Mafia XXXIV (Medieval Mafia): Rules, Roles and Sign-Ups

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The Silken Knot
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Mafia XXXIV (Medieval Mafia): Rules, Roles and Sign-Ups

Post by The Silken Knot » Thu Mar 07, 2013 3:02 am

GAME UNDERWAY. PLEASE SEE STICKIED THREAD ABOVE.
Image

  • Huzzah! Huzzah! The Viking invasion has at last been repelled.

    But this peace does not mean that all is well in Luxingham. The Castle has been infiltrated by a small band of Rogue Vikings, intent on seeking revenge for their losses in battle. By Day, they appear to be ordinary Englishmen, but at Night, under cover of Darkness, they set out to attack innocent Townsfolk at will. As if this weren’t enough to contend with, a ne’er-do-well Cultist has set up shop in the abandoned Priory on the outskirts of Luxingham, and is attempting to lure its innocent citizens into the “monastic” life. Fortunately, Luxinghamites returned from the Viking campaigns are keeping their warfaring skills sharp with periodic Jousts. They’ll need all the help they can muster to preserve their way of life in the face of these threats...

Please sign up below if you're interested in playing. I’d like to start the game on Sunday night, March 10th, provided there is still enough interest. You may sign up until the game begins. Please read the Jousting section below, as it’s something new! This game will begin with a Night phase, lasting until 7:59PM on Monday (EDT).

If you signed up in the teaser thread, thank you, and please confirm whether you’d still like to play or not. Special discounts are available for those with fresh Hawaiian suntans. 8)

TSK

The PLAYERS:
  1. 1. n00less cluebie (confirmed)
    2. Rhye (confirmed)
    3. Schroberts (confirmed)
    4. jesterme (confirmed)
    5. WhirlPlaid (confirmed)
    6. mud (confirmed)
    7. Enokrad (confirmed)
    8. luiz zenni (confirmed)
    9. Lantern (confirmed)
    10. kude (confirmed)
    11. Big Will E Style (confirmed)
    12. SunTzu (confirmed)
    13. Mumps (confirmed)
    14. *Manimal (confirmed)
    15. Dannflor (confirmed- watch out, he's good)
    16. Shockandawe (confirmed)
    17. JJazz (confirmed)
    18. Mazza (confirmed)
    19. Kjos (confirmed and keen)
    20. Enzo1997
    21.
    22.
The RULES:
  • • Game Days and Nights will last 24 hours each. Days and Nights will begin at 8 PM, Eastern Daylight Time (US)* The game begins with a Night phase.

    • During the Day phase, each player may vote for one player to be hanged on the following morning. Players may also abstain in the thread, if they wish.

    • If a player abstains in the thread three times, or does not post in the thread for two consecutive Day cycles (three days in real time), they will be put into the stocks, to be pelted with rotting vegetables (and perhaps even nastier substances) for a period to be determined, but no less than one Night. Whilst in the stocks, a player may not vote, take part in a Joust, or perform any Night actions… but Night actions may be taken against them.

    • The player(s) receiving the most votes each day will be sent to the gaol, to be taken to TOP BRIDGE and hanged by the neck until dead on the following morning. Tie votes may result in multiple deaths. If all living players abstain in the thread on a given day, no one will be hanged. Players in gaol can’t perform any actions (including item transfers).

    • Since it’s possible that not all votes will count equally, the final vote tally will not be announced.

    • Players who are still alive in the game may communicate in the thread during the Day phase (encouraged), or privately at any time.

    • Players posting in the game thread during the Night phase, editing posts (or deleting the thread!) may be turned into newts. They may or may not get better. The dead may make one short farewell post, without revealing any other game information.

    • Players must obey all Forum Rules, including the one about NOT POSTING PMs.
* midnight GMT, 12 AM London, 1 AM Bavaria, 7 AM Vietnam, 10:30 AM Adelaide, 11 AM Sydney, 5 PM Vancouver/SF/Phoenix, 6 PM Denver, 7 PM Chicago/Minneapolis, 8 PM Baltimore/NY/Boston/Manaus, 9 PM Rio... or check http://www.timeanddate.com/worldclock/converter.html.


The JOUSTING:
  • • Any player may issue a challenge to Joust. All challenges must be posted in the game thread during a Day phase, naming the player to be challenged. A player may challenge more than once, but never two Days in a row.

