Weapon: None.
Features:
- One-time protection either from physical attack or execution; cannot be infected.
- Cannot die from a psychic attack, but is blocked on the next night.
- Cannot be recruited.
- Zero vote.
- Can use 2 different NAs per night.
Night Actions:
- Hunt. Attacks target with a physical attack (K), or infects the target (-) (Target will have one action and feature "burn" every night. When the target has nothing left, they die. Target's first status changes to "Physically ill").
- Infecting. Recruits a target. In case of successful recruitment, the target is deprived of their features. Gives them additionally no more than 2 NAs from the NA List and no more than 2 features from the Features List. The target gains immunity to infection. Changes target's first status to "Physically ill". Passed features cannot be subsequently passed to anyone else. Recruitment condition: Number of town + Maniac > Number of mafia in both teams. If Patient Zero dies, one of his team inherits Recruitment. Cannot be blocked. (-)
Ultimate Action:
- Bite. Infects 2 targets, ignoring immunity to infection and protection from infection. The disease progresses twice as fast. If Thwarting Plans was applied, can infect only 1 target. Action available only on the fifth night. (-)

Status: Physically ill / Mentally ill / Local


Maniac


Night Hunter

A person with obvious mental disorders. Arrived on the island together with the group of survivors, but immediately separated from them. Extremely dangerous for everyone.

Weapon: Machete, Shank.
Features:
- Cannot be recruited.
- Cannot be killed if he went on a date with the victim.
- Uncontrollable. Cannot be redirected.
- Dismemberment. The hunter's victim cannot be resurrected.
- Every even night learns the weapon of his NA target.
Night Actions:
- "Date". Visits a target, attacks everyone who came to them with a physical attack. (Once every 2 nights) (-)
- Drive Mad. Performs a psychic attack on the target. (K)
- Shank to the Throat. Attacks target with a physical attack. (K)
- Observation from the Bushes. Checks 2 out of 3 statuses of the target. (I) (can be used with another action)
Ultimate Actions:
- Paranoid Balance Balancing. Applies any action in the game to any role. Cannot apply ultimate actions, except for Medical Miracles. Unavailable on night 5. (Action type - undefined)
Status: Physically healthy / Mentally ill / Non-local

Features List:
- Double vote
- Physical attack on own killer
- One-time protection from physical attack
- One-time protection from psychic attack
- One-time protection from infection
- Ability to change one of the statuses
- Immunity to block and isolation
- Immunity to redirection and theft
- Ignore victim's healing
- Ignore external protection
- Ignore natural protection
- Ability to use 2 actions per night
- Ability to pass one of own actions as "inheritance" in case of death

Actions List:
- Physical attack (K)
- Psychic attack (only for the order) (K)
- Infection (only for infected) (-)
- Block (-)
- Protection from physical attacks (+)
- Protection from psychic attacks (+)
- Protection from infection (+)
- Surveillance of target (NA type) (I)
- Surveillance of target (who they visited) (I)
- Check target's weapon type (ranged, contact, none) (I)
- Compare statuses (I)
- Physical attack with planted clue (once every 3 nights) (K)


Order of Actions.

0) Night Hunter's Ult
1) Thwarting Plans from Rick (displayed as a fact)
2) Sending Away from Crow (not displayed)
3) Theft from Jack Ricci (not displayed)
4) First Aid from Lucy Farmer (not displayed)
5) Night Hunter's Date (displayed as a fact)
6) Stunning Blow from Rick (not displayed)
7) Isolation from Levy
8) Block from Bob
9-10) Block from mafia players
11) Protection from Cornelius / Protection from Milton / Protection from mafia players (displayed as a fact in case of success)
12) Jen Li's Ult / Patient Zero's Ult
13) Ult from Max Kane
14-15) Murders by the Order / Murders or Infection by the Infected
16) (K) Actions from Night Hunter
17) Infection from Lucy Farmer
18) Spear Throw from Ru
19) Psychic attack from Baba Nyura
20-21) Murder or psychic attack from Jen Li / Murder or infection from Patient Zero
22) All actions of type (I) (not displayed. Exception - questioning by Baba Nyura)
23) Resurrection / Treatment from Doctor Hoffman (displayed as a fact in case of success) / Trap from Ru (not displayed)
24) Recruitments (displayed as a fact with a hint at the recruited role)
25) Burning of features and actions in case of infection / Death from infection / Death from psychic attack


Victory Conditions:
All representatives of other groups are destroyed.

General Game Rules.

