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npstr

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Resistance 57: Vegan Werewolf Justice Warriors

You are a happy pack of Werewolves, going about their business of snacking villagers every night. But recently there has been a group founded who think every life matters, and villagers should therefore not be eaten. They call themselves the Vegan Werewolf Justice Warriors, and they try to sabotage the nightly hunting teams. If they can sabotage three hunting parties the pack will starve and convert to veganism, eating roots and drinking soja milk or something like that from that moment on. This can only be prevented by three successful hunting missions, by the end of which the pack will know the traitors and handle them appropriately.

Let the hunts begin!






The Resistance is a game for 5 to 10 players. All players will be given a role - Resistance or Spy - by the GM. Spies know the other Spies, but Resistance do not know other Resistance.

There are up to 5 rounds, each consisting of 1 to 5 mission Team proposals. Once the Leader (Leadership passes around the players in an order set by the GM at the beginning of the game) passes out Plot Cards, which have a variety of effects, and resolves them if necessary, he makes a proposal of a team of a number of players, possibly including himself, 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. Only the first Leader of the round receives plot cards to hand out. 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. Resistance 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 hands out cards, resolves them, and 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 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

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

Plot Cards:

5, 6, 7 or 9 players: 2x No Confidence, 2x KACIOU, 2x Strong Leader, Opinion Maker, Overheard Conversation, In the Spotlight, Take Responsibility - Total: 10

8 or 10 players: 3x No Confidence, 2x KACIOU, 2x Strong Leader, 2x Opinion Maker, 2x Overheard Conversation, In the Spotlight, Take Responsibility, Open Up, Establish Confidence - Total: 15

Plot Cards drawn per round:

5, 6 or 9 players: 1
7 or 8 players: 2
10 players: 3

Plot Card effects:

***No Confidence – One time use - The player to whom the Leader passes this card may use this card to skip a team proposal at any point before the GM posts the update, even before a team is proposed. Using this card does not count as a rejected proposal.***
KACIOU - 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. The player holding it may ask, by PM to the GM during the team approval or mission phase, to use it on a player on the Mission team, and when the mission has concluded will learn whether the specified player supported or sabotaged. A player's mission order may not be checked by more than one player.
Strong Leader – One time use - 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, they will also be allowed to distribute the cards for that Mission. Once this proposal is handled, the next Leader is the player in the list after the person who used Strong Leader. 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.
Opinion Maker - Permanent Effect - The player to whom the leader passes this card must vote publicly for the remainder of the game, and may not change their vote once their decision is made.
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.
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.
Take Responsibility – One Time Use – The player to whom the Leader passes this card may take one Plot card from any other player.
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.
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.

Rules on Plot Cards:

“Use Immediately” cards must be resolved (by the GM) before the Leader may propose his team.

Cards can be played in public or in private, unless the rules specify one of the two.

Once a Leader makes a mission proposal, a player holding Strong Leader may not take his spot. Declaring the use of Strong Leader in public means that the holder of the card will take the position of the next Leader in the order who is yet to make a proposal. Strong Leader may not be undone once declared.

No Confidence only works on a team that has been APPROVED and may be taken back any time before the GM posts the update with the approved team.

The original rules for the cards are posted on the first page of the General Discussion thread.

Miscellaneous rules:

This game has a deadline, which will fall about 24 hours after the mission team proposal is made. Players who have not voted will have a default order made for them: APPROVE if they are on the team and REJECT if they are not. Deadlines are not always fully enforced, especially when a lot of discussion is taking place. Players who miss a number of votes may be considered for replacement, or the game abandoned.

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.

The GM is always happy to answer questions about the game.
 
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Leaderorder & cards/traits:
tamius23 [In The Spotlight]
JermanTK
happycats517 -> Opinion Maker
Tornadoli
aedan777 [No Confidence] [KACEOY]
Falc
Jacksonian Missionary [No Confidence]

Cardpool:
-

Timeline:
Mission 1 proposal 1, leader tamius23
tamius gives Opinion Maker to happycats, Strong Leader to Jerman

tamius proposes team of tamius, Jerman
team rejected 2-5

Mission 1 proposal 2, leader JermanTK
JermanTK proposes team of tamius, JermanTK
team rejected 2-4, happycats failed to vote

Mission 1 proposal 3, leader happycats517
happycats proposes team of happycats, Falc
team rejected 2-4, JermanTK failed to vote

Mission 1 proposal 4, leader Tornadoli proposes team of Tornadoli, Jacksonian
team approved 4-2, Falc failed to vote, sabotaged once

