<?xml version="1.0" encoding="utf-8"?><?xml-stylesheet type='text/xsl' href='http://bigqiang.spaces.live.com/mmm2008-07-24_12.50/rsspretty.aspx?rssquery=en-US;http%3a%2f%2fbigqiang.spaces.live.com%2fblog%2ffeed.rss' version='1.0'?><rss version="2.0" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:msn="http://schemas.microsoft.com/msn/spaces/2005/rss" xmlns:live="http://schemas.microsoft.com/live/spaces/2006/rss" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:cf="http://www.microsoft.com/schemas/rss/core/2005" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Tools: Blog</title><description /><link>http://bigqiang.spaces.live.com/blog</link><language>en-US</language><pubDate>Sun, 26 Nov 2006 03:24:47 GMT</pubDate><lastBuildDate>Sun, 26 Nov 2006 03:24:47 GMT</lastBuildDate><generator>Microsoft Spaces v1.1</generator><docs>http://www.rssboard.org/rss-specification</docs><ttl>60</ttl><cf:parentRSS>http://bigqiang.spaces.live.com/feed.rss</cf:parentRSS><live:type>blog</live:type><live:identity><live:id>8782678378616554336</live:id><live:alias>bigqiang</live:alias></live:identity><image><title>Tools: Blog</title><url>http://byfiles.storage.live.com/y1p4gT2GGUznO960Q_u1gmUVSBB8JUU9GqjIgwBdQadKw9pKhSPcSXw6tmrfIYk1FZRiHG-ZYnswYE</url><link>http://bigqiang.spaces.live.com/blog</link></image><cf:listinfo><cf:group ns="http://schemas.microsoft.com/live/spaces/2006/rss" element="typelabel" label="Type" /><cf:group ns="http://schemas.microsoft.com/live/spaces/2006/rss" element="tag" label="Tag" /><cf:group element="category" label="Category" /><cf:sort element="pubDate" label="Date" data-type="date" default="true" /><cf:sort element="title" label="Title" data-type="string" /><cf:sort ns="http://purl.org/rss/1.0/modules/slash/" element="comments" label="Comments" data-type="number" /></cf:listinfo><item><title>无文可记，转一篇费脑子的智力游戏的玩法</title><link>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!113.entry</link><description>&lt;div&gt;&lt;font face="宋体" size=3&gt;原文出处：&lt;a href="http://www.eblong.com/zarf/werewolf.html"&gt;http://www.eblong.com/zarf/werewolf.html&lt;/a&gt;&lt;br&gt;&lt;/font&gt;＝＝＝＝＝＝＝＝＝&lt;/div&gt;
&lt;h1&gt;Werewolf&lt;/h1&gt;
&lt;h3&gt;A Mind Game&lt;/h3&gt;
&lt;h4&gt;also called &amp;quot;Mafia&amp;quot;&lt;/h4&gt;
&lt;div&gt;Werewolf is a simple game for a large group of people (seven or more.) It requires no equipment besides some bits of paper; you can play it just sitting in a circle. I'd call it a party game, except that it's a game of accusations, lying, bluffing, second-guessing, assassination, and mob hysteria. &lt;/div&gt;
&lt;p&gt;I really like it. But then I go to some strange parties. 
&lt;h3&gt;Setting Up&lt;/h3&gt;
&lt;div&gt;Assemble a group of players. An odd number is best, although not absolutely mandatory. There should be at least seven players; nine or eleven is better. &lt;/div&gt;
&lt;p&gt;Make up a set of cards, one for each player, with a role written on each one: 
&lt;ul&gt;
&lt;li&gt;One &amp;quot;Moderator&amp;quot; 
&lt;li&gt;Two &amp;quot;Werewolf&amp;quot; 
&lt;li&gt;One &amp;quot;Villager (Seer)&amp;quot; 
&lt;li&gt;All the rest &amp;quot;Villager&amp;quot; &lt;/ul&gt;
&lt;div&gt;Shuffle the cards and hand them out, face down. Each player should look at his card, but must &lt;em&gt;keep it secret.&lt;/em&gt; Only the moderator reveals his card and shows himself to be the moderator. &lt;/div&gt;
&lt;p&gt;(Alternatively, the group can choose a moderator in advance; the moderator then takes the &amp;quot;Moderator&amp;quot; card, shuffles the rest, and hands them out face-down.) 
&lt;p&gt;Two players are now secretly werewolves. They are trying to slaughter everyone in the village. Everyone else is an innocent human villager; but one of the villagers secretly has the Second Sight, and can detect the taint of lycanthropy. 
&lt;h3&gt;The Game: Night and Day&lt;/h3&gt;
&lt;div&gt;The game proceeds in alternating night and day phases. We begin with Night. &lt;/div&gt;
&lt;p&gt;&lt;strong&gt;At Night,&lt;/strong&gt; the moderator tells all the players &amp;quot;Close your eyes.&amp;quot; Everyone should. 
&lt;p&gt;The moderator says &amp;quot;Werewolves, open your eyes.&amp;quot; The two werewolves do so, and look around to recognize each other. The moderator should also note who the werewolves are. 
&lt;p&gt;The moderator says &amp;quot;Werewolves, pick someone to kill.&amp;quot; The two werewolves silently agree on one villager to tear limb from limb. (It is critical that they remain silent. The other players are sitting there with their eyes closed, and the werewolves don't want to give themselves away. Sign language is appropriate, or just pointing, nodding, raising eyebrows, and so on.) 
&lt;p&gt;When the werewolves have agreed on a victim, and the moderator understands who they picked, the moderator says &amp;quot;Werewolves, close your eyes.&amp;quot; 
&lt;p&gt;The moderator says &amp;quot;Seer, open your eyes. Seer, pick someone to ask about.&amp;quot; The seer opens his eyes and silently points at another player. (Again, it is critical that this be entirely silent -- because the seer doesn't want to reveal his identity to the werewolves.) 
