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Hello subject. It depends on the rules, and there are two kinds of rules.
1. Keeping and saving together is all invalid.
2. Keeping and saving together is ineffective.
If it's 1 then the witch will still die, and the guard and the same time will not work, and the witch will die by the knife.
If it is 2 invalid and the sword is kept, then the witch will not die.
Most of the board games Werewolf Kill.
In the version, they are all guarded and saved together, which is 1, so generally the guards on the first day are self-guarding, and the witch is not saving people [provided that the witch can save herself on the first day].
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There are a lot of specific contexts and assumptions involved in this question, so there may be different interpretations. Here are a few possible explanations:
1.A witch saves a person on the first night, but the skill or method of saving the person is incorrect, resulting in death. This could be because the witch didn't have enough knowledge or experience, or because the situation was too urgent for the witch to make the right judgment and decision.
2.The witch saves the person on the first night, but is interfered with by other people or factors, resulting in a failure to save the person. This could be because other people don't believe in the witch's abilities or are unwilling to cooperate with the witch's actions, or because some unforeseen factors affect the process of saving people.
3.The witch saves people on the first night, but the result of saving people does not depend entirely on the witch's efforts, but is also affected by other factors, such as the physical condition of the rescued, environment, time, and so on. This may be because witches have limited abilities and are unable to fully control or ** these factors.
In short, there may be many reasons why a witch saves people on the first night, but after the person dies, there may be many reasons, and the specific reasons need to be analyzed and judged in combination with the specific situation.
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To put it simply, when the witch and the guard save a person at the same time, this situation is called the same guard and the macro rescue, and it is very embarrassing when this situation occurs, because the rescued person will be judged to be dead, and the specific analysis may be that the guard did guard this person, but the witch's antidote killed this good person. This situation is easy to detect, and when the witch finds out that the person she saved is dead, she can know that the guards are also guarding.
And the same guard and poison is the witch to this person poison, and the guard comes to guard this person, in this case, the person who is guarded will still die, the so-called open gun is easy to dodge the dark arrow is difficult to prevent, the guard can only guard the knife, can not prevent poisoning, at this time if this makes the person who is guarded is a hunter, it will be more interesting, at this time the hunter is poisoned, can not turn over the identity, and can not take people away, it can be said that the death is very wronged.
Through the above analysis, we can see that in these two cases, it is actually the witch who plays the leading role, because in the end, this person dies from the witch's medicine, so the witch needs to think carefully before making a judgment when poisoning and saving.
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The witch's poison is guarded first, and the defender dies.
When an elder is killed by a werewolf, he has two lives, and he will be killed twice; When you are killed by witch poison and voting, you only have one life, and you die directly.
Wards are another character who ensures that the player is not killed at night, so the guards who can guard people are, of course, the carry point for the whole team.
There are many factors that the guards have to think about. The most basic logic of guarding people: empathy If I were a wolf, who would I kill at night?
It's a pity that the amount of information between the guards and the Wolves is not equal. For example, the guard felt that someone's speech might be very tricky, and it was estimated that the wolves would kill him at night and go to defend it; As a result, this person is a wolf, or a person who is not prepared to die in the Wolves layout, then the Wolves will not go to the knife. Another typical example is that according to the guard's "knife man thinking", the Wolves will slash the prophet at night; However, if the guards are unable to tell who is the true prophet among the Jumping Prophets, then the guards will cause the Wolves to succeed in stealing the Prophet.
This is the inevitable result of the asymmetry of information, and it is not something that can be changed by the identity of the guard. So what should the guards do?
A word of caution for newbies: In the case that the good guy has a clear arrangement (such as guarding the witch at night), ask the guards not to play freely, and keep the witch honestly at night. It's not easy to keep Christmas Eve, but it has to be a deterrent to Wolves.
Unless the witch explicitly says "I'll save myself tonight", then the guards can do whatever they want (but don't guard the witches). If the free play leads to the death of a witch, and someone suspects the situation of the guardian's wolf love, please immediately jump to prove yourself, and show a positive attitude that you will make up for it, otherwise it will be too late to jump when it comes to your head. In any case, it is much better to die at night than during the day.
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