Mafia (intellectual - psychological game). The game "Mafia Psychology in the game mafia

28.07.2023

is a parlor team psychological turn-based role-playing game with a detective story that simulates the struggle of members of an organized minority who are informed about each other with an unorganized majority.

Plot plot: Residents of the city, exhausted from the revelry of the mafia, make a decision to imprison all the mafiosi to the last. In response, the mafia declares war until the complete destruction of all decent citizens.

Game description

Briefly (classic game)

The facilitator distributes cards face down to the participants in the game.

Those who got the reds make up a team of “honest city dwellers” unfamiliar with each other (the name “civilians” and the abbreviations “chzh”, “mzh” or “gr” are also common). One of the "honest citizens" who received a red ace, a special player - "commissioner".

Players with black cards are the "mafia" team.

The gameplay is divided into two phases - "day" and "night".

When the host announces the night phase in the city, the players close their eyes - they “sleep”. On the first night, the host allows players with black cards - “mafia” - to open their eyes and remember their comrades-in-arms - “get to know each other”. After that, the mafia "falls asleep", and the presenter demands to wake up the commissioner. Thus, the leader becomes aware of the alignment (he finds out who is who).

At the announcement of the phase of the day, all residents wake up. During the day, the players discuss which of them can be "dishonest" - involved in the mafia. At the end of the discussion, the host announces an open vote for landing in prison (in various versions of the game, this process is called a lynching, hanging, murder). The most suspicious resident, who has received the most votes, is sent to jail (leaves the game), and the host opens his card and announces the game status.

Then comes the "night" phase. At night, the mafia wakes up, silently (with gestures) “confers” and kills one of the surviving citizens, showing the leader who exactly. The mafia is asleep. The commissioner wakes up and points to one of the residents, whom he wants to "check" for involvement in the mafia. The host still silently, “on the fingers”, shows the commissioner the status of the person being checked.

During the day, the host announces who was killed during the night. This player is out of the game, his card ("status") is shown to all residents.

Information about the events that have taken place is used by the surviving players for discussion and another "condemnation" ... The game continues until the complete victory of one of the teams, when the opponents are completely either planted or killed ...

The essence of the game

Researchers distinguish two types of games: competition (struggle) and performance (masquerade). "Mafia" successfully combines the features of both types. She is both a show and a struggle for survival. Unlike cards, this game has nothing to do with money, unlike golf, it does not require financial costs, unlike football, it requires good physical fitness. Most importantly, it brings much appreciated intellectual pleasure. In the disinterested frivolity of the game, its potential is hidden.

This game is unique. It is based, first of all, on communication, on discussions between participants. Deception and deceit, the conclusion and vile violation of treaties and alliances constantly occur here and are actually legalized. The discussion of the game position takes place through a clash of opinions in incessant disputes, while some players prefer to remain silent, while others, on the contrary, participate in the discussion too actively and noisily. Thus, the game turns out to be infinitely far from the impartial duel of intellects characteristic of some board games (for example, chess, go), and this brings it closer to real life. The goal of the game is to survive with your team.

The game consists of two main components: psychological and mathematical.

Mathematical: every “day” players need to remember who voted for whom and who the voted one turned out to be. At important moments, it is easy to determine that the one who voted more often for honest ones is most likely a mafia.

Psychological: Players must have acting skills to convince others of their honesty, as well as a strong gift for enticing others to vote for suspected dishonest players.

The axiom of each move is that there will be fewer living inhabitants, someone will be imprisoned, and someone will be killed. The game is dominated by a paranoid atmosphere, with each move the nervousness worsens. No honest citizen knows exactly who belongs to the opposing team in the game. Every ordinary citizen does not trust anyone and is forced to believe only in himself. Trusting someone else implicitly often means being deceived and dying.

In order to survive, each member of the mafia team has to remain in the shadows, do not draw much attention to themselves, skillfully dodge, disguising themselves as an honest citizen. The question "Are you really honest?" common. The main attribute of a mafioso is the ability to lie truthfully.

The main quality of an honest citizen that causes respect and praise from others is the ability to recognize a lie in time. There are two main methods for identifying dishonest residents by honest residents.

Analytical. The decision of the player-analyst who sends a resident to jail is based on objective data, that is, on irrefutable facts, such as, for example, self-confessions ("punctures"), explicit accusations of someone in the discussion, voting results.