&lt;p&gt;The moderator silently signs thumbs-up if the seer pointed at a werewolf, and thumbs-down if the seer pointed at an innocent villager. The moderator then says &amp;quot;Seer, close your eyes.&amp;quot; 
&lt;p&gt;The moderator says &amp;quot;Everybody open your eyes; it's daytime. And &lt;em&gt;you&lt;/em&gt; have been torn apart by werewolves.&amp;quot; He indicates the person that the werewolves chose. That person is immediately dead and out of the game. He reveals his card, showing what he was, and leaves it face-up. 
&lt;p&gt;&lt;strong&gt;Now it is Day.&lt;/strong&gt; Daytime is very simple; all the living players gather in the village and lynch somebody. The mob wants bloody justice. 
&lt;p&gt;As soon as a majority of players vote for a particular player to die, the moderator says &amp;quot;Ok, you're dead.&amp;quot; That player then reveals his card, and the rest of the players find out whether they've lynched a human, a werewolf, or (oops!) the seer. 
&lt;p&gt;&lt;em&gt;There are no restrictions on speech.&lt;/em&gt; Any living player can say anything he wants -- truth, misdirection, nonsense, or bareface lie. 
&lt;p&gt;Contrariwise, &lt;em&gt;dead players may not speak at all.&lt;/em&gt; As soon as the sun comes up and the moderator indicates that someone is dead, he may not speak for the rest of the game. No dying soliloquies allowed. Similarly, as soon as a majority vote indicates that a player has been lynched, he is dead. If he wants to protest his innocence or reveal some information (like the seer's visions), he has to do it &lt;em&gt;before&lt;/em&gt; the vote goes through. 
&lt;p&gt;No player may reveal his card, to anyone, except when he is killed. All you can do is talk. 
&lt;p&gt;Once a player is lynched, night falls and the cycle repeats. Everyone closes their eyes, the werewolves (or werewolf) secretly select someone to kill, the seer (if alive) secretly learns another player's status; then the sun rises, one player is found dead, and the remaining players begin to discuss another lynching. Repeat until one side wins. 
&lt;h3&gt;Winning&lt;/h3&gt;
&lt;div&gt;The humans win if they kill both werewolves. &lt;/div&gt;
&lt;p&gt;The werewolves win if they kill enough villagers so that the numbers are even. (Two werewolves and two humans, or one werewolf and one human.) At that point they can rise up and slaughter the villagers openly. 
&lt;h3&gt;In Case It's Not Totally Clear&lt;/h3&gt;
&lt;div&gt;The villagers are trying to figure out who's a werewolf; the werewolves are pretending to be villagers, and trying to throw suspicion on real villagers. &lt;/div&gt;
&lt;p&gt;The seer is trying to throw suspicion on any werewolves he discovers, but without revealing himself to be the seer (because if he does, the werewolves will almost certainly kill him that night, since he's the greatest threat to werewolf national security.) Of course the seer &lt;em&gt;can&lt;/em&gt; reveal himself at any time, if he thinks it's worthwhile to tell the other players what he's learned. Also of course, a werewolf can claim to be the seer and &amp;quot;reveal&amp;quot; anything he wants. 
&lt;p&gt;The only information the villagers have is what other players say -- and who dies. Accusing someone of being a werewolf is suspicious. Not accusing anyone is also suspicious. Agreeing with another player a lot is suspicious, and therefore so is pretending not to agree with another player. Never voting to kill a particular player is very suspicious for both of them -- unless it's the seer who knows that player is innocent. 
&lt;h3&gt;Technical Notes&lt;/h3&gt;
&lt;div&gt;When everyone closes their eyes at night, it is best for people to also start humming, tapping the table, rocking back and forth, or some such noise. This will cover up any accidental sounds that are made by the werewolves, the seer, or the moderator. &lt;/div&gt;
&lt;p&gt;The moderator should stick to the script to avoid mistakes or clues. If he says &amp;quot;Open your eyes, werewolves&amp;quot; instead of &amp;quot;Werewolves, open your eyes,&amp;quot; a player may misconstrue the command before the last word. 
&lt;p&gt;The moderator should be careful to always talk towards the center of the group. If (for example) he turns to face the seer when he says &amp;quot;Seer, select someone,&amp;quot; the werewolves may detect the change in acoustics. 
&lt;p&gt;It is really important that dead players not speak, and the moderator not speak outside his official capacity -- even to correct a blatant misstatement about a matter of record. (I've seen a game where one player -- a werewolf -- recited the history of the game up to that point: &amp;quot;X was murdered, then we lynched Y, then Z was murdered...&amp;quot; And he swapped two names, a night-murder and a day-lynching, to confuse matters. It would be unfair for a dead player to say &amp;quot;Hey, that's not right, I was lynched!&amp;quot;) 
&lt;p&gt;There are several reasons to have an odd number of players (including the moderator): There will be an odd number of living players during each day, which prevents tie votes on lynchings; and the game will always end with a lynching. If there are an even number of players, you can get ties, and the game will end with a nighttime murder -- which is anticlimactic, because everyone knows when the sun goes down that the game will end at dawn. (Because the werewolves are certain to kill a human and win.) 
&lt;p&gt;But more importantly, the humans' chances are significantly weaker when there are an even number of players (including the moderator.) (See &lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/werewolf-stats.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;statistics&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;.) This is probably because an even game always ends with a nighttime murder, and an extra murder is always to the advantage of the wolves; whereas an extra daytime lynching could help either side. 
&lt;p&gt;This game can produce a lot of shouting (during the day) and a lot of humming (at night.) Don't play where the neighbors will complain. (&amp;quot;Don't mind us, we're just deciding who to kill!&amp;quot;) 
&lt;p&gt;My cards are cheesy cartoons (smiley faces, smiley faces with fangs, and a smiley face with a third eye.) Some of my friends have made decks out of selected Magic cards, X-Files cards, and other card games with neat art. 
