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Falc

Founder of the Resistance
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Dec 16, 2009
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The Resistance Game 60 - So say we all

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When an old enemy, the Cylons, resurface and obliterate the 12 colonies, the crew of the aged Galactica protect a small civilian fleet - the last of humanity - as they journey toward the fabled 13th colony, Earth.

However, the Cylons are now capable of hiding amongst the humans. Will the humans be able to uncover the Cylon spies amongst them in time before the human race is completely wiped out?

Game Setup

This is a game for 5 to 10 players. After sign-ups are closed, each player will be either a Human or a Cylon. Distribution of these allegiances depends on the number of players:

05 players - 3 Humans, 2 Cylons
06 players - 4 Humans, 2 Cylons
07 players - 4 Humans, 3 Cylons
08 players - 5 Humans, 3 Cylons
09 players - 5 Humans, 4 Cylons
10 players - 6 Humans, 4 Cylons


The Cylons are infiltrating the Humans and will start the game knowing one another. The Humans will have no information about anyone's allegiance.

The GM will randomly determine the order of Leadership. The GM will shuffle the deck of Mission Cards.

Mission Prep

The game consists of between three and five Missions.

Each Mission will require a specific amount of players to be sent on the Mission and may have a specific modifier.

___________ 5 | 6 | 7 | 8 | 9 | 10____________________________________
Mission 1 - 2 | 2 | 2 | 3 | 3 | 3 - All votes must be cast in private.
Mission 2 - 3 | 3 | 3 | 4 | 4 | 4 - In each Proposal, the Leader must designate one player who will have to SUPPORT or SABOTAGE in public.
Mission 3 - 2 | 4 | 3 | 4 | 4 | 4 - The exact number of SABOTAGEs will not be revealed.
Mission 4 - 3 | 3 | 4 | 5 | 5 | 5 - Must be sabotaged twice to fail.
Mission 5 - 3 | 4 | 4 | 5 | 5 | 5 - None

At the start of Mission 1, the first player on the Leader order becomes Mission Commander. The Mission Commander will be given the top 2 Mission Cards of the deck, whose instructions he must follow.

If a Mission succeeds, then the Leader who made that Proposal becomes Mission Commander for the next Mission. Otherwise, the next player in the order becomes Mission Commander.


Team Proposal

Each Mission consists of one to five Proposals, followed by a Mission Attempt.

Proposals are made by a Team Leader, who puts forward an appropriate number of players to go and Attempt the Mission. The first Team Leader of a Mission is the player after the current Mission Commander in the order.

All players must cast a Vote on the Proposal, stating they either APPROVE or REJECT the Proposal. Players may vote in public or in PM. Players may change their Vote at any time, but the GM reserves the right to close the voting whenever he feels like it as soon as each player has cast a Vote.

Each player has 1 Critical Vote token. Players may spend that token to have their vote for a given Proposal count double.

If a majority of votes APPROVE the Proposal, the Mission proceeds to the Attempt.
If votes are tied, or a majority REJECT the Proposal, then the next player in the order becomes Leader and makes a new Proposal.

If all 5 Proposals for a given Mission are REJECTED, the Spies win immediately.


Mission Attempt

All Spies in the Team Proposal must choose whether they will SUPPORT or SABOTAGE the Mission and inform the GM of their choice by PM.

If at least one SABOTAGE occurs, the Mission is failed and is scored by the Spies. Otherwise, the Mission succeeds and is scored by the Resistance.

First side to score 3 Missions, wins the game.