    • Only the FIRST challenge posted per Day may result in a Joust. A challenge to Joust cannot be rescinded, so choose wisely.

    • Vikings may not challenge Vikings; Priory Cultists may not challenge other Priory Cultists. If this occurs, both players will die, immediately and horribly.

    • During the Night phase following the challenge, each Jouster should PM their choice of weapon for each of three rounds to me. Available weapons are Lance (beats Broadsword), Broadsword (beats Mace) and Mace (beats Lance).
    Example PM: Round 1, Mace. Round 2, Mace. Round 3, Broadsword.

    Image
    • If a joust occurs, the first round that is not a tie determines the outcome. If all three rounds tie, both players return to the game.
    • Image
      If an Innocent challenges another Innocent, a Joust will occur.
      If an Innocent challenges a Rogue Viking or Priory Cultist, the Innocent's shining purity will result in an automatic loss for the Viking or Cultist.
      If a Rogue Viking challenges an Innocent, a Joust will occur. A rousing battle between the forces of good and evil, huzzah!
      If a Rogue Viking challenges a Priory Cultist, the Viking's superior skill with weaponry will send the Cultist scuttling for the nearest nunnery.
      If a Rogue Viking challenges one of his/her own, both will die. Such folly!
      If a Priory Cultist challenges an Innocent or Rogue Viking, a Joust will occur. Presumably the Cultist will familiarize himself with weapons other than words in this event.
      If a Cultist challenges a Cultist, both will die. No good ever comes of religious warfare.
  • • The Joust will take place at Daybreak, and results will be posted with the summary of the prior evening's events. The losing Jouster's allegiance will be proclaimed far and wide, and he or she will slink ashamedly out of Luxingham, never to be seen again.
The ORDER OF NIGHT ACTIONS:
  • • Item Transfers/ Use of Special Items
    • Gypsy Tinker leaves
    • Protection
    • Thefts
    • Murder or Conversion Attempts
    • Healing
    • Investigations
    • Absolutions
If multiple actions in the same category are attempted (Thief on Thief action, for example, or murder and conversion attempts involving the same people), they will occur in the order received.
Hangings and Jousts occur at dawn. The results will be posted with the previous Night’s summary.

Image
Last edited by The Silken Knot on Sun Mar 10, 2013 8:24 pm, edited 19 times in total.

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Roles and Special Items...

Post by The Silken Knot » Thu Mar 07, 2013 3:02 am

The TEAMS AND ROLES:

The HAMLET of Luxingham (Town) Possible Roles

All HAMLET roles except the Gypsy Tinker (Commuter) will show as INNOCENT to investigations. All show as HAMLET to successful Necromancer investigations. All HAMLET roles except the Sheriff may be converted by the Priory Cultists.
  • The Sheriff of Luxingham (Sheriff) may investigate one player each Night to determine if they are GUILTY or INNOCENT. The Sheriff CANNOT be converted by the Priory Cultists. The Sheriff CAN be killed by Vikings, or hanged if voted out. The Gypsy Tinker (Commuter) will show as GUILTY to investigation. The Viking Captain (Godfather) and Cult Prior (Cult Leader) will show as INNOCENT to investigation.

    The Deputy (Deputy) In the event of the Sheriff’s death, the Deputy will assume the Sheriff's role, become immune to Priory Cultist conversion attempts, and inherit the results of his/her last two investigations (unless previously corrupted by the Priory Cultists). If the Deputy has been converted by the Priory Cultists what the time of the Sheriff’s death, the Deputy will still inherit the ability to hold future investigations.

    The Barber-Chirugeon (Doctor) During each Night phase, The Barber-Chirugeon may choose one player (including him/herself) to be healed of all death attempts... but never the same player twice in a row. Does not protect against any Night action other than a death attempt.

    The Wise Herbalist (Cult Protection) Each Night, the Herbalist may provide a concoction to protect one player from conversion by the Priory Cultists. May protect any player without limit (except him/herself).

    The Neophyte Necromancer (Shaman) The Necromancer may attempt to communicate with The Generic Dead each Night, and either seek information about the affiliation of one player (HAMLET, VIKING or PRIORY), or seek protection for one living player from ALL other Night actions. In either case, being a neophyte, the Necromancer has only a 50% chance of success.

    The Incognito Bishop (Governor) During each Night phase, the Bishop may choose to absolve one player in gaol. The absolved player will not be hanged, and returns to the game the following morning. The Bishop may not absolve him/herself, nor absolve any player more than once in the course of the game.

