The Resistance part 3
Having been infiltrated and proven unable to compete with Werewolf in the previous episode, the true Resistance has decided upon an new course of action: obtain some means of time travel and establish themselves before other games are able to install themselves in the forums!
As usual, some naysayers are ensconced within the Resistance. These Spies will stop at nothing to prevent the Resistance from successfully completing their series of missions.
Who will achieve victory? Will we agree on a set of rules that manages to make everybody happy? And will the players actually show up and participate to move things forward in a timely fashion?
Find out in Resistance 3: Revenge...and Time Travel!
Players and Roles
This is a game for 5 to 10 players. Normally, the players handle the organisation of the game themselves, but for a number of reasons this is not possible on a forum. Therefore, the game will be held under the auspices of a GM.
The 10 players will be given a Role through PM, either Spy or Resistance. The Spies will be informed of the identities of the other Spies. Distribution of the Roles depends on the number of players:
The GM will also determine the order in which players will become Leader and assign the first Leader in a public post.
Game Play
The game consists of between three and five Rounds; each Round is comprised of a Plot Card phase, a Team Building phase and a Mission phase.
Distribute Plot Cards
The GM randomly selects a number of Plot Cards, depending on the amount of players:
These Plot Cards are revealed publicly. The Leader then publicly handles the effects of the Cards as he sees fit.
Build the Team
The Team Building phase consists of the Leader picking the players that he would like on the Mission Team followed by all the players Voting to Approve or Reject the Mission Team.
For each Mission, the Leader chooses a predetermined amount of players, possibly including himself, according to the following table:
Once the Leader posts his proposal in public, all players must vote to either APPROVE or REJECT. the proposed Team in public. Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy..
The Mission Team is approved if the majority of Votes approved and fails if a majority rejected the assignments; a tied vote is also a rejection. If the Mission Team is approved, play continues in the Mission phase. If the Mission Team is rejected, the Leader passes to the next player in line and the Team Building phase is repeated.
The Spies win the game if five Mission Teams are rejected in a single Round.
Conduct the Mission
Each player on the Mission Team must Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players must SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE. If a True Resistance player does not send his vote within 3 hours of a team being formally approved, GM will consider the player as having decided to SUPPORT, as that is their only option. Spies can take any amount of time before sending their order, though we expect that such orders will be done so as to not needlessly delay the game.
The Mission is successful only if every player on the Team supports it; if one or more sabotages occur, the Mission fails. Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail.
The GM announces the result of the Mission in public without revealing who did what. The Leader passes to the next in line and the next Round starts.
Victory
The cycle of Team building and Mission continues until one side scores 3 missions: the Resistance must have 3 successful missions while the Spies want 3 failed missions. Remember that the Spies also win if they can have 5 Teams rejected in the same Round.
Plot Cards
The contents of the Plot Card deck depend on the number of players. The first numbers before the card name indicates how many of this card there are if there are 7 or less players, the second number indicates how many for 8 or more.
2/2 - Strong Leader – One time use - The player to whom the Leader passes this card may use this card to become the Leader. Use of this card must be declared before Plot Cards are drawn by the GM. When a "Strong Leader" is played, another "Strong Leader" may not be played until a Vote has been taken.
2/2 - Keeping a close eye on you – One time use - The player to whom the Leader passes this card may use this card to learn whether a player SUPPORTED or SABOTAGED a Mission. If this card is in play, the GM will ask the player whether he wishes to use it after the GM has received all the Mission PMs. If two players have this card, they may use it in the same Mission phase but they may not use it on the same player.
1/3 - No Confidence – One time use - The player to whom the Leader passes this card may use this card to reject an approved Mission team (successful Vote). Using this card counts as a failed Vote.
1/2 - Opinion Maker – Permanent Effect – The player to whom the Leader passes this card must publicly Vote for Mission Team selection. This card remains in effect until the end of the game.