Mission Cards

Establish Confidence - The Mission Commander must choose another player. The Mission Commander will have his allegiance revealed to this player.
'Vigorous' Interrogation - The Mission Commander must choose another player. That player's allegiance will be revealed to the Mission Commander.
Counterespionage - The Mission Commander must give this card to another player. That player may, during this Mission Prep phase or any later one, use this card to learn the allegiance of any other player of his choosing.
2x Badge of Merit - The Mission Commander must give this card to another player. That player may, at any time, use this card to move his position on the Leader order so that he is next in line.
Secret Tracker - The Mission Commander must choose another player. If that player particpates in a Mission Attempt, the Mission Commander will learn if that player SUPPORTED or SABOTAGED the Mission.
2x Delayed by Bureaucracy - The Mission Commander may not be chosen for the first Team Proposal in this Mission. He may also not vote on the first Proposal of this Mission. If both copies are drawn in the same Mission, it counts for the first two Proposals.
Counterfeit Equipment - The other card drawn this Mission is discarded without effect.
Prepare for the Future - The Mission Commander may keep this card. During a later Mission Prep phase, he may use this card to take control of one of the cards drawn, making him the Mission Commander for all effects on that card.


Formalities

No communication between players about the game may happen outside 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. Do not talk about the Resistance.

Each player is solely responsible for clearly communicating to the GM and the other players. Making things like votes and Proposals stand out by using colors, bold text, bigger fonts and such is strongly encouraged. If anything gets missed, it is the fault of the player who did not make himself clear enough.

In order to make the game move smoother, it is strongly recommended to preload as much as possible. Almost anything in the game can be preloaded, conditional statements are not a problem.

If a player becomes absent, the GM reserves the right to replace him.
If a player fails to vote, the GM reserves the right to close the vote without him.
If a player fails to provide a Mission order, the GM reserves the right to default the order to SUPPORT if the player is Resistance and to SABOTAGE if the player is a Spy.
If a player fails to propose a Team, the GM reserves the right to move on to the next Leader in the order.
 
Last edited:
Original leader order:

  1. JermanTK
  2. Health
  3. jeray2000
  4. Hazbot
  5. aedan777
  6. AsdfeZxcas
  7. Panzer Commader

Leader order after first Badge of Merit:

  1. AsdfeZxcas
  2. JermanTK
  3. Health
  4. jeray2000
  5. Hazbot
  6. aedan777
  7. Panzer Commader



Game Events:
Mission 1
Mission 2
Mission 3
Mission 4
Mission 5
  • Panzer Commader is Mission Commander and draws:
    • Counterespionage
    • Delayed by Bureaucracy
 
Last edited:
In
 
In

I've returned to smite spies!

Or not, if I'm a spy. Also, tablet is messing up my formatting.
 
Where'd everyone go?
 
In

Just found out that you were hosting.
 
Oh, a Falc game.

In
 
Alright, it's now 1:30 AM and I finally have the cards done... So game will start early tomorrow.

For the returning players, I would like to attract your attention to the following changes to the standard game. Please read the rules post for more details.

- All missions except for the fifth have modiifers.
- Handling cards is now done seperately from Leadership
- The cards are different
- Everyone gets one Double Vote token
 
Alright, roles have been sent out. RP will follow but for now, let's get rolling.

First Mission Commander is @JermanTK.

He has the two following Mission Cards to handle:

  • Delayed by Bureaucracy - The Mission Commander may not be chosen for the first Team Proposal in this Mission. He may also not vote on the first Proposal of this Mission. If both copies are drawn in the same Mission, it counts for the first two Proposals.
  • Prepare for the Future - The Mission Commander may keep this card. During a later Mission Prep phase, he may use this card to take control of one of the cards drawn, making him the Mission Commander for all effects on that card.

Since neither of those cards require him to act, we move the game along to the very first Proposal.

First Team Leader is @Health who must propose a Team of 2 players.

The modifier for this first Mission is that all votes MUST BE CAST IN PRIVATE.

Also, JermanTK may not be chosen for the first Proposal, nor may he vote on it.

All players still have their Double Vote token.


Game is ON!
 
Righto then.

Health
Hazbot
 
The modifier for this first Mission is that all votes MUST BE CAST IN PRIVATE.

Also, JermanTK may not be chosen for the first Proposal, nor may he vote on it.

This is going to be interesting, isn't it.


Edit: ahh, the card I got is doing this.
 
Reject
 
Voted