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Cliges

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The Resistance Game IX: Avalon
Another installment of The Resistance!
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 an Allegiance 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. This version of the game has, in addition to the Resistance and Spy faction, certain roles that give the player with that role certain specific knowledge or power. For more information, see below for the section "Roles".

Game Play

The game consists of between three and five Rounds; each Round is comprised of a Team Building Phase and a Mission Phase.




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. Again, players have the option to vote by PM, but they ought to also state something about their intentions regarding the current vote in the the thread.

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.

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 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. A new player becomes the leader.

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 proposes 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.

Roles

The game will include Merlin, Perceval, Octa, and Morgana regardless of the number of players. If there are 7 or more players, the role of Ysbadddaen might be included.

Resistance Roles:

Merlin: Starts game knowing the names of all of the Spies except Spy Lancelot.

Perceval: Starts knowing the identity of two players, one of them being Merlin and the other being Morgana, but doesn't know which is which!

Resistance Lancelot: Starts as Resistance Member, will always be on opposite teams as Spy Lancelot. Starting in round 3, it is possible through random chance that he will switch roles and therefore allegiance with the Rebel Lancelot. If there is a switch, the Resistance Lancelot will become the Spy Lancelot and vice versa. GM will notify each of them through PM.




Spy Roles:

Octa: In the event of a Resistance Victory, this player will get to state which Resistance Player he thinks is Merlin. If he chooses correctly, the Spies steal the victory. This player sends his choice by PM, and receives 1 single chance at this. Will know the identity of Morgana.

Morgana: Appears to Perceval as a potential Merlin. Knows the identity of Spy Lancelot and Octa.

Spy Lancelot: Starts as a Spy, will always be on opposite teams as Spy Lancelot. Starting in round 3, it is possible through a random chance that he will switch roles and therefore allegiance with the Resistance Lancelot. If there is a switch, the Spy Lancelot will become the Resistance Lancelot and vice versa. GM will notify each of them through PM.


Ysbadddaen: This player is a Spy, but he does not know the identity of the other Spies, nor do they know who he is. Will be used only in the event of a 10 player game









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. Spies will also win if the Octa player can successfully guess which player is Merlin at the game's conclusion.




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.

If there are approval votes missing after an extended period of time, the GM will take the necessary actions to move the game forward. Vote is final regardless of whether or not all players have voted, but everyone should try to vote. Deliberately not voting is very frowned upon and goes against the spirit of this game.



Deadlines, Voting, and Mission Resolution

There are no formal deadlines, but players are expected to act in a timely fashion and take care of necessary actions as they can. Members of a proposed team are strongly encouraged to pre-load their orders by sending them to the GM during the Team Building Phase.

If a member of an team has not sent a mission order 24 hours after said team was approved by vote, the GM reserves the right to default orders. Resistance members default to Support, Spies default to Sabotage.

If a team is not approved, nothing regarding the mission orders for that team will be revealed.

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 his Mission Team proposals. 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:

randakar
tonkatoy5
tamius23
marty99
Falc
Citizen1oo1
aedan777
jpr123
Trinitroluen
videonfan


Round 1:

1. Randakar became the leader.

2. Randakar proposed the team of randakar, citizen1oo1, and Falc.

3. Team of randakar, citizen1oo1 and Falc was REJECTED 5-5.


4. Tonkatoy5 became the leader.

5. Tonkatoy5 proposed the team of marty99, randakar, and Trinitroluen.

6. Team of marty99, randakar, and Trinitroluen was rejected 4-6.


7. tamius23 became the leader.

8. tamius23 proposed the team of Tamius, TNT, and aedan777.