Intuitive. The decision of the intuitive player is subjective, based on the assumptions and interpretation of the discussion by interpreting verbal statements (including reservations), intonation, facial expressions, gestures. An intuitive, for example, cannot tell a mafia member from a commissar. Intuitive sees only the “glow of status” – a special state of internal superiority that appears in status players (mafiosi, commissar…), outwardly expressed by a disdainful attitude towards ordinary honest residents.

The psychologism and "interestingness" of the game "Mafia" consists in solving the problem of which team will achieve victory. Mafia, where the members of the group, knowing each other, are not inclined to allow voting for the landing of themselves, and which has the opportunity to accurately eliminate a member of the other team every move? Or a team of honest residents who do not know each other, who can only get rid of the mafiosi through a universal vote with the mafia, and often by throwing themselves off?

Rules of the game

Number of players

Optimal: 8-16 people.

Possible: from 2 to 30.

With a small number of players, the game ends quickly, with a large number, due to the general noise and splitting into groups of discussing, it loses its meaning.

You can play with two players, dealing three cards, one of which is face-down. Players either decide which of them is the mafia, or the mafia is a hole card. Then, if they vote for the hole card, and if that card is fair, the mafia won, and if the mafia, the mafia lost. Either one of the players convinces the other that he himself is honest, and the other is a mafia and opens a hole card. If she is mafia, the mafia has won.

The formula for calculating the number of mafia members is: , where is the number of mafiosi, is the total number of players, is the calculated coefficient.

The result of the calculus is rounded modulo to the nearest whole number down.

For playing "live" - ​​in salons (offline, in "real life"), in IRC and chats, it varies from 3 to 4. That is, approximately.

In online games with a move delay - PBEM and forum variants, games on blogs and social networks - a higher value for is usually taken.

For example, in PBEM, the reasons for this are:

Neutralization of "spoons" - this is the name of people who have signed up for the game, but do not enter into game correspondence; usually spawns are taken out of the game by "autokill".

An amateur version of game cards of the St. Petersburg branch of Kozanostra

Distribution of statuses

Cards: crumpled unmarked, "honest" - red (tambourines or hearts), "mafia" - black (spades or clubs), "Commissar" - ace of tambourines (hearts), or the king of the same suits.

Possible: any small objects of two types - coins, plastic eggs from Kinder Surprises, pebbles on the beach (by color or cracks), shells ... Example: you can’t distribute cards with 6 from a preference deck - it is desirable that the shirts are the same .

The leader carefully shuffles the cards and bypasses everyone else, giving out cards to choose from from cards unfolded like a fan, face down. When receiving a card, it is necessary to look at it unnoticed by the neighbors and put it in your pocket. Possible: After shuffling, the deck is passed around, everyone draws one card and passes it on. Minus - cards can fall. If the cards are crumpled or with a different back, the host may ask the players to close their eyes before dealing, after which the players hide the cards in their pocket or under themselves.

Deal Reactions: Many players, once in the mafia, lose the moment they are dealt if they are being watched. Inexperienced and novice players, getting a mafia card, rejoice - “you don’t need to determine who is honest and who is the mafia - spank everyone in a row.” By their joy, one can understand their mafia affiliation. Experienced players do not show joy, but often have some habits - when they find themselves in the mafia, they begin to: swing in a chair, rub their hands, scratch their heads, take something from the table and start chewing.

First night

The host (usually one of the experienced players) asks if everyone has looked at their cards. Then he commands: "Everyone closed their eyes, the night has come." All players close their eyes. The host says: "The mafia opened its eyes and gets acquainted." Players with black cards (the mafia) open their eyes and begin to look around for sleeping players (other members of the mafia). The host at this time can say: “I count to 5. One, two, three, four, five. All. Mafia met and fell asleep. Morning has come. Everyone woke up."

Mafia on the first night: the mafia is required to wake up on the first night to get acquainted. Anyone who does not wake up breaks the rules of the game - further, when discussing during the day, members of the mafia will rely on incorrect data. It is necessary to get acquainted as carefully and silently as possible.

Honest on the first night and beyond: One option (for beginners) is to sit as quiet as possible and listen to who moves where, whether chairs creak, beds, whether someone's neck crackles in search of friends. But this is not a game for the best hearing, it is not forbidden to make noise, move and even talk - explaining: "This is me in a dream ...". In critical situations - there are 1-2 more honest ones - the best option is to sit quietly. It is not forbidden, but it is not customary to hold the neighbors by the hands or close their eyes - the game is not how you can point your knee at someone.