&lt;p&gt;Danny Novo has contributed a &lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/pic/werewolf-cards-novo-1.1.pdf"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;PDF file of Werewolf cards&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, after my cheesy cartoon idea. 
&lt;p&gt;
&lt;h3&gt;Possible Variations&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;When the seer secretly points to a player at night, the moderator says &lt;em&gt;out loud&lt;/em&gt; &amp;quot;Yes, that's a werewolf&amp;quot; or &amp;quot;No, that's not a werewolf.&amp;quot; (Avoid &amp;quot;he&amp;quot; and &amp;quot;she&amp;quot;!) The other players still don't know who was pointing or who was pointed at, but they do know what the answer was. If it was &amp;quot;yes&amp;quot;, the werewolves know the pressure is on... 
&lt;li&gt;Don't use a &amp;quot;Moderator&amp;quot; card; instead, put in one more &amp;quot;Villager&amp;quot; card. Then have an extra Day phase at the beginning, where the lynched player becomes the moderator. Advantage: Everyone gets to introduce themselves and start casting suspicion around, based on &lt;em&gt;no&lt;/em&gt; information whatsoever. (Since it's before the first night, not even the werewolves know who each other are!) Disadvantage: It's possible for the moderator to be a werewolf or seer, which starts one side off with a handicap. 
&lt;li&gt;Instead of passing out cards randomly, choose a moderator first, and then let the moderator decide who will be what. The moderator passes out cards as he pleases. (This might be fun if the group has played a lot of games together (not necessarily Werewolf) and know what it's like for different people to team up. If the group is new to Werewolf, I wouldn't recommend this variation.) 
&lt;li&gt;Instead of everyone making noise at night, everyone is as quiet as possible, and they listen for the sounds of pointing. (I feel this pollutes the pure brain-ness of the game. You should cast suspicion on each others' arguments, not on whether they can sign silently. But some people do play this way.) 
&lt;li&gt;If there are a whole lot of players -- say, seventeen -- it might be better to add a third werewolf. I have not experimented with this, so I don't know. Of course at that point it's also possible to split into two separate games. 
&lt;li&gt;If the number of players is even, you can give the villagers an advantage by granting the seer a free inquiry, letting the werewolves recognize each other, and then starting with a day-phase. (Or, equivalently, start with a night but don't let the werewolves attack that first night.) This keeps the parity normal. It's hard to quantify the advantage of a free inquiry, since it's entirely psychological, but at least you don't have an entirely information-free first day. 
&lt;li&gt;If the number of players is small, or even, perhaps improve the villagers' chances by giving one of them wolfsbane? The villager with wolfsbane cannot be killed by wolves; if he is picked, the moderator announces &amp;quot;It's dawn... nobody was killed last night.&amp;quot; Of course, the herb is no protection from lynching. Disadvantage: this screws up the parity, so some games won't end with a lynching. (This is a very speculative variant, and needs a lot of playtesting before it can be recommended.) 
&lt;li&gt;A variant from Princeton: one villager has wolfsbane, but he &lt;em&gt;chooses&lt;/em&gt; which doorstep to sprinkle every night. (He can choose himself.) If he picks the same person the wolves pick, that person doesn't die. If he picks a wolf, nothing happens. Disadvantages: again, this screws up the parity. Also, if the last two players are a wolf and the wolfsbane-owner, the game is a stalemate. (Hm -- that's the result that was described to me, but it doesn't necessarily follow. You could say that since the wolf-team has equal numbers, they win by daytime massacre, and the herb doesn't help.) 
&lt;li&gt;&amp;quot;Dark City&amp;quot;: At night, the werewolves get to swap two villager cards (thus possibly changing the identity of the seer). Ideally, when a villager dies, it should not be revealed whether or not he was the seer. 
&lt;li&gt;&amp;quot;Cupid&amp;quot;: One villager is also the Cupid. At the &lt;em&gt;start&lt;/em&gt; of the game, he secretly indicates two others players. These players are now a pair of Lovers. (The moderator taps the Lovers on the shoulder, and has them open their eyes and see each other. So the Lovers know who each other are, and the Cupid knows who they are -- but &lt;em&gt;none&lt;/em&gt; of them know (initially) whether the Lovers are human, wolves, or one of each.) Now: if one Lover dies (day or night), the other dies immediately of a broken heart. Furthermore: if the Lovers are the only two people left alive, &lt;em&gt;even if one is a human and one is a wolf&lt;/em&gt;, they both &lt;em&gt;win&lt;/em&gt;. (&amp;quot;Ours is a forbidden love.&amp;quot; -- Willow) 
&lt;li&gt;Adam Cadre came up with a version that avoids the closed eyes, the humming and tapping, etc; the only hidden behavior is writing. All players write on a notecard at night. The moderator collects the cards and works out the results. Villagers write &amp;quot;sleep&amp;quot;. The wolves can write a list of names of people to kill, in order of preference; if there is no consensus, one particular wolf (the alpha wolf) gets his wish. The moderator writes seer results on the seer's card before returning the cards. This scheme eliminates wolf conferring, but it may work better for some groups -- it eliminates the risk (and temptation) of peeking. 
&lt;li&gt;Other variants are noted below, with links to groups that play that variant. &lt;/ul&gt;
&lt;h3&gt;History&lt;/h3&gt;
&lt;div&gt;I did not invent this game. I don't know who did. I learned it at the 1997 &lt;a href="http://www.puzzlers.org/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;National Puzzlers' League&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; convention, under the name &amp;quot;Mafia.&amp;quot; (Two Mafia gangsters, one Knight Commandant, and everyone else innocent citizens.) I think werewolves are niftier, so I changed it. &lt;/div&gt;
&lt;p&gt;I have done some &lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/werewolf-stats.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;statistical simulations&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; of the game, mostly to figure out when to add a third werewolf. (Seventeen players looks right.) 
