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alxeu

Hunting werewolves.
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Feb 11, 2012
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[The Resistance] Game 65 - Awakening the Sleeper Cells
After a year in hiding after their previous successes, the leaders of the Resistance send out a signal to their acolytes: the Resistance is reforming, and all former agents are to return to HQ for new orders. Unfortunately, since the year in hiding, some members have been caught, and converted to being double agents within the Resistance. Can their betrayal be found out before the Resistance is destroyed?​


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 Spy or Resistance. The Spies will be informed of the identities of the other Spies with a shared initial PM.

The GM will also (randomly) determine the order in which players will become Leader and assign the first Leader in a public post.

The Distribution of roles depends on the number of players:

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

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 occur at the same time.

Distribute Plot Cards

Plot card rules depend on the number of players.


5-6 Player games will have only a single-use card, which makes your vote count double, issued to all players at the start of the game.

7-10 Player games will use Falc's pool of 10 cards, 2 of which are issued at the start of every mission to the leader, who will distribute them among the other players as he sees fit. He cannot keep cards for himself.



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:
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



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 it is much better form to 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 six 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.

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 who has to propose 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 cards to be used in case the game reaches a size of 7 or more players:

1 Strong Leader - 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, he will also be allowed to distribute the Cards for that Mission. Once this proposal is handled, the next Leader is the player whose place the user took in the established order. 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.

1 Successor Nomination - The Player who receives this Card will become the Leader for the first Team proposal of the next Mission.

2 Passionate Speech - The Player who receives this Card may keep it and use it later to have his vote for a Team proposal count double. The use of this Card must be declared publically during a vote cycle.

2 Keeping a Close Eye on You - The Player who receives this Card may keep it and use it later to learn whether a player supported or sabotaged a Mission. The use of this Card must be declared before the Mission result is revealed by the GM. This may be preloaded.

1 Overheard Conversation - The Player who receives this Card must immediately choose a player adjacent to himself on the Leader order. This chosen player's allegiance will be revealed to the player who received this card.

1 Establish Confidence - The Player who receives this card will have the current Leader's allegiance revealed to him.

1 Open Up - The Player who receives this card must immediately choose one other player. The allegiance of the player who received this card will be revealed to the chosen player.

1 In The Spotlight - The Player who receives this Card may keep it and use it later to force another player to support or sabotage the then current Mission publicly. The use of this Card must be declared publicly before any player sends his Mission orders.

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.


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.


Deadlines, Voting, and Mission Resolution

The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. 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.

For this game, there will not be a phase for order-sending-in, unless a plot card requires that there be one. You are asked to preload your order by PM to the GM when you cast your vote, if someone has not sent in an order yet when a team has been approved, his order will be set to the default for his role - sabotage for a spy, support for a resistance member.


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.

Important Notes:
(If you are a regular, this section should contain all you need to know about the game. If this is your first time playing, you still need to read the rest of the post.)

The proposal limit is 5.

The GM is undecided as to whether to include plot cards. Maybe next game, at the very least.

All spies will know each other from the start, but private communication is still disallowed between them: if it isn't something you'd be able to get away with sitting at a table with friends, it shouldn't get to work here.


If you are on a team, please preload your order when voting. I want to do the updates as soon as I see that the vote is over so if you haven't submitted one already, I'll default it to sabotage if you're a spy and approve if you're resistance.

(Thanks to Panzer for the general format of opening post. It matched the simplicity of the game I wanted, with the clarification necessary for understanding.)
 
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Turn Order:

1. Tamius23
2. Jacksonian Missionary
3. Panzer Commader
4. JermanTK
5. aedan777
6. jeray2000
7. Wagonlitz
8. Hazbot
9. MatthewFW190

Game Events Recap:
Tamius gave Open Up to jeray2000, who then revealed his role to Tamius. Tamius also gave Passionate Speech to MatthewFW190.
Tamius' team of:
Tamius, Matthew, aedan

Was rejected 1-8:
In Favor: Tamius
Opposed: Jacksonian Missionary, Panzer Commader, JermanTK, aedan777, jeray2000, Wagonlitz, Hazbot, MatthewFW190
Jacksonian Missionary's team of:
Jacksonian Missionary, Matthew, Wagonlitz

Was rejected 4-5:

In Favor: Jacksonian Missionary, jeray2000, Wagonlitz, MatthewFW190
Opposed: Tamius, Panzer Commader, JermanTK, aedan777, Hazbot
Panzer Commader's team of:
Panzer Commader, aedan777, Hazbot

Was approved 6-3:
In Favor: Tamius, Panzer Commader, JermanTK, aedan777, jeray2000, Hazbot
Opposed: Jacksonian Missionary, Wagonlitz, MatthewFW190
The mission failed, having been sabotaged once.
JermanTK gave In the Spotlight to Panzer Commader, and Keeping A Close Eye on You to Wagonlitz.
JermanTK's team of:
Wagonlitz, Jacksonian MIssionary, MatthewFW190, JermanTK

Was rejected 2-7:
In Favor: Wagonlitz, MatthewFW190
Opposed: Tamius, Jacksonian Missionary, Panzer Commader, JermanTK, aedan777, jeray2000, Hazbot
aedan777's team of:
Wagonlitz, Jacksonian MIssionary, MatthewFW190, aedan777

Was approved 5-4:
In Favor: Jacksonian Missionary, aedan777, jeray2000, Wagonlitz, MatthewFW190
Opposed: Tamius, Panzer Commader, JermanTK, Hazbot
The mission failed, having been sabotaged once.
jeray2000 gave Overheard Conversation to JermanTK, and Keeping A Close Eye on You to Tamius.
jeray's team of:
Wagonlitz, Jacksonian MIssionary, Panzer Commader, jeray2000