The way the host speaks on the first night is one of the topics of discussion on the first day. Therefore, it is better not to turn your head from side to side and speak at the same time - if you are in the mafia. However, you can always say that he turned his head on purpose.

First day

Players exchange information: about the reaction to the distribution, how the leader led, what was heard at night, how the mood of the players changed during the night. The conversation can proceed in any way: "Only he alone with glasses means the mafia." "She's been moving all night." “Vasya drank tea at night and didn’t spill himself – that means the mafia.” “The host at night said - and the mafia is 3, but I thought 4.” Both honest and mafia, to convince others that they are right, they can use honest and dishonest arguments, both true and false information. On the first day, novice players are easily seated - mafiosi, who were delighted at the distribution or uncomfortable at night and forced to get acquainted noisily. Experienced players, once in the mafia together, after the first night sometimes start laughing merrily, hoping to win easily - this brings them down. They often kill on the first day with a single impulse: an experienced player keeps his hand raised for someone for a long time, persuading everyone to kill this comrade.

Vote. Voting is a process when live players raise their hands for landing someone and hold them for a while (from 5 seconds or more). If a player is imprisoned - more than half of the players held hands for him for more than 5 seconds, he does not have any "last word". If his exclamations convince some of the players to give up, then he may say “the last word”, or maybe not. The "last word" is not part of the game, it is one of the ways in the discussion process to save one's life. After voting, the player opens his card, any discussion ends, the players try to remember who voted for and against. If the player is honest, then those who imprisoned him are under suspicion, if they are mafiosi, then those who did not vote are suspected.

Subsequent events

Night. The host announces: “Everyone fell asleep. The mafia woke up and chooses a victim. At this time, mafia players confer with their eyes and show, for example, with a finger, whom to kill. Or the host shows in turn at the sleeping ones, and the mafia waves its head in the affirmative. The mafia tries to kill the most experienced players who can figure out its members, or those who are very convincing excuses and who are hard to plant during the day, those who expressed suspicions about the mafia the previous day. However, for an interesting game in an equal composition, they usually don’t kill experienced players - this is what novice mafiosi do, so it’s easy to figure them out later. The one who expressed suspicions is not always killed - before night they say: “Well, that's it. I figured out the mafia - it's you, you and you. Now I'm going to be killed tonight." That's why they let him live. The best option is to kill the commissioner. It is also possible to kill a member of the mafia (usually in a non-critical situation) when everyone is sure that he belongs to the mafia team, and he will definitely be killed during the day. The host at night tries not to talk, all the time watching the mafia so as not to give it away. The player is considered killed at night if all members of the mafia agree. At night, the mafia is obliged to agree on who they actually take out of the game with their shot.

Morning. The host announces: “The mafia has chosen its victim. The mafia fell asleep. The Commissioner woke up. The commissioner wakes up and chooses who to check. You can check only one player. The commissioner points to someone. The host silently nods: “Yes, the mafia,” or shakes his head: “No, honest.” If the commissioner is killed that night, even before checking him, the host shows crossed arms - this means that the commissioner is killed, but the commissioner still has the right to check one player. If the commissioner points at the player, and he has just been killed, then the leader also shows crossed arms - the “corpse” cannot be honest or mafia. The commissioner checks the players who cause him the greatest suspicion, or who are absolutely honest, so that it is clear who to rely on when discussing. If the game is played with an out-of-team maniac who plays personally for himself, then when asked by the commissioner, the host twirls his finger at the temple, showing that the player being tested is a “maniac” (and not the commissioner is an idiot).

Day. The host says: “The commissioner checked. I found out everything. Asleep. Everyone woke up. And only Petya did not wake up. And Petya was an honest citizen…” The card of the murdered person is revealed. If the commissioner is killed during the day, then the leader skips the commissioner's morning. On the second and all subsequent days, there is a huge amount of information: who voted for whom and when, what happened and who was killed at night, who behaved like, who was checked by the commissioner, how many mafiosi remained. Players try to make chains: “If Misha is in the mafia, then who else? Masha and Vanya. Everyone makes their list of suspects. Voting takes place when the players do not get half the votes. Voting lists are compiled (oral) - such as: “Alla, Petya, Vanya were proposed. We vote for Alla.