&lt;p&gt;A friend has reported another name for the game: &amp;quot;Seduction&amp;quot;, where two seducers try to deflower all the virgins before they're caught, with a gossip peeking. Every day the virgins go out and... arrange a tryst with one of their number? Send someone to a brothel? Ok, it doesn't make a whole lot of sense. 
&lt;p&gt;Steven Clays reports: &amp;quot;We (= a Belgian group of 2500 ecologists between 8-25) learned the game from Slovenian people in July '96.&amp;quot; Hm. 
&lt;p&gt;If you have any more information about the origins of the game, please send me a note. That's erkyrath@eblong.com. 
&lt;p&gt;
&lt;h3&gt;Commercial Editions of Werewolf&lt;/h3&gt;
&lt;div&gt;I know of three: &lt;/div&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://lesloupsgarous.free.fr/index.htm"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Les Loups-Garou de Thiercelieux&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; -- a French publication by Philippes des Pallières and Hervé Marly of Lui-Même Games. Has a number of additional character cards, including the &amp;quot;Cupid&amp;quot; described above. Published in English as &amp;quot;The Werewolves of Millers Hollow&amp;quot;. 
&lt;li&gt;&lt;a href="http://www.mayfairgames.com/mfg-cat/general/4706-00.htm"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Lupus in Tabula&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, from &lt;a href="http://www.davincigames.com/page_eng.cfm?sez=01&amp;amp;gioco=lit"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;daVinci Games&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;. Also has a bunch of character cards. 
&lt;li&gt;&lt;a href="http://www.wunderland.com/LooneyLabs/Werewolf/Index.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Are You A Werewolf?&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; -- published by &lt;a href="http://www.looneylabs.com/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Looney Labs&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;. Just werewolf, villager, seer, and moderator cards; rules basically as described on this page. (Looney Labs events tend to degenerate into Werewolf late at night. Friday night at Origins 2002, we had four games running with &lt;em&gt;52&lt;/em&gt; people total...) &lt;/ul&gt;
&lt;div&gt;And I might as well give my opinion about this sort of thing: &lt;/div&gt;
&lt;p&gt;I did not invent this game, so I have no right to permit or forbid people from publishing commercial versions of it, or otherwise making money off of it. As far as I'm concerned, it's folk culture, as much as hopscotch or chess. (Even if it was invented in 1986 (see below). Folk work fast. The word gets around.) 
&lt;p&gt;On the other hand -- if you publish a version which is called &amp;quot;Werewolf&amp;quot;, as opposed to &amp;quot;Mafia&amp;quot; or some other theme, it would be cool if you noted my name. I don't insist. I'm just asking. Because I &lt;em&gt;am&lt;/em&gt; the sole inventor of the idea of having this game be about werewolves... and while that gives me no rights of ownership, it does mean that the chain of causality flows back through me. 
&lt;p&gt;It's kind of a weird feeling, actually. I am your memetic lycanthropic Eve! 
&lt;p&gt;Heh. 
&lt;p&gt;
&lt;h3&gt;Other Werewolf/Mafia Web Pages&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.princeton.edu/~mafia/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Graduate Mafia Brotherhood&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; of Princeton University. This page lists a broad range of variants and rule suggestions, including the out-of-control &amp;quot;Mafia meets Werewolf&amp;quot;... See also their detailed &lt;a href="http://www.princeton.edu/~mafia/history.htm"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;history&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; page. 
&lt;li&gt;&lt;a href="http://www.worldforge.org/project/newsletters/September2001/WerewolfSession"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;A description of an IRC version&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; by &amp;quot;Bryce&amp;quot; 
&lt;li&gt;&lt;a href="http://www.geocities.com/soonger/taiwan/mafia.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Another page&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; by &amp;quot;Soonger&amp;quot;. In this version, there's a single, roll-call vote to lynch; whoever gets the most lynch votes is strung up. 
&lt;li&gt;&lt;a href="http://rusclub.ml.org/cp1251/games/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;It looks like the same game...&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; But it's in Russian. I think. (The server doesn't seem to specify a charset header, either.) &lt;em&gt;(dead link, sorry)&lt;/em&gt; 
&lt;li&gt;&lt;a href="http://www.bright.net/~beeryde/mafia.htm"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Another page&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; by &amp;quot;Beer&amp;quot;. In this version, the person being lynched has the opportunity for a short speech in defense of himself; this is followed by a second, confirming vote to kill. 
&lt;li&gt;And finally, although this isn't a link: My latest web search has turned up the highest quota of Mafia mentions from... wait for it... the event lists of Christian youth camps. No, I don't know what this means. 
&lt;li&gt;Ok, one such link: In &lt;a href="http://falcon.cc.ukans.edu/~bvolk/leadership/skitidea.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;&amp;quot;skit ideas&amp;quot;&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; for youth camps. Standard rules. &lt;em&gt;(dead link, sorry)&lt;/em&gt; 
&lt;li&gt;&lt;a href="http://www.cab.u-szeged.hu/local/mensa/SIG/mafia/mafia.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Maffia SIG of Mensa HungarIQa&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, a Hungarian group. Interesting variant: the Mafia cannot communicate at night, not even to know who the other Mafia are trying to murder. They must somehow agree on their target &lt;em&gt;during the day&lt;/em&gt;, in the course of the normal discussion. If they don't all attack the same target, nobody dies that night. 
&lt;li&gt;&lt;a href="http://www.phys.ntnu.no/~vegster/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Vegard Engstrøm&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; has a &lt;a href="http://www.stud.ntnu.no/studorg/mafia/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;detailed site&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;. In this version, the identity of people killed at night is kept secret; so the Mafia can kill the Knight Commandant and never know it. Worse, the Mafia can kill one of their own, or even both, and laugh at the resulting confusion. Also, the Knight Commandant is &lt;em&gt;given&lt;/em&gt; the identity of one Mafia member per night, instead of having to ask. (The ratio of Mafia to citizens is higher, to counter this increased power.) 