Was
rejected 1-8:
In Favor: jeray2000
Opposed: Tamius, Jacksonian Missionary, Panzer Commader, JermanTK, aedan777, Wagonlitz, Hazbot, MatthewFW190
Wagonlitz's team of:
Wagonlitz, Jacksonian MIssionary, Panzer Commader, Tamius

Was approved 5-4:
In Favor: Tamius, Jacksonian Missionary, Panzer Commader, Wagonlitz, Hazbot
Opposed: JermanTK, aedan777, jeray2000, MatthewFW190
The mission succeeded.
Hazbot gave Passionate Speech to Wagonlitz, and Successor Nomination to Tamius.
Hazbot's team of:
Wagonlitz, Jacksonian MIssionary, Panzer Commader, Tamius, Hazbot

Was
approved 5-4:
In Favor: Tamius, Jacksonian Missionary, Panzer Commader, Wagonlitz, Hazbot
Opposed: JermanTK, aedan777, jeray2000, MatthewFW190
The mission succeeded.
Tamius gave Establish Confidence to Matthew, and Strong Leader to Panzer Commader.
Tamius's team of:
Wagonlitz, Jacksonian MIssionary, Panzer Commader, Tamius, Hazbot
Was approved 8-1:
In Favor: Tamius, Jacksonian Missionary, Panzer Commader, JermanTK, jeray2000, Wagonlitz, Hazbot, MatthewFW190
Opposed: aedan777
The mission succeeded.

Visual Victory Variation:


3-2
[----|----|----|----|----]
Resistance Wins!
 
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For reference, here's the Plot Card rules I'm considering implementing:

Distribute Plot Cards

Plot card rules depend on the number of players.


5-6 Player games will have only a single-use card, which makes your vote count double, issued to all players at the start of the game.

7-10 Player games will use Falc's pool of 10 cards, 2 of which are issued at the start of every mission to the leader, who will distribute them among the other players as he sees fit. He cannot keep cards for himself.

Plot Cards

The cards to be used in case the game reaches a size of 7 or more players:

1 Strong Leader - 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, he will also be allowed to distribute the Cards for that Mission. Once this proposal is handled, the next Leader is the player whose place the user took in the established order. 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.
1 Successor Nomination - The Player who receives this Card will become the Leader for the first Team proposal of the next Mission.
2 Passionate Speech - The Player who receives this Card may keep it and use it later to have his vote for a Team proposal count double. The use of this Card must be declared publically during a vote cycle.
2 Keeping a Close Eye on You - The Player who receives this Card may keep it and use it later to learn whether a player supported or sabotaged a Mission. The use of this Card must be declared before the Mission result is revealed by the GM. This may be preloaded.
1 Overheard Conversation - The Player who receives this Card must immediately choose a player adjacent to himself on the Leader order. This chosen player's allegiance will be revealed to the player who received this card.
1 Establish Confidence - The Player who receives this card will have the current Leader's allegiance revealed to him.
1 Open Up - The Player who receives this card must immediately choose one other player. The allegiance of the player who received this card will be revealed to the chosen player.
1 In The Spotlight - The Player who receives this Card may keep it and use it later to force another player to support or sabotage the then current Mission publicly. The use of this Card must be declared publicly before any player sends his Mission orders.

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.

They'd be more fluidly integrated of course, and where they change other parts, I'd highlight the changes.
 
Nobody plays the ACTUAL board game with me, so I might as well do it here.
In.
 
In
 
In.
 
We have enough to start now, but I'll leave this open at least until Monday to see if we can fill the game. :)
 
In.

Probably will suck and still not understanding some things.
For instance if a mission has two sabotages and one proceed and was three man strong why would you ever pick any of those three again as a goodie?
Seems like a mission successfully sabotaging ensures you can never win.
 
For instance if a mission has two sabotages and one proceed and was three man strong why would you ever pick any of those three again as a goodie?
You probably wouldn't. This is why spies who end up on the same team need to keep in mind the possibility of multiple sabotages. One time Marty and I did a double sabotage mission... on a two man team. Yeah... we were well trusted afterwards. Our third spymate, Alxeu, may have gone on to get two more sabotages, can't recall.

Seems like a mission successfully sabotaging ensures you can never win.
It's not that bad. Many times the resistance comes back from sabotages.
 
In.

Probably will suck and still not understanding some things.
For instance if a mission has two sabotages and one proceed and was three man strong why would you ever pick any of those three again as a goodie?
Seems like a mission successfully sabotaging ensures you can never win.

I agree with everything aedan said, yeah. And it usually seems more confusing than it is until it actually starts so don't worry too much about it. The first mission sabotaging is usually really bad for the resistance but it's not a death sentence. Plot cards do help a lot usually which is why I think Alxeu should use them.


Tamius! I haven't seen you around in a good while. Nice to play with you again :)
 
It's not that bad. Many times the resistance comes back from sabotages.
I meant once a mission has been sabotaged the spies can't win.

Because lets face it. If a mission is sabotaged it means that two of the three people on it are spies as no goodie in their right mind would vote for sabotage. Hence all three will now be exempt from ever being on mission again. The spies now can't win, as they no longer can get a majority on missions.
 
You only need one sabotage to fail a mission.
Oh. I thought it required more sabotages then proceeds for it to fail.
Yeah that definitely changes things.
 
Damn, this filled up quickly :(

Watching
 
Wait

In