Game situations

The commissar, who decides to “reveal” to honest residents without revealing his card (usually explicit opening of cards by live players is prohibited), announces - “I checked Kolya at night, and he turned out to be a mafia. Who is for Kolya? If such a “appearance of Christ to the people” is critical for the survival of the mafia, then one of the members of the mafia often decides to “false commissar”, says “Ha! Commissioner however here I am! And I checked the honest resident Yulia! It is convenient for the mafia to report that their fake commissioner checked all those subsequently killed. Also, sometimes, after a night, a simple honest one says so, if in front of him a real commissar whispers in his ear all the information he has, and then he is killed.

With an even number of players (in some versions of the game), the corpse has a "half-voice". But he has the right to vote only if the number of honest residents and the mafia is equal - that is, in critical situations. At the same time, he can raise his hand only at the time of voting and does not have the right to take part in the discussion. In order to find out the opinion of the “half-corpse”, if it is not possible to get half the votes, and the honest ones are confident in the knowledge of the half-corpse, the living players vote for all the living ones in turn, raising exactly 1 hand less than the required amount. If suddenly someone raises an extra hand, honest players immediately lower their hands and the main suspicion falls on the one who raised his hand.

You can’t name your card, like “I have 6 diamonds again.” The game is not about determining the card, but about honesty or mafia. If an inexperienced player, or an experienced one, says so, someone who has the same card should immediately be found.

When playing, most often the same people get mafia or fair cards, and it also often happens that during several games the commissioner is the same person. Therefore, a player who refers to the theory of probability most often belongs to the mafia.

Experienced players often break into pairs - on the very first day they begin to accuse each other of mafia and urge to vote for “well, an obvious maf!”, But at the same time they themselves do not vote. In the following days, the accusations usually stop.

"The corpses are silent." Killed players do not have the right to speak during the discussion, give out any information to the living and in any way influence the course of the game: “Well, it’s still clear. Hurry up". Follows the calmness of the dead and imprisoned leader.

"Honest but stupid." For an experienced (honest) player, an inexperienced and honest one is often more dangerous than the mafia, because they rarely lend themselves to persuasion and vote randomly, or according to the principle: “But he didn’t give me a chocolate bar right now.” Therefore, it also makes sense to vote for such people during the day. There are also "quiet" honest (usually girls), pacifist inclinations, who do not vote for anyone, even being involved in a mafia group. They also need to be killed early, as they can't be identified, and not voting often slows the game down a lot. There are also “noisy” honest ones who, having made sure that someone is a mafia, no longer change their minds until their own or his death, convincing others of this. There are “touchy” honest ones who say - “again me, and what is this again? Vasya, you are an idiot. I won’t play with you anymore ... ”sometimes while being in the ranks of the mafia. You can't play like that.

Tactics in the game

"Honesty"

"Gang of siskins" (used mainly in chats and IRC).

This tactic consists in the fact that against the mafia a group of honest residents is formed (in game slang, "sissies") who know the commissioner (sometimes also a doctor and a maniac). As a rule, her education begins with the commissioner checking one "siskin", to whom he calls himself. Combining into a gang allows the "sissies" to drastically reduce the mafia's ability to destroy citizens by daytime voting. If the mafia is revealed at night, one of the "chis" starts a vote against him during the day, which is supported by all the others. One of the members of the mafia, posing as a commissioner, can also be involved in the formation of a gang of "sissies". After a nightly check of an accomplice, he tells one of the other participants that he is a maf, and he, respectively, is a commissioner. After a unanimous vote for an accomplice (who, of course, turns out to be a mafia), the victim of deception usually has no doubt that the commissioner is the one who pointed out the "mafia" to him. The real commissar is forced to create a parallel gang and check at night those whom the trustee of his choice points to - in order to prove that he is a real commissar. In addition to creating a gang with a false commissar, the main tactic of the mafia against the "sissies" is not the destruction of the "sissies" themselves (players verified by the commissioner), but the search for a commissioner. If the mafia manages to kill him at night, then the chances of the "chisps" to win fall sharply, only if the game has not gone so far that there are already a lot of "chisps" and they can destroy all the "suspicious" (unverified) citizens during the day.

