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Practice

A practice game move by move, speech training, modules, situations and tasks.

  1. A practice game from start to finishA practice game move by move: the zero night, the first speeches, voting, the night and two branches of development.
  2. Training speech and argumentFive speech exercises: fact, conclusion, question; version, check, revision; admitting a mistake; a question instead of an accusation.
  3. Speech workshopSix sample speeches with a coach's review: a cautious version, correcting a mistake, the sheriff, the mafia, the don and two sheriffs.
  4. The night agreement: a laboratoryFive training situations for the black team: statics, a target that left, a missed signal, a false signal and a false sheriff.
  5. A civilian's first speechFirst state how sure you are, then one fact from another speech, its possible explanation and your plan to keep watching.
  6. How to analyse someone else's speechWrite down the player's number, whom they count as red and black, their reasons, their questions and their nominations, and note changes of position.
  7. How one civilian convinces anotherFirst restate the other person's position fairly, then offer one concrete fact that does not fit their version.
  8. Voting: preparationA nomination and a vote for the candidate are different actions. Write down the nominated numbers in the order the host accepted them.
  9. The tie vote: meaning and arithmeticA tie vote is an equal highest number of votes for several candidates. Work out the arithmetic and the consequences of the procedure.
  10. Sheriff: a useful checkCheck not necessarily the loudest player but the one whose colour will resolve an important contradiction.
  11. Sheriff: revealing yourselfState the role and the timeline of checks without ambiguity, and be ready to explain why these players and why you reveal now.
  12. Black player: building a cover storyPlay the role of an independent civilian, use real observations and make sure your story holds up under questions in the next round.
  13. Don: what the agreement isOn the zero night the black team meets and agrees a plan. A minimal plan: the order of targets, a reserve and one conditional signal if allowed.
  14. Night statics and dynamicsStatics is a fixed order of targets; dynamics is an agreed change of target on a permitted condition. Which signal is unambiguous and who gives it.
  15. Gestures and non-verbal signalsSeparate pointing at a number, judging a colour and reporting an exact check. There is no universal vocabulary that every club must use.
  16. The false sheriff and a competing versionA black player can declare themselves the sheriff. A believable version includes the order of checks, reasons for the choice and fit with earlier votes.
  17. Critical votesBefore the vote, count the players who remain, the possible line-ups, the consequences of a wrong removal and of the next night.
  18. Referee: the sequence of actionsAnnounce the rulebook and the procedure, keep a protocol of nominations, votes, fouls and night actions, and report results neutrally.
  19. Referee: violations and penaltiesTypical categories of violations and why a game foul, a major penalty and removal are not interchangeable.
  20. Ten training situationsTen short game situations for practice and review: a speech, voting, sheriffs, the agreement and fouls.
  21. Twelve situational tasksTwelve tasks for self-checking: sheriffs, voting, the agreement, fouls and the critical round.
  22. Fortuna Elite Club Academy examHow we assess the preparation of a beginner, an advanced player, a professional and a host: five criteria each, up to 20 points.
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