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Team Wombat

Destroyer of Justice Leagues
3 Badges
Jul 26, 2015
7
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  • Europa Universalis IV
  • Victoria 2
  • Stellaris
[The Resistance] - Game 50 - Spies vs. Spies

Setting:

You are elite KGB Spies, tasked with a very important mission: assassinating a defector who fled to America and gave the CIA vital information concerning the inner workings of the Kremlin. After an intense period of intelligence gathering and painstaking preparation, everything is in place for your group to avenge the many injuries wrought by this defector who betrayed the Soviet Union.

But before the job is to be done, you learn that a top double agent embedded at Langley has revealed that several American spies are present among you - and have been ordered to stop this mission by any means necessary! There are 5 "checks" you need to complete before you can proceed with your mission; you will have to complete 3 of them successfully for the assassination to be successfully carried out. Which of you are loyal to Mother Russia - and which of you are CIA infiltrators?

Players and Roles
This is a game for 5 to 10 players. Normally, the players handle the organization 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 GM will also (randomly) determine the order in which players will become Leader and assign the first Leader in a public post.
5 players - 3 Resistance, 2 Spies
6 players - 4 Resistance, 2 Spies
7 players - 4 Resistance, 3 Spies
8 players - 5 Resistance, 3 Spies
9 players - 6 Resistance, 3 Spies
10 players - 6 Resistance, 4 Spies

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. For this game the Team Building and Mission phases occur at the same time.

Distribute Plot Cards
Plot card rules depend on the number of players.
5-6 Player games will have only a single-use card, which makes your vote count double, issued to all players at the start of the game.
7-10 Player games will use Falc's pool of 10 cards, 2 of which are issued at the start of every mission to the leader, who will distribute them among the other players as he sees fit. He cannot keep cards for himself.

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:
5 players - 2-3-2-3-3
6 players - 2-3-4-3-4
7 players - 2-3-3-4*-4
8 players - 3-4-4-5*-5
9 players - 3-4-4-5*-5
10 players - 3-4-4-5*-5
* - requires at least 2 sabotages for a failed mission and will succeed if there is only one sabotage
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 it is much better form to also state something about their intentions regarding the current vote in the thread. Players must provide a Mission action through PM if they are on the team, regardless of their allegiance or whether the team is likely to be approved.
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, the Mission will be resolved and play moves on to the next round. 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 six 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, but the fifth only requires one.
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 have 5 Teams rejected in the same Round.

Plot Cards
The cards to be used in case the game reaches a size of 7 or more players:
1 Strong Leader - The player who receives this Card may keep it and use it later to become Leader for the next Team proposal. If the next Team proposal is the first of a new Mission, he will also be allowed to distribute the Cards for that Mission. Once this proposal is handled, the next Leader is the player whose place the user took in the established order. The use of this Card must be declared in public before the next Leader does anything or before Cards are revealed. This may be preloaded.
1 Successor Nomination - The Player who receives this Card will become the Leader for the first Team proposal of the next Mission.
2 Passionate Speech - The Player who receives this Card may keep it and use it later to have his vote for a Team proposal count double. The use of this Card must be declared publically during a vote cycle.
2 Keeping a Close Eye on You - The Player who receives this Card may keep it and use it later to learn whether a player supported or sabotaged a Mission. The use of this Card must be declared before the Mission result is revealed by the GM. This may be preloaded.
1 Overheard Conversation - The Player who receives this Card must immediately choose a player adjacent to himself on the Leader order. This chosen player's allegiance will be revealed to the player who received this card.
1 Establish Confidence - The Player who receives this card will have the current Leader's allegiance revealed to him.
1 Open Up - The Player who receives this card must immediately choose one other player. The allegiance of the player who received this card will be revealed to the chosen player.
1 In The Spotlight - The Player who receives this Card may keep it and use it later to force another player to support or sabotage the then current Mission publicly. The use of this Card must be declared publicly before any player sends his Mission orders.

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.
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.

Deadlines, Voting, and Mission Resolution
The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. Players can vote publicly in the thread or privately via PM. All players' votes will be revealed at the final count. Players should try to not miss any team approval votes.
For this game, there will not be a phase for order-sending-in unless a plot card requires that there be one. You are asked to preload your order by PM to the GM when you cast your vote, if someone has not sent in an order yet when a team has been approved, his order will be set to the default for his role - sabotage for a spy, support for a resistance member.

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.

Important Notes
(If you are a regular, this section should contain all you need to know about the game. If this is your first time playing, you still need to read the rest of the post.)
The proposal limit is 5.
We are using Falc's reduced card set.
Chain spy rules are in effect ONLY if there are 10 players. Otherwise all spies know one another.
If you are on a team, please preload your order when voting. I want to do the updates as soon as I see that the vote is over so if you haven't submitted one already, I'll default it to sabotage if you're a spy and approve if you're resistance.
 
