[The Resistance] Game 28: During the revolt, in the United Kingdom
But a different extension so far has offered little resistance.
But a different extension so far has offered little resistance.
The Environment.
For a long time the British had them and everyone else on the planet who is not him; Did it. We have to be much more important than the United Kingdom very badly. A unique name!
Here are some positions,
turn on them, and the game has 5-10. Players put into the game, but for various reasons it was unlikely forum. So I found this contest under the auspices of General Motors.
Condensateur players (espionage)-opposition in the afternoon (power) should be used. Spies, other sources of identity. Role definitions are subject to some acteurs:
Resistance | 5 | 6 | 7 | 8 | 9 | 10 |
2 | 3 | 4 | 4 | 5 | 6 | 6 |
Game | 2 | 2 | 3 | 3 | 3 | 4 |
The purpose of evil was not disclosed. GM is also to a certain extent, the public sector and the best players.
Game
The game is a series of 3-5 gold coins, all cartes, trim and also has a conspiracy phases of construction. In this game you have a very solid team spirit, group stage.
The Propriété correspondances
GM is a series of games based on random fixes four commands:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
Package to put your card to download the package. | 1 | 1 | 2 | 2 | 3 | 3 |
Open the ticket link for moudyal this driver is necessary.
To create a group
I was approached by a group of leaders in the two step children, players must choose, these are people who want to see the mandate of the troops, the voice of réception avek Kiba tasks.
For each of the mission leader, choose a predefined number of players, including his own, as shown in the following table:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
1. the team tasks | 2 | 2 | 2 | 3 | 3 | 3 |
2. the team tasks | 3 | 3 | 3 | 4 | 4 | 4 |
3. the team tasks | 2 | 4 | 3 | 4 | 4 | 4 |
4. the team tasks | 3 | 3 | 4 | 5 | 5 | 5 |
5. the team tasks | 3 | 4 | 4 | 5 | 5 | 5 |
When the proposed revisions to cook outside, all players must vote to accept or reject. Suggested in public areas. Players, however, a secret ballot in the afternoon, if you like. Goals that they disagree with the votes received by the GM, but more importantly, if there are differences. Again, players have the opportunity to vote in the afternoon, but it was something about his intentions regarding his vote on this issue also reflects. Labour MP missions, players must provide if you are on a computer, regardless of the integrity or equipment likely to be approved.
If the agreement is ratified by a majority vote of the group's mission is to be successful if the majority does. Links rejected. If approved, the mission, the mission will be resolved and the game moves to the next round. If your team has refused to go to the next player in line and repeat the scene.
If the spy game to win five working group sessions, dancing a session.s EN UNE released.
Mission
Each player in a team task must vote or destroy mission GRS opposition players in the afternoon. It is necessary to support the functioning of the mission, agents can choose to support or weaken.
The mission is successful as each player support team, if one or more of the destruction, the task that failed. Keep in mind that with 7 players or more, 4 requires that at least two damaged the mission failed, but just have in 1
General Motors announced the closing date for the results of the mission not who has done nothing to know shortly after update. But the amount of the destroyed, if it is necessary, we will. The leaders will move to the next row and start the next round.
For example, in circle
The circuit begins:
1. the new card, or leaders. Only receive the Layout tab, in the first round leaders * map, the map below for specific instructions for more information.
2. in order to ensure a team leader.
3. players to vote or to approve or refuse access to the leader of the team.
4. the OEM Preinstallation Kit or the destruction of the common commands, members of the design in the afternoon.
5. the internal team will be approved or rejected. Equality is considered as rejected by men.
6. If the device is approved, GM will Show, in the update, if there is success or failure on pre-orders won't be charged to members. To another round of new leaders, the new id cards, distribution and delivery of another team.
7. If it is rejected, the team, the game is still in the process of building a team. Line in the next Manager, and we offer a team. The cycle is repeated until it is approved by the team. When you have finished the task, regardless of success or failure, started a new round.
Victory
The cycle of the construction of the squad and the mission marks series 3 missions to that a distant side: the resistance should want to has 3 missions of success during the spies that 3 missions ruined. For it remember of the then that the spies earn also, have team rejected 6 in the even around a.
To Pursue some cards
She depended the contained trail of cards of bridge of the card of the action in the number of players. The first numbers before the name of card indicates, as much this card that there is, if there is 7 or with the exception of, of player, the second number indicates like much for 8 or more.
2/2 - Strong Leadership - A timetable - The player whom the prince passes this card can use the card to become the leader. The use of this card must be declared before cards drawn are attracted to GM. When a "strong leader" is played, another "strong leader" can not be played until a vote was taken.
1/2 - Conversation Overheard - Use immediately - The player whom the prince passes this card must publicly choose a player next to him on the roster. The role of this player will be revealed to him by PM by GM.
2/2 - Keep an eye on you - A timetable - The player whom the prince passes this card can use the card to see if a player supported or sabotaged a mission. The player who holds it may request, by the Prime Minister at the GM during the approval of the team or mission phase to use it on a player of the engagement team, and when the mission concluded learn if the specified player supported or sabotaged. The mission statement of a player can not be verified by more than one player.