Mission 2 proposal 1, leader aedan proposes team of aedan, tamius, happycats and gives KACEOY to tamius, Strong Leader to happycats
team rejected 3-4

Mission 2 proposal 2, leader Falc proposes team of Falc, tamius, aedan
team rejected 2-5

Mission 2 proposal 3, leader Jacksonian proposes team of Jackson, aedan, tamius
team rejected 1-6

Mission 2 proposal 4, leader tamius proposes team of tamius, Tornadoli, aedan
team approved 5-2, sabotaged once

Leader Jerman gives Overheard Conversation to happycats, Take Responsibility to Jacksonian
Mission 3 proposal 1, leader Jerman proposes team of Jerman, aedan, tamius
team rejected 3-4

Mission 3, proposal 2, leader happycats proposes team of happycats, Jerman, aedan
team rejected 2-5

Mission 3 proposal 3, leader Tornadoli proposes team of Tornadoli, aedan, Jerman
team rejected 2-5, happycats uses Strong Leader

Mission 3 proposal 4, leader happycats proposes team of happycats, Jerman, aedan
team rejected 2-5, Jerman uses Strong Leader

Mission 3 proposal 5, leader Jerman proposes team of Jerman, tamius, aedan
team approved 7-0, successful hunt

Leader happycats gives No Confidence to aedan, In The Spotlight to Tamius
Mission 4, proposal 1, leader happycats proposes team of happycats, aedan, tamius, Jerman

team rejected 2-5

Mission 4, proposal 2, leader Tornadoli proposes team of Tornadoli, aedan, Jerman, Falc
team rejected 1-6

Mission 4, proposal 4, leader aedan proposes team of aedan, Jerman, Tamius, Jacksonian
team approved 5-2, successful hunt

Leader Falc gives No Confidence to Tornadoli, KACEOY to aedan
Mission 5, proposal 1, leader Falc proposes team of Falc, aedan, Tamius, Tornadoli

team rejected 2-5

Jacksonian uses Take Responsibility to take Tornadolis No Confidence card
Mission 5, proposal 2, leader Jacksonian proposes team of Jackson, aedan, tamius, Jerman

team rejected 3-4

Mission 5, proposal 3, leader tamius proposes team of tamius, aedan, Jerman, Jackson
 
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Also, standard No Confidence? Really?

Enlighten me on the problem and suggest a solution. I have no idea about the NC issue.
 
Enlighten me on the problem and suggest a solution. I have no idea about the NC issue.

I think he wants to be able to use it to force through a team need be, rather than have it always be used to reject a team.

To be honest, No Confidence is a bit OP in my opinion, as if a spy gets his hands on it, it could end in disaster.
 
NC does nothing for a Resistance member, or only in VERY limited circumstances (ie. if you, npstr, had been given one, you could have used it on a proposal by JermanTK. But you would never get such a card and any proposal by Jerman would get rejected...)

NC either means there's less proposals in the round, as you can't afford going to the fifth (or even fourth, or third, since there's more than one NC), or people just force what happened last game, ie. using it up IMMEDIATELY.

Either way, it *never* does anything constructive.
 
I hope the spies win

How so? And why aren't you in to make this sure?


Thanks for explaining the issue with NC.

What do you think of making NC just "skip" the current leader, not counting it as a denied proposal?
 
Like this:

No Confidence – One time use - The player to whom the Leader passes this card may use this card to skip a team proposal at any point before the GM posts the update, even before a team is proposed. Using this card does not count as a rejected proposal.


This would on one side reduce the OP-/annoyingness if it's in a spies hand, and also make it useful for Resistance players to hold on to. One can get creative in finding a reason for its usage, so it doesn't instantly make you a likely Spy/Resistance player judged by your handling of the card.
 
Certainly an interesting approach, worthy of being looked at further.

Points to consider: is it strictly more powerful than Strong Leader now? If it is, then something should be done about that. Also, standard rules say there's 3 NCs in the game for 7+ players. Is that still OK?

Questions for all to ponder, I'd say.
 
Certainly an interesting approach, worthy of being looked at further.

Points to consider: is it strictly more powerful than Strong Leader now? If it is, then something should be done about that. Also, standard rules say there's 3 NCs in the game for 7+ players. Is that still OK?

Questions for all to ponder, I'd say.

Aren't we using your reduced card set?

To be honest, your reduced card set is the only rules I know, so in both games I've GM'd, I used it.
 
I just copied the last game never realizing there are two versions. Well, we gonna have to roll with this and a slight change to NC.

I don't think NC in the new proposed form is better than Strong Leader, just different.
 
Game will start tomorrow, if you guys don't mind.