Player List:

1. Jacksonian Missionary as Vladimir Putin
2. IronhideG1
3. Aedan777
4. JermanTK as Sean Connery
5. Falc
6. tamius23
7. Ironhead
8. Audren as Soda Popinski
9. Hazbot as Ivan Durakov
10. Haresus

Mission List:

Mission 1
Ironhead 5 passes Successor Nomination to Haresus and In the Spotlight to Hazbot.

Proposal 1:

Ironhead 5 proposes a mission of himself, Aedan777, and Audren.
The proposal is REJECTED 3-7.
Approvals: Ironhead 5, Aedan777, Audren
Rejections: Jacksonian Missionary, Ironhide G1, Jerman TK, Falc, Tamius23, Hazbot, Haresus

Proposal 2:

Audren proposes a mission of himself, Hazbot, and Jackson.
The proposal is REJECTED 1-9
Approvals: Audren
Rejections: Tamius23 (in PM), Jacksonian Missionary (in PM), aedan777, JermanTK, IronhideG1, Ironhead 5, Hazbot, Haresus, Falc


Proposal 3:
Hazbot proposes a mission of himself, Haresus, and Jackson.
The proposal is REJECTED 3-7.
Approvals: Hazbot, Haresus, Jacksonian Missionary
Rejections: Ironhide G1, Jerman TK, Falc, Tamius23 (via PM), Aedan777, Ironhead 5, Audren

Proposal 4:
Haresus proposes a mission of himself, Hazbot, and Jackson.
The proposal is REJECTED 3-7.
Approvals: Hazbot, Haresus, Jacksonian Missionary
Rejections: Ironhide G1, Jerman TK, Falc, Tamius23 (via PM), Aedan777, Ironhead 5 (via PM), Audren

Proposal 5:
Jacksonian Missionary proposed a team of himself, Hazbot, and Ironhead 5.
The mission passes by a 10-0 vote.
Approvals: Jacksonian Missionary, IronhideG1, aedan777, JermanTK, Falc, tamius23, Ironhead 5, Audren, Hazbot, Haresus.
Rejections: None
Result: No sabotages. KGB leads, 1-0.

Mission 2
Successor Nomination activates.
Haresus passes Keeping a Close Eye on You to Jacksonian Missionary and Open Up to JermanTK

Proposal 1:

Haresus proposed a team of himself, Hazbot, Jacksonian Missionary, and JermanTK.
The mission is rejected by a 3-7 vote.
Approvals: Haresus, Hazbot, JermanTK
Rejections: Jacksonian Missionary, IronhideG1, Audren, Ironhead 5, Aedan777, Falc, tamius23

Proposal 2:
Jacksonian Missionary proposed a team of himself, Hazbot, Ironhead 5, and JermanTK.
The mission proposal passes by a 8-2 vote.
Approvals: Jacksonian Missionary, IronhideG1, JermanTK, Falc, tamius23, Audren, Hazbot, Haresus.
Rejections: Ironhead 5, Aedan777
Results: 1 sabotage. KGB and spies are tied, 1-1.

Mission 3
Ironhide G1 passes Keeping a Close Eye on You to Hazbot and Strong Leader to aedan777.

Proposal 1:
IronhideG1 proposed a team of himself, Hazbot, aedan777, and Jacksonian Missionary.
The mission proposal is APPROVED by a 7-3 vote.
Approvals: IronhideG1, Hazbot, Jacksonian Missionary, Audren, Aedan777, tamius23, Falc
Rejections: Haresus, JermanTK, Ironhead5
Results: No sabotages. KGB leads, 2-1.

Mission 4
Aedan777 passes Passionate Speech to Jacksonian Missionary and Establish Confidence to tamius23.

Proposal 1:
Aedan777 proposes a mission of himself, Jacksonian Missionary, Hazbot, IronhideG1, and Tamius23.
 
Last edited:
In as Vladamir Putin
 
In as guy going for last chance at redemption and if I do terribly this game or improve at all I will not play Resistance on the forum again.
 
In
 
In as Sean Connery
 
In as guy going for last chance at redemption and if I do terribly this game or improve at all I will not play Resistance on the forum again.

If you're Resistance, try to adhere to two guidelines:

1) Reject all proposals.
2) Before doing anything else (handing out cards, making a proposal, etc.), ask for everyone's opinion.

If you're a spy, you'll need to pretend to do both while not actually really going all the way with them.


IN