&lt;li&gt;A description of Mafia at the &lt;a href="http://www.puzzlers.org/cons/1997/conreport1997.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;1997 NPL Convention&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, which is where I learned about it myself. Written by &amp;quot;Qaqaq&amp;quot;. (NPL names are funky. Mine's &amp;quot;'Andrew'&amp;quot;.) 
&lt;li&gt;&lt;a href="http://wonko.inow.com/wilco/santabarbara/mafia.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Another site&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, standard rules but with no Seer/Knight Commander. Photos from an action-packed game session! 
&lt;li&gt;&lt;a href="http://members.theglobe.com/mafia_rules/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Dimitry Davidoff's site&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, in which he claims to have invented the game in 1986. History in the retelling! His rules are well off the current average: the players may lynch any number of people during the day, lynched players do not reveal their identity, there's no communicating at night and there is no moderator or Seer. 
&lt;li&gt;&lt;a href="http://wolff.to/bruno/werewolf.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Bruno Wolff's site&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;, including some variations and statistical models. 
&lt;li&gt;&lt;a href="http://www.gamerz.net/pbmserv/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;A play-by-email server&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; which includes a &lt;a href="http://www.gamerz.net/pbmserv/werewolf.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Werewolf&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; module. 
&lt;li&gt;&lt;a href="http://www.romafiaclub.net/"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;The Romanian Mafia Club&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;. &lt;/ul&gt;
&lt;p&gt;
&lt;div&gt;
&lt;hr&gt;
&lt;/div&gt;
&lt;div&gt;Last updated January 21, 2004. &lt;/div&gt;
&lt;p&gt;&lt;em&gt;&lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/werewolf-stats.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Werewolf Statistics&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;&lt;/em&gt; 
&lt;p&gt;&lt;em&gt;&lt;a href="http://www.antipasta.org/loboshumanos.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;This page in Spanish&lt;/font&gt;&lt;/u&gt;&lt;/a&gt; (translation thanks to Daniel Gómez)&lt;/em&gt; 
&lt;p&gt;&lt;em&gt;&lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/home.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;Zarfhome&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;&lt;/em&gt; &lt;em&gt;&lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/sitemap.html#werewolf"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;(map)&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;&lt;/em&gt; &lt;em&gt;&lt;a href="http://spaces.msn.com/mmm2005-08-03_15.21/cave/werewolf.html"&gt;&lt;u&gt;&lt;font color="#0000ff"&gt;(down)&lt;/font&gt;&lt;/u&gt;&lt;/a&gt;&lt;/em&gt; &lt;img src="http://c.services.spaces.live.com/CollectionWebService/c.gif?cid=8782678378616554336&amp;page=RSS%3a+%e6%97%a0%e6%96%87%e5%8f%af%e8%ae%b0%ef%bc%8c%e8%bd%ac%e4%b8%80%e7%af%87%e8%b4%b9%e8%84%91%e5%ad%90%e7%9a%84%e6%99%ba%e5%8a%9b%e6%b8%b8%e6%88%8f%e7%9a%84%e7%8e%a9%e6%b3%95&amp;referrer=" width="1px" height="1px" border="0" alt=""&gt;&lt;img style="position:absolute" alt="" width="0px" height="0px" src="http://c.live.com/c.gif?NC=31263&amp;amp;NA=1149&amp;amp;PI=73329&amp;amp;RF=&amp;amp;DI=3919&amp;amp;PS=85545&amp;amp;TP=bigqiang.spaces.live.com&amp;amp;GT1=bigqiang"&gt;</description><comments>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!113.entry#comment</comments><guid isPermaLink="true">http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!113.entry</guid><pubDate>Tue, 23 Aug 2005 02:15:45 GMT</pubDate><slash:comments>0</slash:comments><msn:type>blogentry</msn:type><live:type>blogentry</live:type><live:typelabel>Blog entry</live:typelabel><wfw:commentRss>http://bigqiang.spaces.live.com/blog/cns!79E25773E5F18360!113/comments/feed.rss</wfw:commentRss><wfw:comment>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!113.entry#comment</wfw:comment><dcterms:modified>2005-08-23T02:15:45Z</dcterms:modified></item><item><title>匪夷所思的PCAnywhere连接错误</title><link>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!112.entry</link><description>&lt;div&gt;昨天用PCAnywhere远程连接服务器出了点问题。问题描述：&lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;主控端：PCAnywhere11.5英文版，运行于Windows 2000 Server环境&lt;/div&gt;