"Shout" (applies only to PBEM)

An honest citizen killed or imprisoned on the first move becomes a "mouthpiece" - a link (between the commissar with assistants and unverified citizens) and advisory (between the commissar, his assistants and verified honest residents) link. In the morning, the mouthpiece sets the tone for the discussion, asking the citizens for candidates for possible mafiosi and / or offering to speak on someone, and in the evening summarizes the opinion of the city and, after consultations with the commissioner, gives the city a recommendation (“order”) for landing.

"Setup"

It is used by the mafia and consists in deliberately voting against one of the partners, or performing any other intentional actions that contribute to the disclosure of his role. This tactic is undertaken in order to avert suspicion from the framing members of the mafia at the expense of the substituted. In the classic version, it is a vote against an accomplice who was not checked, and further appeals to the community that the mafia does not disclose its own.

"False commission"

It consists in the fact that one of the honest residents at the beginning of the game appears to the city as a commissar, posing himself as a mafia shot, but protecting the real commissar, giving him the right to live and check at least an extra day.

"Spoonboy"

The practice of relegating silent players (“spoons”) not only pushes players to play more actively, but also prevents high-profile players from being quiet.

Hello! We invite you and your friends to Maf-Club "Second navigation" for an exciting game.

We play on Fridays from 19:00 all evening.

  • "Mafia" — psychological developing role-playing game.
  • "Mafia" – training of effective communication, development of communication skills and confident behavior…

Training game "Mafia" helps a person to form and develop the skills of effective communication and confident interaction with others, to produce emotional relief, and also to get great pleasure from the very process of the game.

The mayor of the city - the leader before the game day "issues a residence permit to residents": invites players and gathers the city - 10-16 people.

Participating in the life of the city is not difficult, even if you have never played. Leading Harry in a Ferrari will help you learn the rules of the city (game), in which there is an intense struggle between civilians, the commissioner, the sheriff and the doctor against the organized mafia and the boundless maniac.

  • And your weapon is the word!

Not only an exciting game awaits you, but also:

  • Developing effective communication skills and confident interaction with others.
  • Development of persuasion and recognition skills.
  • Tea-coffee-sweets-lambs breaks to discuss games.
  • Live communication, new acquaintances and friends.
  • Unforgettable fantasies and impressions.
  • Great mood, lots of laughter and positive!

The game is led by a professional psychologist.

You can order a game for your company(friends, acquaintances, colleagues, staff) at a convenient time, including weekends and holidays. Usually the game "Mafia" is ordered when you want to hold an event somehow unusual (birthday, corporate party, party ...).

Here's what people who already play Mafia say:

  • Barbarian (Barbarian): "How good is Mafia for me. As a conservative, when I first heard about the Mafia, I was not surprised that soon a large number of people began to play it, I saw excerpts from programs with showbiz stars and obvious fashion. Therefore, in advance I had some antipathy to this issue. I was confident in myself on a solid 4, that my experience allows me to understand people, my speech is delivered and I can control myself. But after a short period of games, all my stereotypes were destroyed as much as possible. Of course, the Mafia carries an amazing emotional flow: relaxation, anger, panic, joy, revealing oneself in various situations, concentration, empathy and a host of other things. In addition, it is still necessary to equally quickly and clearly think, speak, make a decision, and convince. Ethics, self-control, respect, patience, too, no one has canceled! And now fill it all with passion, wonderful company and atmosphere and get a ready-made cocktail for self-knowledge and self-realization! And if you ask: "How good is the Mafia for me?", I will answer: "This game does not teach you to lie, it teaches cunning, ingenuity. Sooner or later, the most silent and shy person will speak, and some manage to learn how to do it quite beautifully , convincing, positive. It teaches you to control yourself, cope with stress, psychological pressure, be convincing, interesting, work in a team, "see a person" and be able to "manage" him, train willpower, patience. And if you haven't played Mafia and, after reading my review, you will laugh and say that you are: stress-resistant, understand people, convincing, emotionally restrained, I will just invite you to play!"
  • Masha (Minar): "For me, "Mafia" is not only a lively, pleasant emotional game, but, of course, a tough verbal battle in which my mind actively participates. I go to these games with a sense of trepidation, joy. I look forward to them every time. This is a platform for developing your intuition, your logical thinking. Now it is much easier for me to object to someone with arguments if I have to defend my point of view in disputes (after all, I have a quick-tempered character). I learn to understand people, I try to lead them, I convince them. I have grown a lot over myself during these games. This is something that does not bother to do - because there is no limit to improving your skills. "
  • Tatyana (Tanyushka): "What can I say about the Mafia game? That it's not just a Game! It's a really great way to express yourself and develop communication skills with people. In the Second Navigation, such a friendly atmosphere is created that people are transformed before our eyes - those who, at the beginning of "two words couldn’t connect” after two or three games they are already striking in their eloquence. And the need to transform into various characters during the game (commissioner, maniac, doctor, and mafia) sometimes reveals real actors. Many do not even know what they are capable of when they start to the game for the first time and how pleasant it is to watch the almost theatrical action of seasoned players. And, besides, Mafia is a really great way to brighten up the evening with a fun company and recharge with positive energy for the week ahead!"
  • Rashit (Rashit): "Playing Mafia is a ready-made training on how to overcome the objections of the interlocutor in a stressful situation! Oddly enough, what seems absolutely clear and simple to you is often a topic for discussion for other people and you often have to, often without understanding the obligation of the process, learns to be reliable and logical for his listener or opponent.Practice and the fascination of the process do their job, and now you are already quite understandable to the audience can convey your point of view!And when you also communicate with people who are interesting, bright and talented, then the process is exciting in itself! Very useful for "beginners" in any "conversational" profession."