1/1 - Take Responsibility – Use immediately – The player to whom the Leader passes this card must take one Plot card from any other player.
0/2 - Overheard Conversation – Use immediately – The player to whom the Leader passes this card must publicly choose one player adjacent to him on the player list. This player's role will be revealed to him through PM by the GM.
0/1 - Establish Confidence – Use immediately – The Leader must choose one other player publicly. The GM will reveal the Leader's Role to that player in PM.
0/1 - Open Up – Use immediately – The player to whom the Leader passes this card must choose one other player publicly. The player chosen by the Leader will have his Role revealed by the GM through PM to the player that he chose.
0/1 - In the Spotlight – One time use - The player to whom the Leader passes this card may use this card to force a player to play their Mission card face up. The player playing this card must declare its use and the target player immediately after Mission Team selection.
Voting and deadlines
Each player must Vote in public in the Team Building phase. Unless the player clearly and explicitly states otherwise, this also counts as agreeing to move the game forward;
Each player on the Mission must Vote in PM to the GM in the Mission phase. A separate post must be made in public to indicate your Vote has been cast, implying that you agree to move the game forward.
When the Leader is sufficiently satisfied that everyone has agreed to move forward (not just a majority), he may himself move the game to the Mission phase if the game was in Team Building, or he may call on the GM to reveal the Mission Votes.
If there are Votes missing after a 24-hour waiting period, the GM will take the necessary actions to move the game forward.
Formalities
All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. No private conversations about this game, period.
Each player is solely responsible for clearly communicating to the GM and the other players. This is especially crucial for the Leader. He has a number of statements to make in public, like who gets what Plot Card and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be made.
Having been infiltrated and proven unable to compete with Werewolf in the previous episode, the true Resistance has decided upon an new course of action: obtain some means of time travel and establish themselves before other games are able to install themselves in the forums!
As usual, some naysayers are ensconced within the Resistance. These Spies will stop at nothing to prevent the Resistance from successfully completing their series of missions.
Who will achieve victory? Will we agree on a set of rules that manages to make everybody happy? And will the players actually show up and participate to move things forward in a timely fashion?
Find out in Resistance 3: Revenge...and Time Travel!
Players and Roles
This is a game for 5 to 10 players. Normally, the players handle the organisation of the game themselves, but for a number of reasons this is not possible on a forum. Therefore, the game will be held under the auspices of a GM.
The 10 players will be given a Role through PM, either Spy or Resistance. The Spies will be informed of the identities of the other Spies. Distribution of the Roles depends on the number of players:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
Resistance | 3 | 4 | 4 | 5 | 6 | 6 |
Spies | 2 | 2 | 3 | 3 | 3 | 4 |
The GM will also determine the order in which players will become Leader and assign the first Leader in a public post.
Game Play
The game consists of between three and five Rounds; each Round is comprised of a Plot Card phase, a Team Building phase and a Mission phase.
Distribute Plot Cards
The GM randomly selects a number of Plot Cards, depending on the amount of players:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
Plot Cards drawn | 1 | 1 | 2 | 2 | 3 | 3 |
These Plot Cards are revealed publicly. The Leader then publicly handles the effects of the Cards as he sees fit.
Build the Team
The Team Building phase consists of the Leader picking the players that he would like on the Mission Team followed by all the players Voting to Approve or Reject the Mission Team.
For each Mission, the Leader chooses a predetermined amount of players, possibly including himself, according to the following table:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
1st Mission Team | 2 | 2 | 2 | 3 | 3 | 3 |
2nd Mission Team | 3 | 3 | 3 | 4 | 4 | 4 |
3rd Mission Team | 2 | 4 | 3 | 4 | 4 | 4 |
4th Mission Team | 3 | 3 | 4 | 5 | 5 | 5 |
5th Mission Team | 3 | 4 | 4 | 5 | 5 | 5 |
Once the Leader posts his proposal in public, all players must vote to either APPROVE or REJECT. the proposed Team in public. Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy..
