Practice
A practice game move by move, speech training, modules, situations and tasks.
- 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.
- Training speech and argumentFive speech exercises: fact, conclusion, question; version, check, revision; admitting a mistake; a question instead of an accusation.
- Speech workshopSix sample speeches with a coach's review: a cautious version, correcting a mistake, the sheriff, the mafia, the don and two sheriffs.
- 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.
- 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.
- 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.
- How one civilian convinces anotherFirst restate the other person's position fairly, then offer one concrete fact that does not fit their version.
- Voting: preparationA nomination and a vote for the candidate are different actions. Write down the nominated numbers in the order the host accepted them.
- 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.
- Sheriff: a useful checkCheck not necessarily the loudest player but the one whose colour will resolve an important contradiction.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Critical votesBefore the vote, count the players who remain, the possible line-ups, the consequences of a wrong removal and of the next night.
- Referee: the sequence of actionsAnnounce the rulebook and the procedure, keep a protocol of nominations, votes, fouls and night actions, and report results neutrally.
- Referee: violations and penaltiesTypical categories of violations and why a game foul, a major penalty and removal are not interchangeable.
- Ten training situationsTen short game situations for practice and review: a speech, voting, sheriffs, the agreement and fouls.
- Twelve situational tasksTwelve tasks for self-checking: sheriffs, voting, the agreement, fouls and the critical round.
- 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.