Mafia- development, Mafia - emotions, Mafia - thinking, Mafia - communication, Mafia - lie recognition, Mafia - intuition, Mafia - beliefs, Mafia - interest, Mafia - psychology, Mafia - family ...

Welcome to family!

Copied from the site "Self-knowledge.ru"

Psychological game "Mafia".

Target: formation of internal self-control; development of memory, attention; development of the communicative sphere.

Materials: pre-prepared cards according to the number of participants, on several of which the word "mafia" is written.

Procedure: Participants sit in a circle facing the center. The coach distributes to the participants a special card, having agreed in advance which cards will denote the “mafia”. Players look at the cards without showing them to anyone, after which they are collected. Mafiosi should not show their affiliation in any way, and "civilians" should detect them by their behavior.

“Night falls on the city. Civilians are sleeping, - the host says, all participants close their eyes, and the host continues: - the mafia is getting acquainted!

Mafiosi open their eyes and look at each other. After that, the leader invites them to close their eyes and says: “Morning has come. The news spread through the city that the mafia had appeared. Residents discuss this message and try to guess who the culprit is.”

The group opens its eyes and leads the discussion, analyzing the behavior of each participant. The group chooses a “candidate” by voting, if the group guessed correctly, then the leader says: “Congratulations! You killed the mobsters," and the group continues their discussion. If the participants indicate incorrectly, the host announces: “Alas! You killed an honest man!" The player pointed to by the group is eliminated from further play. The host says: “Night comes to the city. All the residents are sleeping.” Everyone closes their eyes, and after a while, when the presenter is convinced that no one is peeping, he gives a sign to the mafia, for example: “Only the mafia does not sleep. She's out hunting." Mafia people open their eyes, choose a victim, agree with their eyes and show it to the host, after which they close their eyes again.

“Morning has come! announces the host. The city woke up, and its inhabitants learned a terrible message. A civilian was killed that night: - the presenter points to the participant chosen by the mafiosi. Who is the criminal?

The group resumes discussion. The game continues until all mafiosi are found and eliminated or the number of civilians is less than the number of bandits.

Discussion.

  1. Important rule clarificationsMafia

    The leader is always right.

    You can open your eyes only at the request of the host.
    (The violator leaves the game unconditionally).

    Players are forbidden to open their eyes at night without the appropriate order of the leader.
    (The violator unconditionally leaves the game).

    According to the rules of the game for the afternoon discussion, the participants are given time, after which the host announces that the players must stop the conversation.
    .

    The player does not have the right to say the words "I swear" during the game, and the player does not have the right to swear in any other form, or appeal to any religion.
    (The violator receives a remark from the host).

    At night, any gestures and comments from civilians are prohibited.
    (The violator receives a remark from the host).

    Players who left the game are prohibited from prompting (gesturing) to the remaining participants in the game.
    (The offender is not allowed to the next game).

    "Car accident" - a situation where two or more players gain the same number of votes. These players are given 1 minute to convince the table which of them should be left in the game. If the nominated candidates again gain an equal number of votes, the host puts the question of the "fate" of these players to a vote (ie, either they both leave the game, or both remain).

    Per player, 3 remarks are allowed.
    (A player who scores more than 3 remarks leaves the game unconditionally).



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