&lt;div&gt;被控端：PCAnywhere10.5简体中文版，运行于Windows 2000 Server环境&lt;/div&gt;
&lt;div&gt;可以成功连接到被控端，可以查看到服务器端Windows的帐号登录界面，但是在输入密码时出现了点问题。因为我的密码是由大小字字母、数字和特殊字符组成。奇怪的是特殊字符无法输入进入密码文本框内。其它字符都可以响应，就是特殊字符不成。可是在数日以前登录都是没有问题的。&lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;排故过程：&lt;/div&gt;
&lt;div&gt;一、怀疑自己机子内有特殊进程干扰，检查进程并强行中止了些怀疑的进程，仍然不能解决问题。&lt;/div&gt;
&lt;div&gt;二、baidu、goole、symantec官方网站搜索排查仍然一无所获。似乎无人遇到此类问题&lt;/div&gt;
&lt;div&gt;三、向服务器托管商求助，对方也没有见过此类问题&lt;/div&gt;
&lt;div&gt;四、晕菜之余，在自己的一台新装Windows 2003 Server的虚拟机上安装了11.5版测试。登录服务器输入密码测试成功。初步怀疑原PCAnywhere某部分配置数据因意外有问题导致故障。&lt;/div&gt;
&lt;div&gt;五、卸载2000 Server上的11.5版，确认删除干净后，重新安装。远程连接，故障依旧。&lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;此时有点黩驴技穷、无技可施的感觉。一个突然的想法产生了：既然是键盘输入特殊字符出现了问题，会不会是输入法的问题？前几天因发现极点五笔输入法有了新版本，重新安装过一次。检查输入法设置发现，极点五笔把自己设成默认输入法了。于是删除它，然后重新添加它，并设置“简体中文-美式键盘”为默认。重新起动系统后，再进行测试，问题解决。&lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;这样的问题花了我太多时间去分析排查，居然结果是这样的。由此得出的经验教训就是，最好不要把任何中文输入法设置成默认输入法，因为很可能会和某个软件出现一些小错误。这个错误在我这里就成了让我无法进行远程管理系统的大问题。&lt;/div&gt;&lt;img src="http://c.services.spaces.live.com/CollectionWebService/c.gif?cid=8782678378616554336&amp;page=RSS%3a+%e5%8c%aa%e5%a4%b7%e6%89%80%e6%80%9d%e7%9a%84PCAnywhere%e8%bf%9e%e6%8e%a5%e9%94%99%e8%af%af&amp;referrer=" width="1px" height="1px" border="0" alt=""&gt;&lt;img style="position:absolute" alt="" width="0px" height="0px" src="http://c.live.com/c.gif?NC=31263&amp;amp;NA=1149&amp;amp;PI=73329&amp;amp;RF=&amp;amp;DI=3919&amp;amp;PS=85545&amp;amp;TP=bigqiang.spaces.live.com&amp;amp;GT1=bigqiang"&gt;</description><category>日记</category><comments>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!112.entry#comment</comments><guid isPermaLink="true">http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!112.entry</guid><pubDate>Fri, 19 Aug 2005 05:49:12 GMT</pubDate><slash:comments>0</slash:comments><msn:type>blogentry</msn:type><live:type>blogentry</live:type><live:typelabel>Blog entry</live:typelabel><wfw:commentRss>http://bigqiang.spaces.live.com/blog/cns!79E25773E5F18360!112/comments/feed.rss</wfw:commentRss><wfw:comment>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!112.entry#comment</wfw:comment><dcterms:modified>2005-08-19T05:49:12Z</dcterms:modified></item><item><title>关于超级女声PK的含义（10月31日更新）</title><link>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!110.entry</link><description>&lt;div&gt;    很久没看电视了，周末在以前的一个同事薛家里厚着脸皮蹭饭吃。因为吃的太饱而有些行动艰难，于是又赖在那儿看了会儿电视以恢复吃饭消耗的体力和营养过剩造成的身体不适应。正在直播超级女声六进五的决赛部分。一个词频频在主持人和评委嘴里出现“PK”。&lt;/div&gt;
&lt;div&gt;    这个词我很久前就在网游评论里见过，自己对它的意思还是有些知觉D。还好我有“知之为知之，不知google之”的好习惯，查了一下这个词的含义。终于得到了比较全面的解释，下面整理罗列出来：&lt;/div&gt;
&lt;div&gt;　&lt;/div&gt;
&lt;div&gt;    PK在英文里是Player Killer的简称，意思是“玩家杀手”,后引申为动词,意为游戏中杀人。也就是说，PK指的是在游戏中杀死其他玩家的玩家，是一个名词。但引入中国后，由于人的误解，通常把它作为一个动词来使用，有攻击和对打的意思。例如:“我和你PK”，“我昨天被PK了”。现在也有单挑的意思，现在PK一词的含义变得越来越广，有的人甚至连打架斗殴也用PK来形容。网络游戏中PK 是指 PLAYER KILL  意思是玩家之间的彼此对打，一般网络游戏都支持玩家PK ，而且有的游戏还有群P，就是所谓的打群架（足球里PK是指PERSONAL KICK意思是点球）&lt;/div&gt;
&lt;div&gt;　&lt;/div&gt;
&lt;div&gt;    想起了崔建的一句歌词“&lt;font color="#000000"&gt;不是我不明白&lt;/font&gt;,这世界变化快”，把这个词记下来，以提醒自己这个世界有许多新东西值得我学习。&lt;/div&gt;
&lt;p align=center&gt;&lt;font color="#ff0000"&gt;======以下为2005-10-31日新修改附记======&lt;/font&gt;
&lt;p align=left&gt;    好友张提醒我说点球的英文绝对不是前面我检索网络总结的Personal Kick。他以前常玩FIFA之类的游戏吧，所以我相信他的判断。再度检查网络及张的提示。基本可以确定如下：
&lt;p align=left&gt;    “点球”英文的说法是Penalty Kick。关于这个的解释可以检查这个网址：&lt;a href="http://www.drblank.com/slaw14.htm"&gt;http://www.drblank.com/slaw14.htm&lt;/a&gt;。似乎国外网站有关体育的专业报道用这个词为多。另外还有一个词Spot Kick也具有同一意思。查询有关&lt;a href="http://www.ussoccerplayers.com/resource_center/glossary/"&gt;网站&lt;/a&gt;得知到有关它的词条解释：
&lt;p align=left&gt;Spot Kick：Another word for a penalty kick because of the dot drawn on the field to mark the place from which penalty kicks should be taken. See also Penalty kick.