    The Gypsy Tinker (Commuter) leaves Luxingham for a secret spot in the woods each Night at sundown. Thus, the Tinker is impervious to all Night actions apart from special item transfers/usage and investigations. He/she shows as GUILTY to Sheriff’s investigations, and cannot be deciphered at all by the Necromancer.

    The Clever Cartographer (Town Spokesman) In one of the earliest known examples of district gerrymandering, the Cartographer has cleverly arranged for each of his/her votes to count as two.

    The Vigilante Archer (Vigilante) may try to kill one player each Night. If he/she targets the Sheriff or Deputy, the Vigilante will die instead. The Archer will receive one arrow at the beginning of each Night from the Fletcher. He/she may save them or use them immediately. If the Fletcher is killed or corrupted, the flow of arrows will stop.

    The Discreet Fletcher (New Role) is a master at his/her craft, and provides arrows to the Vigilante Archer under cover of darkness, one per Night. The Fletcher knows the identity of the Archer at the beginning of the game, but the Archer does not know the Fletcher. If the Fletcher is killed or converted to the Priory Cult, the Archer will not receive any fresh arrows.

    The Adept Pickpocket (Town Thief) Each Night, the Pickpocket may target one player, and take away any special items found in their possession at the time.

    The Lusty Alewife (Prostitute) Each Night, the Alewife may choose one player to, er, pass the time with. The chosen player will have his/her hands full, and won’t be able to perform any Night actions while enjoying the Alewife’s company.

    A Simple, Honest Hamlet Dweller (AKA Salt of the Earth) A SHHD may vote for someone to be hanged each day, and may possess special items, but has no extra role abilities. This is the only HAMLET role that may be held by more than one player at a time.

    The Delicious Lady Godiva (AKA michelle) has become the stuff of misty legends by the time this tale takes place. Sweet and salty at the same time… some of the older residents swear you can still see her late at Night, naked, moonlight gleaming on her tattoos, and riding a strange. purring metal and leather creature across TOP BRIDGE at full speed. *sigh*
The ROGUE VIKINGS (Mafia) Possible Roles

All VIKING roles except the Viking Captain will show as GUILTY to investigations (VIKING to successful Necromancer investigations).
Vikings CANNOT be converted by the Priory. Namby-pamby religions, even cultish ones, hold little appeal for these men.
All Rogue Vikings will know the identities of all members of their band at the start of the game.
  • The Viking Captain (Godfather) may choose one player in each Night phase to be targeted for death by fearsomely sharp weaponry, and name which Rogue Viking (including themselves) will attempt the kill. The Captain must name a replacement to act as Viking Captain in the event they are killed. The Viking Captain shows as INNOCENT to Sheriff's investigation, VIKING to successful Necromancer investigation.

    The Viking Pillager (Mafia Mugger) may attempt to rob one player each Night, stealing any special items the player possesses. The Pillager chooses his/her own robbery targets. The Pillager may also be sent to attempt a kill by the Viking Captain. If this is the case, he/she may also pillage from the murder target (but no other player). If the Pillager replaces the Viking Captain, he/she will no longer be able to steal, having more important tasks to address.

    A Basic Rogue Viking (Mafia Member) may be sent by the Captain to attempt a kill on any given Night… or not. The Basic Rogue is the only Viking role that may be held by more than one player at a time.

    Roland, The Headless Thompson Gunner (Time-Traveling Viking) Norway’s bravest son may only be sent to attempt a kill once during the entire course of the game. If his target is a Priory Cultist, the muzzle flash of Roland’s Thompson gun will show the identities of all current Cultists to Roland.
The PRIORY CULTISTS (Cult) Possible Roles

