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Cliges

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The Resistance part 3

Having been infiltrated and proven unable to compete with Werewolf in the previous episode, the true Resistance has decided upon an new course of action: obtain some means of time travel and establish themselves before other games are able to install themselves in the forums!

As usual, some naysayers are ensconced within the Resistance. These Spies will stop at nothing to prevent the Resistance from successfully completing their series of missions.

Who will achieve victory? Will we agree on a set of rules that manages to make everybody happy? And will the players actually show up and participate to move things forward in a timely fashion?

Find out in Resistance 3: Revenge...and Time Travel!

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 10 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..

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. If a True Resistance player does not send his vote within 3 hours of a team being formally approved, GM will consider the player as having decided to SUPPORT, as that is their only option. Spies can take any amount of time before sending their order, though we expect that such orders will be done so as to not needlessly delay the game.

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 in public without revealing who did what. The Leader passes to the next in line and the next 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.
2/2 - 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. 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 - Opinion Maker – Permanent Effect – The player to whom the Leader passes this card must publicly Vote for Mission Team selection. This card remains in effect until the end of the game.
1/1 - 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.

Voting and deadlines

Each player must Vote in public in the Team Building phase. Unless the player clearly and explicitly states otherwise, this also counts as agreeing to move the game forward;

Each player on the Mission must Vote in PM to the GM in the Mission phase. A separate post must be made in public to indicate your Vote has been cast, implying that you agree to move the game forward.

When the Leader is sufficiently satisfied that everyone has agreed to move forward (not just a majority), he may himself move the game to the Mission phase if the game was in Team Building, or he may call on the GM to reveal the Mission Votes.

If there are Votes missing after a 24-hour waiting period, the GM will take the necessary actions to move the game forward.

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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Leader Order:


1. Xarkan
2. Cymsdale
3. jpr123
4. citizen1oo1
5. tamius23
6. falc
7. marty99

Event Log:

Round 1.

1. Xarkan became leader
2. Xarkan passed Strong leader to Cymsdale, and No Confidence to tamius23.
3. Xarkan proposed the team of Xarkan and Cymsdale.
4. Team of Xarkan and Cymsdale was REJECTED 1-6. Cymsdale became the leader.

5. Cymsdale proposed the team of citizen1oo1 and jpr123
6. Team of citizen1oo1 and jpr123 is APPROVED 5-2
7. Mission I SUCCEEDS. Round one ends.

Round 2.

1. citizen1oo1 became the leader.

2. Cymsdale plays Strong Leader card.

3.Cymsdale became the leader and passes Open Up to tamius23 and No Confidence to citizen1oo1.
4. Cymsdale proposed the team of Cymsdale, citizen1oo1, and jpr123.
5. Team of Cymsdale, citizen1oo1, and jpr123 is APPROVED 5-2.
6. Mission II FAILS with 2 SUPPORT orders and 1 SABOTAGE order. Round 2 ends.

Round 3.

1. jpr123 became the leader.
2. jpr123 passes Strong Leader to marty99 and plays Establish Confidence toward Falc.
3. jpr123 proposes the team of jpr123, Falc, and tamius23.

4. Team of jpr123, Falc, and citizen1oo1 is REJECTED 1-6.

5. citizen1oo1 became the leader.
6. citizen1oo1 proposed the team of citizen1oo1, Xarkan, and tamius23.
7. Team of citizen1oo1, Xarkan, and tamius 23 is REJECTED 1-5.

8. tamius23 became the leader.
9. tamius23 proposed the team of tamius23, jpr123, and Xarkan.
10.Team of tamius23, jpr123, and xarkan is APPROVED 5-2.
11. Mission III fails with two SUPPORT orders and one SABOTAGE order. End of round three.

Round 4.

1. Falc became the leader. marty99 played Strong Leader and became the leader.

2. marty99 passed Keeping a Close Eye on You to tamius23 and Overheard Conversation to Xarkan.
3. marty99 proposed the team of marty99, tamius23, Xarkan, and citizen1oo1.
4. Team of marty99, tamius23, Xarkan, and citizen1oo1 approved 5-2
5. Mission IV FAILS with 2 SUPPORT orders 2 SABOTAGE orders. SPY victory.
 
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The Rules as they are right now are borrowed from the last game. We can change them, if desired and necessary.

Three items on the agenda for right now:

Do we permit PMs in the game?

Will the Spies start off knowing each other?

Public votes in the thread or private voting via PM?
 
Another item to consider is whether or not players should be able to change votes during the team approval/rejection phase.
 
Following with interest.
 
I think I'll give this a game a go. I will be terrible at it though.

Wow, your very first post starts off with a lie!
Well done. :D
 
Three items on the agenda for right now:

Do we permit PMs in the game?

Will the Spies start off knowing each other?

Public votes in the thread or private voting via PM?

Another item to consider is whether or not players should be able to change votes during the team approval/rejection phase.

I'm going to say No, No, Private, No. But I don't mind if I get overruled; the last game worked very well.
 
