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Cliges

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The Resistance Part IV
Another installment of The Resistance!
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 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:

Players5678910
Resistance344566
Spies223334


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:

Players5678910
Plot Cards drawn112233


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:

Players5678910
1st Mission Team222333
2nd Mission Team333444
3rd Mission Team243444
4th Mission Team334555
5th Mission Team344555


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. Again, players have the option to vote by PM, but they ought to also state something about their intentions regarding the current vote in the the thread.

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.

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 shortly after the deadline in an update without revealing who did what. However, the number of SABOTAGE orders, if any, will be noted. The Leader passes to the next in line and the next Round starts.

Example of a Round

Round Begins:

1. The new leader distributes cards, if there are any. Only the first leader per round receives cards to distribute. *See Special Note on Card below for more information about cards.

2. The leader proposes a team.
3. Players vote on whether to APPROVE or REJECT the team proposed by the leader.
4. Members of the proposed team pre-load their SUPPORT or SABOTAGE orders to the GM via PM.
5. At deadline the team will be either approved or rejected. A tie is considered a rejected team.

6. If the team was APPROVED, GM will state in the update whether or not the mission was SUCCESSFUL or FAILED based on the team members' pre-loaded orders. A new round begins with a new leader who has new cards to distribute and proposes another team.

7. If the team is REJECTED, the game stays in the Team Building phase. The next leader in line then proposes a team. The cycle repeats until a team is APPROVED. Once a mission is completed, whether SUCCESSFUL or FAILED, a new 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.
2/3 - 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 - 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.


Special Note on Cards

Cards can be played publicly or privately unless otherwise stated in the description of that card. Players may play a card by stating so in the thread or through PM. Please bold card use if done in the thread.

Cards for immediate use will be played as soon as the player to whom it is passed is able. GM will reveal the results of such cards as soon as is practicable.

If a No Confidence is played, the team will be considered REJECTED, and no information about the mission orders will be revealed. Any cards played relating to the mission will therefore be considered unplayed and players will continue to hold any such cards.

No Confidences and Strong Leaders will be treated one a first come, first served based on the time they are played. That is only, the first one played per day goes into effect and if any other of the same card is unplayed and the player keeps it.


Added on 4/27, Regarding Immediate Use cards:

Here is how immediate use cards will be dealt with henceforth: in any time they come into play, a special 1 day session in go into effect to allow for them to be resolved by the next deadline. There are 4 of these in the game, so I guess that at most, there will only be 4 such possible sessions. If the player who gets that card doesn't play it before the deadline of the special session, the game then proceeds to a team proposal and regular deadline. The card in question can still played at any time, and the GM will try to resolve it as soon as possible.


A No Confidence or Strong Leader Card can be played at any time before plot cards are drawn.

The effects of No Confidence are immediate and GM will state that leadership as passed as soon as is practicable. The new leader will then be leader for the duration of the current day AND the next one so as to allow at least 24 hours for the vote on the leader's team proposal and pre-loading of the mission orders of that team.

Use of a card is considered final and cannot be undone.



General Information on Voting and Mission Orders

Each player must Vote in during Team Building phase.

Each player on the Mission must Vote by PM to the GM in the Mission phase.

If there are Votes missing at the deadline, the GM will take the necessary actions to move the game forward. Vote is final regardless of whether or not all players have voted, but everyone should try to vote. Deliberately not voting is very frowned upon and goes against the spirit of this game.



Deadlines, Voting, and Mission Resolution

Deadline for both team approval votes and mission orders will be 18:00 GMT.

Players may change their votes for team approval up until the 18:00 deadline. Players can vote publicly in the thread or privately via PM. All players' votes will be revealed at the final count after the deadline. Players should try to not miss any team approval votes.

The Team Building phase and Mission Phase will occur simultaneously. Players on a proposed team should sent their SUPPORT or SABOTAGE to the GM by PM before the deadline. Players may change orders up until the deadline. The results of a mission will not be revealed until the update that follows shortly after the daily deadline. If a Spy does not send an order, his order will default to SABOTAGE


If a team is not approved, nothing regarding the mission orders for that team will be revealed.

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.
 
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In. Hopefully as resistance this time, I'm tired of being a spy!

EDIT: Also, if I am a spy, I'll let my future spy brothers know that I will always sabotage every mission I'm on so they don't have to (exploits lol :laugh:).
 
So, this time I have removed the opinion maker card. Players can vote by PM, but they must make some statement about their intentions in the thread. And, of course, their vote will be revealed with the final count.

Rules are mostly the same, but I am thinking of trying a deadline for team votes and support/sabotage orders. At the update that will come, GM will say if a team is approved or rejected. If approved, the support sabotage orders come in over the day until the next deadline. At that time, whether the mission succeeds or fails, the new leader proposes the next time. If, on the other hand, a team is rejected, the new leader proposes his team as soon as possible. If a new leader is very late in proposing a team, I guess we could wait until the 1st deadline after the coming deadline. For example, Player A, became leader at 18:00 on Monday. Normally, deadline for approval on a team is 18:00 He doesn't propose a team until 4:00 on Tuesday. Therefore, the deadline for him will be 18:00 on Wednesday instead.