1) GM is always right. All complaints after the game.
2) Night lasts 24 hours, day - 48 hours. If necessary, or by agreement of players, the day can be shortened.
3) It is forbidden to explicitly reveal your role, roles of other players known thanks to role features, as well as information obtained via role. Execution is formatted in bold as "execute xxx". Cancellation of execution is formatted in bold as "do not execute xxx". Clues are given based on quents. A hint at the killed person's role is also given.
4) NAs must be sent every night. You cannot direct an NA at yourself.
5) Modkill or player replacement occurs in case of gross violation of rules or complete absence of signs of life during game days (day and night), or two days/nights in a row. Also, modkill/replacement can happen at the request of the player.
6) Each character can perform only one action per night, unless other conditions are provided. 3 actions are accepted from mafia players, one of which is type (K).
7) Immunities are not provided.

Rule Clarifications.
1) Mafia cannot recruit a townsperson if the number of mafia in the group >= half the number of town+maniac.
2) If a recruiter-mafia is isolated, recruitment succeeds; if the target is isolated, recruitment fails.
3) Failed murders are displayed only in case of successful protection/healing.
4) Psychic attack and infection are initially displayed as facts. After someone dies from them, a clue to the attacker is given.

Set Features.

1) Initial ratio Town - Mafia 1 - Mafia 2 - Maniac - 13-1-1-1. Recruitments are present in the game, which gives mafia not only the ability to increase their team but also the ability to build their own game tactics by choosing features and actions for the recruit. A number of restrictions apply to recruitment.
2) No randomness. Protections are minimized.

Player List:
1. Anguilla - Gekasan_RU
2. Bora-Bora - Heroist
3. Jamaica - Dagr
4. Aruba - Uranium235
5. Laccadive Islands - Fragment
6. Cuba - Gur
7. Lofoten Islands - Zlobny Yashchur
8. Malta - Ment
9. Corsica - Alexeagle
10. Nusa Lembongan - Kent305
11. Seychelles Islands - Drakkoshka
12. Singapore - Sesame
13. Fiji - WishmasteR
14. Maldives - Last_Hero
15. Zanzibar - SnowmanV2
16. Maui - KindShaman

Alone in the Void
Balance
Failed Connections
Bloody Trail
Bloody Harvest
Secret Advantage
New Order
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Shouldn't we choose articles from the wiki?
Number 8, if possible.
 

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Ment
Shouldn't we choose an article on the wiki?
Number 8, if possible.
4) As a quest, players are invited to create their own character who survived after the zombie apocalypse. The information should include:
- Picture
- Name
- Age
- Place of birth
- Profession in the "past" life
- Brief biography
- How they managed to survive

Links to character profiles will be placed in the first post. Roleplaying is welcome. If you don't feel like coming up with something, you can take characters from games, TV series, or movies about zombies.

Example character:


1. Jack Ryan
2. 32 years old
3. Sydney, Australia
4. Toilet cleaner
5. He grew up in an impoverished, large family. He was involved in petty theft to make ends meet. He enjoyed gambling, which led him to accumulate huge debts. To pay off his debts, he had to find permanent work. Since he didn't really know how to do anything, he took on dirty jobs. The apocalypse completely changed his life. In the "After" life, he found many more positive aspects than in the "Before" life.
6. After the apocalypse, unlike many other survivors, he did not try to join any group. He hid from the infected in the sewers and only occasionally went to the surface.

read the rules carefully
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Okay, good. I registered first, and then... Never mind, it's an interesting idea, I'll start creating.
 

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I suggest trying a new game format – player nicknames won't be revealed in the newspapers (except in the case of a murder). This will help avoid situations where, for example, after a block, almost all roles are eliminated, and after 3 nights, all roles are known. As compensation, notes are introduced into the game.
We have a section for psychological mafia games. Why post psychological mafia games in the general section?
А, вот почему.

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Drakkoska
We have a section for psychomafia. Why post psychomafia in the general section?

Firstly, I suggest playing in this format.
Secondly, what does psychomafia have to do with it? It's all the same, only instead of Player1 being blocked, Player2 was healed; the fact of the block and healing is recorded, and additional analysis is provided in the form of notes.
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In other words, instead of clear and accurate information from the GM, which would allow for proper analysis, there will be a fun competition of "who can twist things better," because the fact of the block itself won't tell anyone anything, except for the blocker, and anyone can write anything they want in a note. You are proposing a game format based on players making up anything and suggesting that they switch off their brains, simply trust, and have no facts except for a dubious clue that still needs to be correctly interpreted. It's your choice, of course, but I think such a game format is, to put it mildly, extremely unsuccessful. Yes, I edited the post a bit; I don't like arguments, although sometimes I really want to.
А, вот почему.

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Drakkoska
In other words, instead of clear and accurate information from the GM, which would allow for normal analysis, there will be a fun competition of "who can twist things better."
Master, I don't understand. First, you criticize me for being too convincing in my nonsense, and then you suggest a game format based on players making up anything and turning off their brains, simply trusting without any facts, except for a dubious clue that still needs to be correctly interpreted. It's your decision, of course, but I think such a game format is, to put it mildly, extremely unsuccessful.