Up to four. Fortunately, unlike werewolf, we don't need too many to get going.



BTW, you copied my latest rules which still have the face-to-face text for the "In the spotlight" plot card :p



Yes, the rules and cards as they are now were lifted completely from the previous game. We can change any of them, for example, if it's decided that team approval votes are going to be public, there's really no point in keeping the Opinion Maker card in the game.

Also, just to try and avoid any confusion, if we do use private team approval voting, I don't think that I will automatically assume that the leader will vote approve.

And one smaller issue: given that true resistance members on a team can only support a mission, should we bother with having them send in a perfunctory PM to say that they support?
 
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Wow, your very first post starts off with a lie!
Well done. :D
I have no idea what you're talking about. I have no idea about this game and anything I do will probably be out of clueless naivete. I have no secret plans nor am I capable of making any. Stop talking now.

OOC/ Seriously, I genuinely don't have a clue :D
 
The Rules as they are right now are borrowed from the last game. We can change them, if desired and necessary.

Three items on the agenda for right now:

Do we permit PMs in the game?

Will the Spies start off knowing each other?

Public votes in the thread or private voting via PM?

Another item to consider is whether or not players should be able to change votes during the team approval/rejection phase.

Also, just to try and avoid any confusion, if we do use private team approval voting, I don't think that I will automatically assume that the leader will vote approve.

And one smaller issue: given that true resistance members on a team can only support a mission, should we bother with having them send in a perfunctory PM to say that they support?

No to PMs.
Yes to spies knowing each other.


The last three questions all boil down to the most difficult aspect of transposing a RL game to forum: appearances matter!

Regarding the team approval phase, in the RL game, you can do stuff like posing one vote card face up, clearly stating that that's your vote... and then give your other card to the Leader when he's actually collecting it.

Same with mission success: let's say there are no Spies on a mission. When do you, as the GM, reveal the result? If you do it right away, you're indicating that there were no Spies in the team. What if there is one Spy in the next mission and he doesn't preload an order? All of a sudden, we're waiting hours for the result. Well now we know there's a Spy, even if he does end up Supporting the mission!


So, trying to fit all that into a forum shape, I'm now thinking something as follows:

- You must post in the thread when you Vote and when you Support a Mission. This is the forum equivalent of placing your card on the table. The reason I want to keep this is because I believe that timing and possibly waiting for someone else to speak before making up your mind are important parts of the game.
- When posting like that, you are merely obligated to state that you've played your card. You are allowed to make any and all claims you wish about your card but you are not required to say anything.
- If you make no statement about your card in public, you must accompany the post with a PM containing your actual intention.
- If you do make a statement but your actual intention is different, you must make that clear through a PM.
- You may change your public and/or private intentions, following the same rules.
- As soon as all players have laid down their card, the phase is effectively over.
- When it comes to Mission Success, players may 'pre-place' their card during the Team Selection phase. We might even want to make this mandatory.
 
So that's 5. That's enough for a game, so I'll keep sign up open until sometime tomorrow afternoon my local time (probably about 20:00 GMT), then determine and send roles and post the leader order. Earlier, of course, if we have 10 before that point.

We won't work according to any fixed schedule or deadline, but we'll hope everyone checks in to the game often enough to move the process forward.
 
Big rules post.

I am going to go with no PMs; I agree that this is the right approach, and it seems popular enough.

For the mission phase, I would not post the results for at least a few hours after the orders come in both because I foresaw the same issue as you have and I might not be able to come and check on all the orders right away in any case.

If enough people want it, we could have a schedule/deadline. It really doesn't matter to me, though as a practical matter I think it would be easier if the players just go with leader doing team proposals/card distribution and team members send in mission orders in a way that doesn't stall the game. The debate over whether or not to approve a team, of course, can understandably take awhile. Basically, I wouldn't want to hold things up for, let's say, 12 hours, or over the course of an entire night because I'm waiting for a support order from a Resistance player whose only option is to support anyhow.

So...here's what I think, unless there are major objections:

No PMs among players.

One must state intentions concerning his (or her) team approval vote in the thread but real vote will be via PM to GM. Of course, they need not be the same. One can say anything he likes in the thread, but when the final votes are in and a team is accepted or rejected, GM will reveal the true count publicly in the thread.

Players can change their real votes up until all votes are received. This means that the last one to vote cannot change, but I don't see any easy way around it without setting a fixed deadline.

Players can say whatever they want about their cards in the thread, but any use of the card MUST be sent in by PM to GM. Players cannot rescind card use after they tell me that they are using it, so think carefully about if and when you want to play a card in your possession.

I'll sleep on whether or not Spies will know each other from the start. I really don't care much one way or the other, but would rather have go along with the prevailing opinion of the players on the matter.

If a True Resistance player wants to send in his approval by PM, that's fine but if I do not receive a PM after 3 hours of officially declaring a team approved, I will go ahead and consider him as "Supporting". Spies can take as long as they want, but I hope not so long as to needlessly delay the game.
 
I was leaning that way unless there were a majority opposition.