2/3 - No Reliance - A timetable - The player whom the prince passes this card can use this card to reject a team of Mission Approved (successful vote). Using this card counts as a negative vote.
1/2 - Opinion Maker - Use immediately - The player with the head passes this card must vote publicly for the rest of the game, and can not change their vote once their decision is made.
01/01 - Take responsibility - A timetable - The player whom the prince passes this card can make a terrain map of any other player.
0/1 - with certainty - Use immediately - The leader must choose another player publicly. GM will reveal the role of the head of a player in PM.
0/1 - Open Up - Use immediately - The player with the head passes this card must choose another player publicly. The player chosen by the chef has revealed its role in the GM by PM to the player he chose.
1/1 - Features - A timetable - The player whom the prince passes this card can use this card to force a player to play their mission map up. The player who plays this card must declare its use and the player immediately after the mission target selection team.
Rules original map here.
The Special Rank in The Cards
Cards can be played in public or private, unless otherwise stated in the description of this card. Players can play a card by saying in the thread or PM. Use bold card if it is in the thread.
Short for immediate use will be played when the player is sent is capable of. GM will reveal the results of these cards as soon as possible.
If censorship is played, the team will be considered rejected and no data on the travel orders will be revealed. All played on mission boards will be considered unread and players continue to hold such cards. To play a card no confidence will not be included in the ceiling of 5 rejections.
No confidences and strong leadership will be processed first come first served basis based on the time they played. Is it the first day played into force, and if another of the same card is not played and the player holds.
Regarding Immediate Use short (5.6.13):
Immediate use the cards must be played before the leader made his proposal to the team. The game resumed only when the results of the map has been agreed.
No trust or high card leader can be played at any time before the cards in the plot drawn.
The effects are immediate and Defiance GM shows that management has adopted as soon as possible. The new leader will then head for the duration of the current day and the next at least 24 hours to vote on the proposal leader and pre-charging of writs of this team.
Using a card is considered final and can not be undone.
The general messages in the voice selected and the sequence of mission
Each player should choose during the phase for build of of squad.
Each player in the mission should choose to the nights to the GM of the phase of the mission.
If it gives the voice selected that the absence to the limit of dates, the GM will carry the necessary actions move movement ahead the of game. The voice selected is finally without the bill of carry itself the entire players chose, but everybody should experience, choose. Deliberately the voice selected is very does not unite and goes against the spirit of this I play.
OOC NOTES
1)This game will not have a deadline.
2)This game will not feature roleplaying traits(except for the GM, who is foreigner).
3)This game will not use chain spy rules.(In this game, all spies know each other).
4)The proposal limit is, again, upped to 6.
5)If you are a new player and need to read the original rules, they can be found here.
Or in this spoiler:
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 Resistor (Resistance) or Capacitor (Spy). 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. For this game the Team Building and Mission phases are resolved simultaneously.
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. Again, players have the option to vote by PM, but they may also state something about their intentions regarding the current vote in the 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 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 may choose either to SUPPORT or to 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 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.
1/2 - 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.
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. 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.
2/3 - 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 - Use immediately - 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.
1/1 - Take Responsibility – One Time Use – The player to whom the Leader passes this card may take one Plot card from any other player.
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.
1/1 - 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.
Original card rules here.
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. Playing a No Confidence card does count towards the 5 rejection limit.
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.
Regarding Immediate Use cards (6/5/13):
Immediate use cards must be played before the leader makes his team proposal. The game will not proceed until the results of the card have been agreed upon.
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 has 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
The deadline in this game will fall 24 hours after the previous mission is resolved, or when all the players have voted, whichever comes first. 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.
In the event that the deadline is reached and a player has not yet voted, default orders will be used. A player on the mission will automatically vote to approve, while a player not on the mission will automatically vote to reject.
For this game, there will not be a phase for order-sending-in unless a plot card requires that there be one. Default orders shall be used - for a Spy, their order defaults 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.
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 Resistor (Resistance) or Capacitor (Spy). 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. For this game the Team Building and Mission phases are resolved simultaneously.
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. Again, players have the option to vote by PM, but they may also state something about their intentions regarding the current vote in the 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 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 may choose either to SUPPORT or to 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 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.
1/2 - 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.
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. 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.
2/3 - 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 - Use immediately - 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.
1/1 - Take Responsibility – One Time Use – The player to whom the Leader passes this card may take one Plot card from any other player.
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.
1/1 - 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.
Original card rules here.
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. Playing a No Confidence card does count towards the 5 rejection limit.
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.
Regarding Immediate Use cards (6/5/13):
Immediate use cards must be played before the leader makes his team proposal. The game will not proceed until the results of the card have been agreed upon.
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 has 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
The deadline in this game will fall 24 hours after the previous mission is resolved, or when all the players have voted, whichever comes first. 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.
In the event that the deadline is reached and a player has not yet voted, default orders will be used. A player on the mission will automatically vote to approve, while a player not on the mission will automatically vote to reject.
For this game, there will not be a phase for order-sending-in unless a plot card requires that there be one. Default orders shall be used - for a Spy, their order defaults 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.
6)Video Introduction to The Resistance:
[video=youtube;g_QRczGzXqw]https://www.youtube.com/watch?v=g_QRczGzXqw[/video]
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