Are you sure you understand correctly why and what I want to introduce this format for and what it will include?

Let me try to explain my point of view:

In previous games, especially the latest ones, a lot of information was presented to players on a silver platter. It was enough to quickly glance at the game, read the newspaper, and understand what's what. All the daytime analysis can be reduced to one post - what role did what, which roles can be ruled out from the blocked players. As in Arandor's game, you can lose the whole game without really thinking - you don't need much brainpower to rule out a bunch of roles from the blocked players and see what's left. This leads to situations where, during the day, after a couple of meaningful posts, there is nothing more to talk about, and the blocked players turn either into 100% peaceful players or 100% candidates for execution.
Perhaps this is also why many players have become lazy and lost interest in the game.

For my part, I suggest that players play Mafia, where they will really need to use their brains to win. The value of deciphering clues increases. Those who cannot guess can, having the results of actions in the newspaper in front of them, which may contain hints about certain roles, analyze notes, interviews, and, in general, the behavior of others. By analyzing, comparing, and so on, they can understand which of the notes is true and which is false, and thus obtain information. The type of information can be different, for example
Player 1 has the status of Local
or
Went to block Player 2, the action was not displayed in the newspaper!!!
or
Watched Player 3, used the (U) type action!!!

If you can correctly identify where the truth is and where the lie is, you will get even more information than in a standard game.
The Mafia will also have to act more cunningly and cleverly in this format.

Added 3 minutes ago
In the previous game, Arandor tried to somehow revive and diversify the daytime discussions by introducing vague wording when describing executions and killings. He achieved a certain effect with this, and the game saw a situation where it became necessary to calculate "what if this role is alive, and this one is not?", but in the end, all this turned into dissatisfaction among the players that the GM did not provide the most transparent descriptions.
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Yes, I understand correctly. And I am strongly against this format. It gives the Mafia too much room for maneuver and makes the town's chances of winning zero.
in the end, it all resulted in player dissatisfaction
Were the players unhappy that the GM was making uninformative newspapers? Great idea, I'll remove all information from the newspapers, leaving only notes, let the Mafia lie as much as they want and pull the wool over people's eyes, because it will be impossible to check their lies based on the newspaper.
А, вот почему.

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I understand everything correctly. And I am strongly against this format. It gives the Mafia a huge amount of room for maneuver and makes the town's chances of winning zero.

On another forum, with the same format and even stricter conditions, with 3 Mafia and 2 Cult members, the town won quite confidently.
Were the players unhappy that the GM was making uninformative newspapers? Great idea, I'll remove all information from the newspapers, leaving only notes, let the Mafia lie as much as they want and pull the wool over everyone's eyes, because it won't be possible to check their lies based on the newspaper.

The players complained that it was unclear from the description which role was killed, which was hanged, and what did the uninformative newspapers have to do with it?
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Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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Or maybe, uhm, we could play a standard game through the wiki, just for fun?
I'm very tired after playing as Sylvan and I probably won't be able to play actively, especially in such a complex format.

Whatever
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And, just to be objective, the setting is good, the recruitment is more or less adequate, and the types of neutral dwellings are described simply brilliantly.
А, вот почему.

??+⛓️♿=?
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I can also run the game in the usual format, but it's much less interesting than the proposed one. Am I the only one who notices that, at least recently, the entire game, no matter how interesting the setting, boils down to one template: 1) Someone writes a simple analysis of the newspaper after it's been read. 2a) Everyone else either repeats what has already been said, or remains silent because it's already clear, or writes something like "let's just chat to reach a thousand posts!" 2b) They simply vote to ban someone. And if the game does pick up towards the end, it might lead to some intrigue. As soon as Arandor introduced some ambiguity into the descriptions of the murders, there was suddenly more interest in the game; it became necessary to calculate all the possibilities and guess to arrive at the correct conclusion. But it seems I was the only one who noticed this, because everyone else was either calculating it in their private chats or simply following my lead in voting. The execution of Ment is a particularly telling example.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
User Avatar
Auto-translated
I still advise you to create your own version. Most likely, there will be fans for it as well.
А, вот почему.

??+⛓️♿=?
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The main problem here is that you can’t just look at the list, wave your hand, and let the incoming crowd of people signing up for the game pass by. Even if five people from this forum don’t like the setting, it will already be clear that there aren’t enough participants.
Never mind, the setting is good, and I generally like it. I’ll sign up last if there are no more willing participants. The last few weeks have completely exhausted me; I need to save some strength and inspiration for the experience and the winter contest. Call me if needed.

Whatever

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