The current Cult Prior at any time will show as INNOCENT to investigations (CULTIST to successful Necromancer investigations).
All other CULTIST roles will show as GUILTY to investigations, whatever their original role was (CULTIST to successful Necromancer investigations).
All Priory Cultists will be informed of the identities of all members of their cult at the time they join.
  • The Cult Prior (Cult Leader) is the only Cult role that exists at the beginning of the game. Each Night, the Prior may target one player for attempted conversion to his/her cult. The conversion will not be successful if the Prior targets the Sheriff, a Viking, or a player protected from conversion. The target will not learn that conversion has been attempted, and the Prior will not learn the reason the conversion failed.
    • CONVERSION: If conversion of a player is successful, they will lose any role abilities and role-associated items. Any special items in their possession at the time of conversion will be donated to the Cult, and immediately held by the Sacristan. The Sacristan may transfer the item(s) to any player beginning the following Night… including the player who originally held it/them. The Sacristan may also choose to keep any items received through conversion, donation or theft.
    The Sticky-Fingered Sacristan (Cult Thief) The first player converted by the Cult Prior will become the Sacristan. The Sacristan will take over the role of Cult Prior if the Prior is killed. The roles of Prior and Sacristan will be filled by players in order of their conversion. Each Night, the Sacristan may choose to target one player and steal any special items in their possession at the time. If the Sacristan targets the Sheriff or Vigilante, he/she will be killed during the attempted theft.

    A Priory Cultist (Cult Member) This is the only CULT role that may be held by more than one player. A Priory Cultist spends their Days chanting and voting, voting and chanting. And their Nights waiting for a vacancy in the Prior/Sacristan department.

The SPECIAL ITEMS:

To use or transfer a special item in your possession, please PM me. Item transfer requests can be made during the Day, but won't occur until Night. Item transfers can be requested by a player once I've posted that they are sent to gaol or the stocks. If a player dies while holding a special item, the item is lost to the game forever. If a player is resurrected, they won't have any special items. Special items may be transferred to other players at the beginning of each Night. All special items may be stolen at Night. Only one special item may be used by a player each Night. Special items may be used on the same Night a role-based action is performed. There may be more than one of any type of item, unless the description below states otherwise.
  • A Chainmail Garment (Bulletproof Vest) will protect the wearer from a Viking attack. A Garment can withstand only three attacks before it becomes bent beyond all recognition and is no longer able to serve as protection.

    A Dragonscale Lens (Truthfinder). When a player is viewed through a Dragonscale Lens, it will reveal whether their current role is the one he/she began the game with. ONE TIME USE ONLY. Dragonscales are surprisingly fragile when polished into lenses.

    A Vial of Kentish Powder (Action Blocking Agent) can be "accidentally" tipped into a player’s evening beverage of choice. Kentish Powder will paralyze them for a single Night, and prevent them from performing any action while under its influence. (If the Gypsy Tinker is dosed, he/she will not be able to leave the hamlet on that Night.) ONE TIME USE ONLY.

    A single Berserker’s Robe (Camouflage) made its way to Luxingham as a souvenir from the Viking Wars. A player wearing the Robe will frighten off murderous Vikings and supplicant-seeking Priors alike, neither being willing to engage a Berserker. Thieves are made of sterner stuff and will still carry out their Nightly mission if they target the Robed One. Unfortunately, the camouflage cuts both ways. If a player is investigated whilst wearing the Robe, he/she will also appear as GUILTY to the Sheriff and VIKING to successful Necromancer investigations, whatever his/her actual role.

    Miracle Max’s Only Mostly Dead Pill (Resurrection Agent) can bring a dead player back to life, if administered the Night following their death only. Cause of death doesn’t matter. There can be a maximum of one Pill in the game. ONE TIME USE ONLY.
Last edited by The Silken Knot on Wed Mar 13, 2013 6:08 am, edited 7 times in total.

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n00less cluebie
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Post by n00less cluebie » Thu Mar 07, 2013 6:49 am

Ye Whirlplaid hath been vanquished on night one

(sign me up please)

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Enokrad
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Post by Enokrad » Thu Mar 07, 2013 2:34 pm

In :smt065

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Big Will E Style
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Post by Big Will E Style » Thu Mar 07, 2013 6:58 pm

Since TSK sent me naked pics in return for me to play, I'm IN!

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The Silken Knot
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Post by The Silken Knot » Thu Mar 07, 2013 7:03 pm

RULES CLARIFICATION:
  • • Jousts occur at Daybreak, just after all Night events are concluded.

    • Events occurring during the Night phase won't stop a Joust, unless one of the participants is killed, or is sentenced to be in the stocks for the ensuing Day phase.

    • The jousters' roles AT DAWN will be used to proceed with the Joust (or not).

Great question, kude... thanks!

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Post by The Silken Knot » Thu Mar 07, 2013 7:04 pm

Poor traumatized Will! :oops:

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n00less cluebie
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Post by n00less cluebie » Thu Mar 07, 2013 8:26 pm

Next time Will should specify of whom the naked pics should be....

