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Unread 09-30-2011, 02:51 PM   #11
Solid Snake
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Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way. Solid Snake didn't even know you could use a corkscrew in that way.
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Oh, and there's also this.

Quote:
As a general rule, modkills are designed to be as disadvantageous to the player and their faction as possible. A modkill on Town will end the Day (thus preventing them from lynching), and a modkill on any kind of scum will keep the Day going (so that the Town can ideally lynch another scum).
From: This website.

Like actually I think this Modkill ending D1 was more advantageous to Town than the alternative option (Modkill + D1 lynch) would have been, but that's my opinion. Those are the actual rules.
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Last edited by Solid Snake; 09-30-2011 at 02:54 PM.
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