Or are there any other ideas on a deadline?
 
I don't know how many will sign-up, but if anyone is undecided, they ought to make a choice before too long as there is a maximum of 10 spaces.
 
We have to replace the opinion maker with something or increase cards' counts for 9-10 players. There are 13 cards as of now, and that's not enough for 5 rounds of 3 cards each.

As for deadlines, I dunno really what would be best, but as a related matter I believe if people will, for example, preload their support/sabotage votes or approval/rejection, or usages of cards, this shall greatly speed up the game.
 
In, please. Thanks for the pm Cliges.
In. Hopefully as resistance this time, I'm tired of being a spy!

EDIT: Also, if I am a spy, I'll let my future spy brothers know that I will always sabotage every mission I'm on so they don't have to (exploits lol :laugh:).
If I am a spy with you, I will nevertheless sabotage every team we're both in, just for the lulz. And also to avoid any pillars of logic being built on faulty assumptions:

Matthew 7:26 said:
And every one that heareth these sayings of mine, and doeth them not, shall be likened unto a foolish man, which built his house upon the sand.
 
Wow, we're already at the minimum.

Pre-loading is an idea (some players did it last game), but it won't work unless everyone does it. It would, though, mean we could go from round to round quickly, and the new leader could suggest a team without having to wait an entire day. 24 hours does seem like a lot to wait for a mission phase, but I'm not sure of the best way to integrate it with a deadline on team selection votes. A deadline for team approval would be fairly easily, though arguably more time consuming than necessary. The main practical problem is how to transition to the next phase.

As to the cards, yes, that's right. They need to be replaced somehow if for no other reason than the fact that we'd run out of them if the game lasts long enough. That means the options are to increase the number of an existing card or cards, or come up with something new.
 
Uhm, why not combine the team vote with the mission phase, as Cymsdale and I proposed earlier?
Surely those two can be resolved simultaneously, if the people in the proposed team (and people who wish to use plot cards) send in their orders before the deadline?
Just leave the leader proposal out of it, and it really should not be hard at all.

As for the plot cards: I would vote to increase the numbers of some of the less-powerful plot cards just a little.
 
Uhm, why not combine the team vote with the mission phase, as Cymsdale and I proposed earlier?
Surely those two can be resolved simultaneously, if the people in the proposed team (and people who wish to use plot cards) send in their orders before the deadline?
Just leave the leader proposal out of it, and it really should not be hard at all.

As for the plot cards: I would vote to increase the numbers of some of the less-powerful plot cards just a little.
Will you be joining us, randy? :)
 
IN. Alright, you pesky Resistance GM, your pestering works :)
 
Uhm, why not combine the team vote with the mission phase, as Cymsdale and I proposed earlier?
Surely those two can be resolved simultaneously, if the people in the proposed team (and people who wish to use plot cards) send in their orders before the deadline?
Just leave the leader proposal out of it, and it really should not be hard at all.

That could work, but like I mentioned, it requires everyone to make up their minds and act before deadline. Or else the GM could assume that a spy would sabotage. I dislike having to make a potentially game deciding choice for a player, but it would solve things on a practical level. Perhaps it is the best option. I'll go with that and remind several times that the Spy default order is sabotage if no other order has been received.

As for the plot cards: I would vote to increase the numbers of some of the less-powerful plot cards just a little.

I think I'll add another Take Responsibility and Strong Leader. Too many No Confidences might skew things a little much, and the others apart from the other two just mentioned reveal players' roles or orders (or for In the Spotlight, it would heavily pressure a spy to support.) So, Take Responsibility and either another Strong Leader or maybe In the Spotlight.
 
IN. Alright, you pesky Resistance GM, your pestering works :)

Pestering? I merely noted the start of a new game for the benefit of those who had played before. :laugh: Except for those who signed up before I could PM, thus not needing an announcement.
 
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That could work, but like I mentioned, it requires everyone to make up their minds and act before deadline. Or else the GM could assume that a spy would sabotage. I dislike having to make a potentially game deciding choice for a player, but it would solve things on a practical level. Perhaps it is the best option. I'll go with that and remind several times that the Spy default order is sabotage if no other order has been received.

I think if the default ends up being game deciding, it's the spy's fault for not following the rules. If they want to do a support action, they should PM the GM as early as possible if they are currently assigned to a team.
 
I think you should toss in an extra Keeping a close eye on you.

While I think the game, everything else being equal, puts the Spies at an advantage, don't you think that another one of those could make the Resistance a bit too powerful? Maybe it wouldn't, but in theory 3 of those could give all Spies away depending on the number of players.
 
While I think the game, everything else being equal, puts the Spies at an advantage, don't you think that another one of those could make the Resistance a bit too powerful? Maybe it wouldn't, but in theory 3 of those could give all Spies away depending on the number of players.
My thoughts exactly. Why do you think the game puts the spies at an advantage? Sure the last two games have went that way, but its far too small a sample number to comment on. What's the ratio of results like on the original forum(s)?