The Mission Team is approved if the majority of Votes approved and fails if a majority rejected the assignments; a tied vote is also a rejection. If the Mission Team is approved, play continues in the Mission phase. If the Mission Team is rejected, the Leader passes to the next player in line and the Team Building phase is repeated.
The Spies win the game if five Mission Teams are rejected in a single Round.
Conduct the Mission
Each player on the Mission Team must Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players must SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE. If a True Resistance player does not send his vote within 3 hours of a team being formally approved, GM will consider the player as having decided to SUPPORT, as that is their only option. Spies can take any amount of time before sending their order, though we expect that such orders will be done so as to not needlessly delay the game.
The Mission is successful only if every player on the Team supports it; if one or more sabotages occur, the Mission fails. Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail.
The GM announces the result of the Mission in public without revealing who did what. The Leader passes to the next in line and the next Round starts.
Victory
The cycle of Team building and Mission continues until one side scores 3 missions: the Resistance must have 3 successful missions while the Spies want 3 failed missions. Remember that the Spies also win if they can have 5 Teams rejected in the same Round.
Plot Cards
The contents of the Plot Card deck depend on the number of players. The first numbers before the card name indicates how many of this card there are if there are 7 or less players, the second number indicates how many for 8 or more.
2/2 - Strong Leader – One time use - The player to whom the Leader passes this card may use this card to become the Leader. Use of this card must be declared before Plot Cards are drawn by the GM. When a "Strong Leader" is played, another "Strong Leader" may not be played until a Vote has been taken.
2/2 - Keeping a close eye on you – One time use - The player to whom the Leader passes this card may use this card to learn whether a player SUPPORTED or SABOTAGED a Mission. If this card is in play, the GM will ask the player whether he wishes to use it after the GM has received all the Mission PMs. If two players have this card, they may use it in the same Mission phase but they may not use it on the same player.
1/3 - No Confidence – One time use - The player to whom the Leader passes this card may use this card to reject an approved Mission team (successful Vote). Using this card counts as a failed Vote.
1/2 - Opinion Maker – Permanent Effect – The player to whom the Leader passes this card must publicly Vote for Mission Team selection. This card remains in effect until the end of the game.
1/1 - Take Responsibility – Use immediately – The player to whom the Leader passes this card must take one Plot card from any other player.
0/2 - Overheard Conversation – Use immediately – The player to whom the Leader passes this card must publicly choose one player adjacent to him on the player list. This player's role will be revealed to him through PM by the GM.
0/1 - Establish Confidence – Use immediately – The Leader must choose one other player publicly. The GM will reveal the Leader's Role to that player in PM.
0/1 - Open Up – Use immediately – The player to whom the Leader passes this card must choose one other player publicly. The player chosen by the Leader will have his Role revealed by the GM through PM to the player that he chose.
0/1 - In the Spotlight – One time use - The player to whom the Leader passes this card may use this card to force a player to play their Mission card face up. The player playing this card must declare its use and the target player immediately after Mission Team selection.
Voting and deadlines
Each player must Vote in public in the Team Building phase. Unless the player clearly and explicitly states otherwise, this also counts as agreeing to move the game forward;
Each player on the Mission must Vote in PM to the GM in the Mission phase. A separate post must be made in public to indicate your Vote has been cast, implying that you agree to move the game forward.
When the Leader is sufficiently satisfied that everyone has agreed to move forward (not just a majority), he may himself move the game to the Mission phase if the game was in Team Building, or he may call on the GM to reveal the Mission Votes.
If there are Votes missing after a 24-hour waiting period, the GM will take the necessary actions to move the game forward.
Formalities
All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. No private conversations about this game, period.
Each player is solely responsible for clearly communicating to the GM and the other players. This is especially crucial for the Leader. He has a number of statements to make in public, like who gets what Plot Card and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be made.
Last edited: