The Resistance - Game 58
The Setting
(Roleplaying Background only, skip if you are not interested)
The year is 2025. The UK's exit from the EU, and Trump's election as President of the United States 9 years ago, left Europe weak, divided and isolated. In 2019 Russia invaded Finland and, unable to organize an effective defense force, the European Union was instead dissolved. The Setting

(Roleplaying Background only, skip if you are not interested)
Now, 6 years later, a woman appeared in Moscow. "I come from the future.", she affirms. She is here to restore the EU, and may well be its only hope. She carries the plans for a super weapon that can make Europe great again. "Wait... this isn't Brussels!" She realizes too late. The Guards move to arrest her, but she resists. They shoot at her, but she is bulletproof. "Exoskeleton. The future does provide some benefits." She jumps off into the sky, and in the blink of an eye is gone.
[Paris, France -- in the headquarters of a Neo-European Organization]
Nobody has heard of her since. It is likely that even as we speak she is making her way towards us, but we cannot count on her making it out of Russia on her own. Instead, we shall send you, an elite task force, to rescue her and bring her here alive. Or, at the very least, retrieve the weapon plans.--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Resistance is a game for 5 to 10 players. All players will be given a role - Unionist or Spy - by the GM. Spies know the other Spies, but Unionists do not know other Unionists.
There are up to 5 rounds, each consisting of 1 to 5 mission Team proposals. Players take in turns acting as leaders and making a proposal of a team of a number of players, possibly including themself, to go on the mission.
All players then make a vote on the team, in-thread or in private with the GM. If a majority of all players APPROVE the team, the team goes on the mission (more on that later). If the number of REJECT votes is equal to or larger than the number of APPROVE votes, the team is rejected. Whether a team is approved or rejected, Leadership passes on to the next player in the list.
If the team is rejected, the next Leader makes his proposal. Up to four teams may be rejected in a single round. If the fifth team of a round is rejected, the Spies win.
If the team is approved, the mission team goes ahead. Unionist members must SUPPORT the team. Spies on the team have the option of SUPPORTING or SABOTAGING the team. Spies may send their orders by PM to the GM. If they do not, their order will default to SABOTAGE. Resistance need not send an order.
If all the orders from the team are SUPPORT orders - i.e. there are no spies on it, or all the spies on the team choose to SUPPORT, the mission is SUCCESSFUL. If at least one SABOTAGE order is sent, the mission FAILS (with one exception - the fourth mission in certain larger games). The number of sabotage orders sent is always revealed by the GM after the mission is resolved. After mission resolution, the round ends, Leadership passes along and the next Leader makes another proposal.
Once there are 3 SUCCESSFUL missions, the Resistance win. Once there are 3 FAILED missions, the Spies win. Remember that the Spies also win if the fifth team of a round is REJECTED.
Role Distribution:
5 players - 3 Unionists, 2 Spies
6 players - 4 Unionists, 2 Spies
7 players - 4 Unionists, 3 Spies
8 players - 5 Unionists, 3 Spies
9 players - 6 Unionists, 3 Spies
10 players - 6 Unionists, 4 Spies
Size of the Mission team by round (1st round - 5th round):
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
Roles
(All roles are optional except for The Founder and his assassin.)
(All roles are optional except for The Founder and his assassin.)
The Founder - Unionist
The Founder started the Neo-European party. He knows the names of all the Russian Spies, except for the Inflitrator, if he is in the game.
The Assassin - Spy
The Assassin has to identify The Founder. If, after 3 successful Missions, the Assassin correctly guesses him, the game is declared a spy victory.
The Loyalist - Unionist
The Loyalist knows The Founder. If The Old Guard is in the game, he knows the names of The Founder and the Old Guard, but not which is which. Adding an The Loyalist aids the Unionists.
The Infiltrator - Spy
This spy’s name is not given to The Founder at the beginning. Having an Infiltrator makes it easier for the spies.
The Lone Wolf - Spy
The Lone Wolf's name is not given the names of his fellow Spies and neither are the Spies given his name. The Founder still knows that The Lone Wolf is a spy, though. A game with The Lone Wolf makes it easier for the Unionists.
The Old Guard - Spy
An evil spy, The Old Guard appears as The Founder to The Loyalist. Adding The Old Guard makes it easier for the spies.
The Founder started the Neo-European party. He knows the names of all the Russian Spies, except for the Inflitrator, if he is in the game.
The Assassin - Spy
The Assassin has to identify The Founder. If, after 3 successful Missions, the Assassin correctly guesses him, the game is declared a spy victory.
The Loyalist - Unionist
The Loyalist knows The Founder. If The Old Guard is in the game, he knows the names of The Founder and the Old Guard, but not which is which. Adding an The Loyalist aids the Unionists.
The Infiltrator - Spy
This spy’s name is not given to The Founder at the beginning. Having an Infiltrator makes it easier for the spies.
The Lone Wolf - Spy
The Lone Wolf's name is not given the names of his fellow Spies and neither are the Spies given his name. The Founder still knows that The Lone Wolf is a spy, though. A game with The Lone Wolf makes it easier for the Unionists.
The Old Guard - Spy
An evil spy, The Old Guard appears as The Founder to The Loyalist. Adding The Old Guard makes it easier for the spies.
The Hired Guns
These are two characters whose allegiance can change. One is always a spy and the other a resistance member. They may or may not know each other’s names.
The Hired Guns will switch allegiance after Mission 3.
(Changed because the other variants seemed way too complicated. If there is a problem with this that I didn't notice, please tell me. I am in no way experienced with Avalon resistance)
IMPORTANT! In this variant, the spy Hired Gun must always sabotage any Expedition he is sent on.
The Hired Guns will switch allegiance after Mission 3.
(Changed because the other variants seemed way too complicated. If there is a problem with this that I didn't notice, please tell me. I am in no way experienced with Avalon resistance)
IMPORTANT! In this variant, the spy Hired Gun must always sabotage any Expedition he is sent on.
Optional Rules
The PoliticalCompass Test
The PoliticalCompass Test
The last player on the Leader list may start the game with The PoliticalCompass Test.
Immediately after the 2nd, 3rd and 4th Expeditions are resolved, the player with the Test must choose another player, whose allegiance will be revealed to him in private. The Test then passes to the targeted player.
The Test may not be used on a player that has used it himself.
Adding The PoliticalCompass Test helps the European Unionists.
Immediately after the 2nd, 3rd and 4th Expeditions are resolved, the player with the Test must choose another player, whose allegiance will be revealed to him in private. The Test then passes to the targeted player.
The Test may not be used on a player that has used it himself.
Adding The PoliticalCompass Test helps the European Unionists.
Miscellaneous rules:
This game does not have a deadline.
Private conversation about the Resistance is strictly forbidden, including speaking about the game on the phone, in the pub, on another site, etc. Since it’s effectively impossible for the GM to police this, anyone who rats out a player talking about the game outside the thread will receive a glorious resistance flag to decorate their signature. All conversation about the current Resistance game is to happen in its thread.
I will not be assigning anyone Roleplaying Traits, but you may still feel free to roleplay as whatever you want, and if any of the traits below inspire you, go wild!
The GM is always happy to answer questions about the game. :)
Lisp: No, not the programming language.
Foreigner: Has a problem with the English language
Drunk: Likes rum
Haikusist: Duh
Optimist: Wishful thinker
Pessimist: And we're all gonna die!
Swedish Chef: A Swedish Chef, he'll do the cooking
Moron: An idiot
Redneck: A redneck
Scholar: An educated member with an aristocratic background(we'll cut of his head after this is over, promise)
Teen enthusiast: He joined, just because it was like so cool man!
Mathematician: The probability you will get this role is (number of roleplaying traits each player gets)/(the total number of traits)
Professor of History and Latin: A gentleman and a scholar
Hitler: And he's not too happy
Polandball: Is of self-explanatory!
Lovers: Dealt out in pairs. These two people really like each other(What if someone picks it but not the other? Well, as happens in real life)
Werewolf: Hasn't quite adapted yet
Religious: Only God can save us from this blight
Anti-Religious: Yeah, sure.
Vlad: Not avampire spy
Obvious Spy: Special thanks to Tamius
Taylor Swift: Yes, I'm running out of ideas
Commoner: The European Union is good for the workers!
Will add more if I think of any more.
Foreigner: Has a problem with the English language
Drunk: Likes rum
Haikusist: Duh
Optimist: Wishful thinker
Pessimist: And we're all gonna die!
Swedish Chef: A Swedish Chef, he'll do the cooking
Moron: An idiot
Redneck: A redneck
Scholar: An educated member with an aristocratic background(we'll cut of his head after this is over, promise)
Teen enthusiast: He joined, just because it was like so cool man!
Mathematician: The probability you will get this role is (number of roleplaying traits each player gets)/(the total number of traits)
Professor of History and Latin: A gentleman and a scholar
Hitler: And he's not too happy
Polandball: Is of self-explanatory!
Lovers: Dealt out in pairs. These two people really like each other(What if someone picks it but not the other? Well, as happens in real life)
Werewolf: Hasn't quite adapted yet
Religious: Only God can save us from this blight
Anti-Religious: Yeah, sure.
Vlad: Not a
Obvious Spy: Special thanks to Tamius
Taylor Swift: Yes, I'm running out of ideas
Commoner: The European Union is good for the workers!
Will add more if I think of any more.
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