&lt;p align=left&gt;    这些说明虽然与我们现在讲的PK意思关系不是很大了，但是这个错误不能一直传播。因此我原来的错误保留，更正的内容放在后面。
&lt;p align=left&gt;　
&lt;p&gt;　&lt;img src="http://c.services.spaces.live.com/CollectionWebService/c.gif?cid=8782678378616554336&amp;page=RSS%3a+%e5%85%b3%e4%ba%8e%e8%b6%85%e7%ba%a7%e5%a5%b3%e5%a3%b0PK%e7%9a%84%e5%90%ab%e4%b9%89%ef%bc%8810%e6%9c%8831%e6%97%a5%e6%9b%b4%e6%96%b0%ef%bc%89&amp;referrer=" width="1px" height="1px" border="0" alt=""&gt;&lt;img style="position:absolute" alt="" width="0px" height="0px" src="http://c.live.com/c.gif?NC=31263&amp;amp;NA=1149&amp;amp;PI=73329&amp;amp;RF=&amp;amp;DI=3919&amp;amp;PS=85545&amp;amp;TP=bigqiang.spaces.live.com&amp;amp;GT1=bigqiang"&gt;</description><category>日记</category><comments>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!110.entry#comment</comments><guid isPermaLink="true">http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!110.entry</guid><pubDate>Tue, 16 Aug 2005 01:59:08 GMT</pubDate><slash:comments>0</slash:comments><msn:type>blogentry</msn:type><live:type>blogentry</live:type><live:typelabel>Blog entry</live:typelabel><wfw:commentRss>http://bigqiang.spaces.live.com/blog/cns!79E25773E5F18360!110/comments/feed.rss</wfw:commentRss><wfw:comment>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!110.entry#comment</wfw:comment><dcterms:modified>2005-10-31T03:53:17Z</dcterms:modified></item><item><title>一些有用的软件(开发/开源/共享)</title><link>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!109.entry</link><description>&lt;img src="http://c.services.spaces.live.com/CollectionWebService/c.gif?cid=8782678378616554336&amp;page=RSS%3a+%e4%b8%80%e4%ba%9b%e6%9c%89%e7%94%a8%e7%9a%84%e8%bd%af%e4%bb%b6(%e5%bc%80%e5%8f%91%2f%e5%bc%80%e6%ba%90%2f%e5%85%b1%e4%ba%ab)&amp;referrer=" width="1px" height="1px" border="0" alt=""&gt;&lt;img style="position:absolute" alt="" width="0px" height="0px" src="http://c.live.com/c.gif?NC=31263&amp;amp;NA=1149&amp;amp;PI=73329&amp;amp;RF=&amp;amp;DI=3919&amp;amp;PS=85545&amp;amp;TP=bigqiang.spaces.live.com&amp;amp;GT1=bigqiang"&gt;</description><comments>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!109.entry#comment</comments><guid isPermaLink="true">http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!109.entry</guid><pubDate>Thu, 04 Aug 2005 02:00:21 GMT</pubDate><slash:comments>0</slash:comments><msn:type>blogentry</msn:type><live:type>blogentry</live:type><live:typelabel>Blog entry</live:typelabel><wfw:commentRss>http://bigqiang.spaces.live.com/blog/cns!79E25773E5F18360!109/comments/feed.rss</wfw:commentRss><wfw:comment>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!109.entry#comment</wfw:comment><dcterms:modified>2005-08-04T02:00:21Z</dcterms:modified></item><item><title>IIS的W3SVC服务错误解决</title><link>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!108.entry</link><description>&lt;div&gt;    近几天web服务器访问速度一直不是很快。远程访问服务器资源占用消耗也并不是很大。但是页面出现几乎打不开的情况。联系空间商也不能解决。根据pathping 和tracert统计值每一个hop都不大，不存在time out的情况。重起系统后，速度恢复，第二日即有人反映页面慢得难以打开。&lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;    检查事件记录，发现如下内容：&lt;/div&gt;
&lt;div&gt;事件类型: 警告&lt;br&gt;事件来源: Perflib&lt;br&gt;事件种类: 无&lt;br&gt;事件 ID: 2003&lt;br&gt;日期:  2005-7-8&lt;br&gt;事件:  11:34:25&lt;br&gt;用户:  N/A&lt;br&gt;计算机: ×××××&lt;br&gt;描述:&lt;br&gt;&amp;quot;W3SVC&amp;quot; 服务的性能库 &amp;quot;C:\WINNT\system32\w3ctrs.dll&amp;quot; 的配置信息  同在注册表中保存的受信任性能库信息不匹 配。此库中的函数不会作为受信任函数处理。 &lt;/div&gt;
&lt;div&gt; &lt;/div&gt;
&lt;div&gt;搜索此类问题发现答案：&lt;/div&gt;
&lt;blockquote dir=ltr&gt;
&lt;div&gt;SYMPTOMSAfter you install Windows 2000 on a drive that uses the FAT or FAT32 file system (that was formatted during the installation process) and install Internet Information Services (IIS) in the same Setup process, event ID 2003 warning messages may appear in the Application event log when you start System Monitor and add counters. This issue does not occur with NTFS drives that do not have a service pack, if the FAT or FAT32 drive is formatted before you run Windows 2000 Setup, or if you add IIS later. The event ID 2003 warning message has the following text: &lt;br&gt;The configuration information of the performance library &amp;quot;C:\\WINNT\\system32\\w3ctrs.dll&amp;quot; for the &amp;quot;W3SVC&amp;quot; service does not match the trusted performance library information stored in the registry. The functions in this library will not be treated as trusted. &lt;br&gt;&lt;br&gt;The