It's not only Nimmy's NOSE which is red

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SunTzu
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Post by SunTzu » Thu Mar 07, 2013 9:23 pm

Count me in!

I won't be very active on Mondays, Wednesday, and Fridays...

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*Manimal
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Post by *Manimal » Fri Mar 08, 2013 9:23 am

Sign me up gorgeous

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The Silken Knot
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Post by The Silken Knot » Fri Mar 08, 2013 10:26 am

:smt055

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paranoiarodeo
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Post by paranoiarodeo » Fri Mar 08, 2013 2:10 pm

There's still time to sign up for Medieval Mafia!

If you're playing online this weekend, and see anyone who might enjoy a change of pace from the daily Lux grind, then encourage them to click the link in the scoring announcements. Forum games like this are the perfect way of introducing Luxers both old and new to the bigger community that exists outside of their usual haunts. Mingling and getting to know one another better is a good thing. TSK and other forum game hosts put a good deal of time and effort into these events, so please, let's make an effort to ensure the best turnout and participation as possible.

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The Silken Knot
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Post by The Silken Knot » Fri Mar 08, 2013 3:33 pm

You old sweetie. :wink:

I know it's shorter notice than usual, but I wanted to get underway before we butted up against Pesach, Easter, Ostara, Spring Break, and so forth. Thanks for being so flexible, all!

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Rhye
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Post by Rhye » Fri Mar 08, 2013 3:54 pm

TSK wrote:15. Dannflor (confirmed- watch out, he's good)
I'm pretty sure he said "actually good", just like symbiosis is "actually good" at lux... ;)

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Post by n00less cluebie » Fri Mar 08, 2013 5:18 pm

I thought Dan was going to play alone in the defunct thread where he signed up.... :lol:

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Post by Dannflor » Sat Mar 09, 2013 12:03 am

lol, wrong thread. By "actually good", means this is the game I'm better at then any other game... which isn't saying a lot. However, I have had a lot of practice lately on another website.

So am I signed up? I didn't realize I posted in the wrong thread.. :P

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The Silken Knot
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Post by The Silken Knot » Sat Mar 09, 2013 12:54 am

You are, sir. Near the top of the first post in this thread, there's a list of the players who have signed up so far. Don't kill anyone yet. :smt077

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Post by Dannflor » Sat Mar 09, 2013 1:02 am

You sure I can't lynch someone while no one is looking? Looking forward to playing with yall.

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mazza
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Post by mazza » Sat Mar 09, 2013 6:54 pm

confirm me in pls

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The Silken Knot
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Post by The Silken Knot » Sat Mar 09, 2013 8:25 pm

W00t! Two Aussies in the game... I'm in heaven!

∞ TSK sighs happily ∞

I'll start sending role PMs out tomorrow afternoon (EDT), but would still be glad to add more players right up until the start of the game in just under 24 hours.

Meanwhile, if you have any questions, just let me know.

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Post by Lantern » Sat Mar 09, 2013 8:36 pm

in!

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Post by Kjos » Sat Mar 09, 2013 9:09 pm

Kjos wants in! I'll play, I love the fourms and the community! Looks tight, sign me up!

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Post by Lantern » Sat Mar 09, 2013 10:21 pm

Mafia is lots of fun kjos. Glad to have you join!

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paranoiarodeo
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Post by paranoiarodeo » Sat Mar 09, 2013 10:26 pm

(Everyone do please try and find a few more players during chase games tomorrow.)

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The Silken Knot
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Post by The Silken Knot » Sat Mar 09, 2013 10:29 pm

paranoiarodeo wrote:(Everyone do please try and find a few more players during chase games tomorrow.)
^^

Just likes chaos. :D

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Schroberts
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Post by Schroberts » Sat Mar 09, 2013 10:51 pm

I found Kjos! YAY, new blood!

I mean...

Yay! Welcome to mafia, Kjos!

:smt077

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Rhye
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Post by Rhye » Sun Mar 10, 2013 3:30 am

TSK wrote:Miracle Max’s Only Mostly Dead Pill (Resurrection Agent) can bring a dead player back to life, if administered the Night following their death only. Cause of death doesn’t matter. There can be a maximum of one Pill in the game. ONE TIME USE ONLY.
Hmm... now we can kill Whirlplaid on Nights one and three! 8)

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Post by Enzo1997 » Mon Mar 11, 2013 1:54 am

Confirm you say? What's that?

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