Just to make it official, the winners are:
Aedan who knew Luftwafer
Luftwafer who knew Ironhead
Ironhead who knew DeathByWombat
DeathByWombat who knew Aedan
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There'll be no real GM Survey this time but I'd still like to hear your thoughts on the game in general, and the chain spy rules in particular.
Chain spy made it a bit hairy for Aedan on day 3 and myself and Ironhead on day 2. It might have actually helped us long term, because the Aedan/Ironhead fight the entire game was real, rather than contrived, which made it more convincing.
Day 1 we got VERY lucky that we got 1 sabotage, not two. Otherwise we would have been essentially 2 spies down the entire game, making it near impossible to win. As it was, it was relatively smooth sailing after that day.
Day 2 Ironhide's card distribution was suboptimal - giving Open Up to Ironhead wasn't bad in a vacuum, but forcing him to give it to a specified player would have been much better than letting him pass it off to an unchecked player (from Resistance standpoint, at least). The second KACEOY pass out to Aedan was criminal, and gave the spies complete control over every major card for the first 2 turns. As it was, Ironhead had full opportunity to pass it to the spy he knew, expanding the spy chain and making decision making easier. I had a choice to make - out Ironhead (and seemingly clear Aedan) or "clear" ironhead and "out" aedan. Both cases had merit - I had actually written the other way down, before I decided to switch. I was worried about the team that ended up going through, but when I saw aedan OK it I was pretty sure we were in the clear.
Day 3 was mop-up after Cliges' mission proposal was rejected. That was a bit tense, but when CC and Ironhide rejected it, nothing short of a spy outing would have broken our hold over the game, as we had 2 of 3 last proposals, Jackson trusted Ironhead, and CC trusted me. As long as Ironhead was on a team, I was cool with its passing, but rejected Jackson's mission with Ironhead on it at first because I feared being baited by a rejecter and "outing" myself, allowing someone (maybe Falc or Cliges) to convince CC that we were bad guys. That prolonged the game - mea culpa.
This was a classic case of a game defined by false choice. The spies set up a false choice between ONE of aedan and ironhead being spies, when in reality both were spies. Every spy played pretty well - I slipped up a bit midgame once with my wordchoices, and Luft may have been a bit eager to approve all missions he knew were bad, but otherwise spy gameplay was pretty sound, I think. We also got really lucky with the sabotage and the card distribution, and Cliges and Falc nearly sniffed us out.
Chain rules do make the game interesting, though. In most cases, I suspect the Resistance would have a much better chance under normal circumstances, as it is difficult for the spies to coordinate when they only know 2 people on their side. Thanks for hosting, Panzer!