configuration information of the performance library &amp;quot;C:\\WINNT\\system32\\infoctrs.dll&amp;quot; for the &amp;quot;InetInfo&amp;quot; service does not match the trusted performance library information stored in the registry. The functions in this library will not be treated as trusted. &lt;br&gt;&lt;br&gt;The configuration information of the performance library &amp;quot;C:\\WINNT\\system32\\aspperf.dll&amp;quot; for the &amp;quot;ASP&amp;quot; service does not match the trusted performance library information stored in the registry. The functions in this library will not be treated as trusted. RESOLUTIONTo resolve this problem, run the following commands at a command prompt in the %SystemRoot%\\System32 folder to unload and reload the IIS performance dynamic-link libraries (DLLs). After you run these commands, the warning messages are not logged: &lt;br&gt;&lt;/div&gt;
&lt;p&gt;unlodctr w3svc&lt;br&gt;unlodctr msftpsvc&lt;br&gt;unlodctr asp&lt;br&gt;unlodctr inetinfo&lt;br&gt;lodctr w3ctrs.ini&lt;br&gt;lodctr ftpctrs.ini&lt;br&gt;lodctr axperf.ini&lt;br&gt;lodctr infoctrs.ini&lt;br&gt;&lt;/blockquote&gt;
&lt;p dir=ltr&gt;将后面几条命令编辑成批处理文件在system32目录下执行后。访问速度迅速恢复。但是仍需要观察一天以确定访问页面难以打开是否是此问题所致。
&lt;p dir=ltr&gt;续：经过几天观察，服务器运行稳定。&lt;img src="http://c.services.spaces.live.com/CollectionWebService/c.gif?cid=8782678378616554336&amp;page=RSS%3a+IIS%e7%9a%84W3SVC%e6%9c%8d%e5%8a%a1%e9%94%99%e8%af%af%e8%a7%a3%e5%86%b3&amp;referrer=" width="1px" height="1px" border="0" alt=""&gt;&lt;img style="position:absolute" alt="" width="0px" height="0px" src="http://c.live.com/c.gif?NC=31263&amp;amp;NA=1149&amp;amp;PI=73329&amp;amp;RF=&amp;amp;DI=3919&amp;amp;PS=85545&amp;amp;TP=bigqiang.spaces.live.com&amp;amp;GT1=bigqiang"&gt;</description><category>计算机与 Internet</category><comments>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!108.entry#comment</comments><guid isPermaLink="true">http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!108.entry</guid><pubDate>Fri, 08 Jul 2005 04:52:06 GMT</pubDate><slash:comments>0</slash:comments><msn:type>blogentry</msn:type><live:type>blogentry</live:type><live:typelabel>Blog entry</live:typelabel><wfw:commentRss>http://bigqiang.spaces.live.com/blog/cns!79E25773E5F18360!108/comments/feed.rss</wfw:commentRss><wfw:comment>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!108.entry#comment</wfw:comment><dcterms:modified>2005-07-11T09:13:39Z</dcterms:modified></item><item><title>城市的喜鹊</title><link>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!106.entry</link><description>&lt;p&gt;    单位周一要求体检，在航天桥304医院。医院的护士很和气，一切都很顺利。体检完毕，出来上了航天桥的过街天桥，我注意到在立交桥的西北角交通死角上有块绿地，一颗高大的树，在春光里伸展出一片稀疏的新绿，在顶端的支叉间隐藏着一个孤单的鸟巢。虽然用的些木棍搭建的很结实，但也许感觉有些浮尘的关系，我以为那是被遗弃的巢穴。城市中比肩接踵快速移动的四轮钢铁巢穴们扬起身后的漫天尘嚣将这些树枝全浸上了层浮土，这个被遗弃的巢穴当然也不例外，毕竟这样的环境对人也很难适应。但是在不远处的另一棵树的树枝上我突然发现了它的主人，一只孤零零的喜鹊。 &lt;p&gt;    真的，周围除了它没有一只鸟，它居然居住在这样的地方。它在东张西望，似乎在观察着钢铁文明下制造出的四轮怪物汇聚烟尘直上的路面外能有什么，也许它正在觅食。树枝高度所覆盖的视力范围已经不能搜寻到什么，它很快飞离栖息的枝头振翅飞向高处。在航天桥东有一个极高的照明电杆，它落在了上面，仍然只有它一只。 &lt;p&gt;    航天桥在北京是车流量最大的立交之一，以这样的高度俯视芸芸众生，这是怎样的感觉。这只孤零零的喜鹊注视着密集的钢筋水泥丛林里喧闹的人海车流不会感到一丝的孤单么？ &lt;p&gt;    我离天天桥挤上公交车前，仍然在观察它。它仍然是一个人划过航天桥上空辽阔的天空，象是始终在寻找什么，但是长久也没有寻找到，只能长久的盘旋。 &lt;p&gt;    在很长时间里我都看不到它周围有一个伙伴。在我走上836车上，心里在想希望下次仍然能够看到它，并且它不会是一只。&lt;img src="http://c.services.spaces.live.com/CollectionWebService/c.gif?cid=8782678378616554336&amp;page=RSS%3a+%e5%9f%8e%e5%b8%82%e7%9a%84%e5%96%9c%e9%b9%8a&amp;referrer=" width="1px" height="1px" border="0" alt=""&gt;&lt;img style="position:absolute" alt="" width="0px" height="0px" src="http://c.live.com/c.gif?NC=31263&amp;amp;NA=1149&amp;amp;PI=73329&amp;amp;RF=&amp;amp;DI=3919&amp;amp;PS=85545&amp;amp;TP=bigqiang.spaces.live.com&amp;amp;GT1=bigqiang"&gt;</description><category>日记</category><comments>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!106.entry#comment</comments><guid isPermaLink="true">http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!106.entry</guid><pubDate>Wed, 20 Apr 2005 04:19:04 GMT</pubDate><slash:comments>0</slash:comments><msn:type>blogentry</msn:type><live:type>blogentry</live:type><live:typelabel>Blog entry</live:typelabel><wfw:commentRss>http://bigqiang.spaces.live.com/blog/cns!79E25773E5F18360!106/comments/feed.rss</wfw:commentRss><wfw:comment>http://bigqiang.spaces.live.com/Blog/cns!79E25773E5F18360!106.entry#comment</wfw:comment><dcterms:modified>2005-06-01T02:21:22Z</dcterms:modified></item></channel></rss>