The Rules
The Resistance - Game 66
The Setting
(Roleplaying Background only, skip if you are not interested)
XCOM has united the Resistance and is in the final stages of its operations against ADVENT. With Plasma Weapons and Power Armour on their side, it looks like nothing can stop XCOM's invincible colonels in a straight-up battle. However, it seems that maybe some of the Resistance factions were right not to trust each other, and lately XCOM has been paying the price for its rapid expansion. ADVENT reinforcements are arriving in greater numbers, their fighters are getting to the battle zone much faster, and all over the battlefield it seems like XCOM is losing the element of surprise. Could it be that the real enemy is not unknown, but within?The Setting

(Roleplaying Background only, skip if you are not interested)
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The Resistance is a game for 5 to 10 players. All players will be given a role - XCOM or Spy - by the GM. Spies know the other Spies, but XCOM members do not know for sure who is an XCOM member.
There are up to 5 rounds, each consisting of 1 to 5 mission Team proposals. Players take in turns acting as leaders and making a proposal of a team of a number of players, possibly including themself, to go on the mission.
All players then make a vote on the team, in-thread or in private with the GM. If a majority of all players APPROVE the team, the team goes on the mission (more on that later). If the number of REJECT votes is equal to or larger than the number of APPROVE votes, the team is rejected. Whether a team is approved or rejected, Leadership passes on to the next player in the list.
If the team is rejected, the next Leader makes his proposal. Up to four teams may be rejected in a single round. If the fifth team of a round is rejected, the Spies win.
If the team is approved, the mission team goes ahead. XCOM members must SUPPORT the team. Spies on the team have the option of SUPPORTING or SABOTAGING the team. Spies may send their orders by PM to the GM. If they do not, their order will default to SABOTAGE. Resistance need not send an order.
If all the orders from the team are SUPPORT orders - i.e. there are no spies on it, or all the spies on the team choose to SUPPORT, the mission is SUCCESSFUL. If at least one SABOTAGE order is sent, the mission FAILS (with one exception - the fourth mission in certain larger games). The number of sabotage orders sent is always revealed by the GM after the mission is resolved. After mission resolution, the round ends, Leadership passes along and the next Leader makes another proposal.
Once there are 3 SUCCESSFUL missions, the Resistance win. Once there are 3 FAILED missions, the Spies win. Remember that the Spies also win if the fifth team of a round is REJECTED.
Role Distribution:
5 players - 3 XCOM, 2 Spies
6 players - 4 XCOM, 2 Spies
7 players - 4 XCOM, 3 Spies
8 players - 5 XCOM, 3 Spies
9 players - 6 XCOM, 3 Spies
10 players - 6 XCOM, 4 Spies
Size of the Mission team by round (1st round - 5th round):
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
Roles
(All roles are optional except for The Founder and his assassin.)
(All roles are optional except for The Founder and his assassin.)
The Commander - XCOM
The Commander of all XCOM forces. He knows the names of all the Spies, except for the Warlock, if she is in the game.
The Assassin - Spy
The Assassin has to identify The Founder. If, after 3 successful Missions, the Assassin correctly guesses him, the game is declared a spy victory.
The Sharpshooter - XCOM
The Sharpshooter knows The Commander. If the Warlock is in the game, he knows the names of the Warlock and the Commander, but not which is which. Adding a Sharpshooter helps XCOM.
The Hunter - Spy
This spy’s name is not given to The Commander at the beginning. Having a Hunter makes it easier for the spies.
The EXALTed - Spy
The EXALTed's name is not given the names of his fellow Spies and neither are the Spies given his name. The Commander still knows that The EXALTed is a spy, though. A game with The EXALTed makes it easier for XCOM.
The Warlock - Spy
An evil spy, The Warlock appears as The Commander to The Sharpshooter. Adding The Warlock makes it easier for the spies.
The Commander of all XCOM forces. He knows the names of all the Spies, except for the Warlock, if she is in the game.
The Assassin - Spy
The Assassin has to identify The Founder. If, after 3 successful Missions, the Assassin correctly guesses him, the game is declared a spy victory.
The Sharpshooter - XCOM
The Sharpshooter knows The Commander. If the Warlock is in the game, he knows the names of the Warlock and the Commander, but not which is which. Adding a Sharpshooter helps XCOM.
The Hunter - Spy
This spy’s name is not given to The Commander at the beginning. Having a Hunter makes it easier for the spies.
The EXALTed - Spy
The EXALTed's name is not given the names of his fellow Spies and neither are the Spies given his name. The Commander still knows that The EXALTed is a spy, though. A game with The EXALTed makes it easier for XCOM.
The Warlock - Spy
An evil spy, The Warlock appears as The Commander to The Sharpshooter. Adding The Warlock makes it easier for the spies.
The Skirmishers
These are two characters whose allegiance can change. One is always a spy and the other a resistance member. They may or may not know each other’s names.
The Skirmishers will switch allegiance after Mission 3.
(Changed because the other variants seemed way too complicated. If there is a problem with this that I didn't notice, please tell me. I am in no way experienced with Avalon resistance)
IMPORTANT! In this variant, the spy Skirmisher must always sabotage any Expedition he is sent on.
The Skirmishers will switch allegiance after Mission 3.
(Changed because the other variants seemed way too complicated. If there is a problem with this that I didn't notice, please tell me. I am in no way experienced with Avalon resistance)
IMPORTANT! In this variant, the spy Skirmisher must always sabotage any Expedition he is sent on.
Optional Rules
The Battle Scanner
The Battle Scanner
The last player on the Leader list may start the game with The Battle Scanner
Immediately after the 2nd, 3rd and 4th Expeditions are resolved, the player with the Scanner must choose another player, whose allegiance will be revealed to him in private. The Scanner then passes to the targeted player.
The Scanner may not be used on a player that has used it himself.
Adding The Battle Scanner helps XCOM.
Immediately after the 2nd, 3rd and 4th Expeditions are resolved, the player with the Scanner must choose another player, whose allegiance will be revealed to him in private. The Scanner then passes to the targeted player.
The Scanner may not be used on a player that has used it himself.
Adding The Battle Scanner helps XCOM.
The Arashi
When proposing a team, the team Leader must also hand the Arashi to another member of the team(he cannot keep it for himself). The holder of the Arashi may choose whether or not to use it during the mission. If they decide to use it, they must select a target: The target will then have their action for the turn reversed (a support will turn into a sabotage, and a sabotage will turn into a support), and their original intentions privately revealed to the user of the Arashi.
Miscellaneous rules:
This game does not have a deadline.
Private conversation about the Resistance is strictly forbidden, including speaking about the game on the phone, in the pub, on another site, etc. Since it’s effectively impossible for the GM to police this, anyone who rats out a player talking about the game outside the thread will receive a glorious resistance flag to decorate their signature. All conversation about the current Resistance game is to happen in its thread.
The GM is always happy to answer questions about the game. :)
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