9. The team of tamius23, tnt, and aedan777 was APPROVED 6-4.

10 Mission #1 FAILED. There was one SABOTAGE. End of round 1.

Round 2:


1. Marty99 became the leader.

2. Marty99 proposed the team of marty99, videonfan, citizen1oo1, and jpr123.

3. Team of marty99, videonfan, citizen1oo1, and jpr123 was REJECTED 2-8.


4. Falc became the leader

5. Falc proposed the team of Falc, randkar, videonfan, and tnt

6. The team of Falc, randkar, videonfan, and tnt was APPROVED 6-4.

7. Mission #2 FAILED. There was one SABOTAGE. End of round 2.

Round 3

1. Citizen1oo1 became the leader.

2. Citizen1oo1 proposed the team of tnt, randakar, citizen1oo1, and tamius23.

3. Team of tnt, randakar, citizen1oo1, and tamius23 was REJECTED 1-9


4. Aedan777 became the leader.

5. Aedan777 proposed the team of randakar, Falc, aedan777, and tnt.

6. The team of randakar, Falc, aedan777, and tnt was REJECTED 5-5.


7. Jpr123 became the leader.

8. jpr123 proposed the team of randakar, tnt, jpr123 and Falc

9. Team of randakar, tnt, jpr123, and Falc was APPROVED 9-0 with one missed vote.

10. Mission #3 was a SUCCESS. End of round 3.

Round 4

1. Tnt became the leader.

2. Tnt proposed.

3. The team of Tnt, tonkatoy5, Falc, Randakar, and jpr123 was APPROVED 9-1.

4. Mission 4 was a SUCCESS. There was 1 SABOTAGE. End of round 4.


Round 5

1. Videonfan became the leader.
 
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In all honesty, I think the Lancelot role would have been confusing for the two who drew that role, not to mention infuriating to whichever of the two wound up losing in the event that they switched sides.
 
I might as well join

This will be my first Resistance game ever so please be kind to me asking stupid questions :p
 
Do they know who the other Lancelot is? And do they switch if one wants to and the other doesn't?

There are 3 different variations. One of them has them knowing each other, but that is only recommended for games with a large number of players..



Variation#1 has essentially only the fact that they can switch starting in round 3.


#2 is the same, except that the switched, if any, and when, are known in advance and the bad Lancelot must fail missions. Cards are drawn at game's start to reveal which rounds this will occur (if any). Of course, the 2 of them don't know one another, but all of the players can see that a change is taking place and when. Usually, the other players wouldn't know which players are the Lancelots either, but, again, they are aware that a change is taking place.

#3 has them knowing each other.


I guess that it's not too late to edit in the role, at least in its most simple version, but I think it would work best in a game that has at least 7 or 8 people.
 
I definitely think if we get 7+ players it would be worth throwing in Lancelot. Just to make it more interesting. Although I'm still not that clear on the whole thing. In variation #1 who decides if they switch or not? Either Lancelot? And do the spies know who Lancelot is? I guess Lancelot can't know who the spies are or else he could just switch to the resistance and rat them all out.

Edit - Variation #2 actually sounds like the most fun to me.
 
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There are 5 loyalty cards that are shuffled-3 "No Change" and 2 "Switch Allegiance". Starting in round 3, the top card is drawn at the start of each round. There is a chance that they might switch once, twice, or not at all.

But I think I will add that in if there are at least 7. More roles might be more interesting and allow players to feel that they have a more specific way to approach the game.

Of course, there is no reason why we'd have to follow the official rules precisely.
 
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I might as well join

This will be my first Resistance game ever so please be kind to me asking stupid questions :p

The basic game play is actually easier than WW-and you always survive to the end.

Figuring out who the Spies are is a bit more complicated.


This is actually the first time we have played with these rules, so I really don't know what to expect.
 
In
 
Octa: In the event of a Resistance Victory, this player will get to state which Resistance Player he thinks is Merlin. If he chooses correctly, the Spies steal the victory. This player sends his choice by PM, and receives 1 single chance at this.
By victory, you mean the actual end of the game, yeah? Seems very powerful.
 
By victory, you mean the actual end of the game, yeah? Seems very powerful.

Yes, if the Resistance succeeds in three missions, the Spies get a last chance at redemption.

Actually, it's "Loyal Knights" and "Minions of Mordred" in this version, but I retained the Resistance/Spy nomenclature for clarity and tradition.
 
Yes, if the Resistance succeeds in three missions, the Spies get a last chance at redemption.

Actually, it's "Loyal Knights" and "Minions of Mordred" in this version, but I retained the Resistance/Spy nomenclature for clarity and tradition.
You see, this is one of the roles that is significantly variable in power depending on the number of players

If there are 5 players in the game, the Octa has a 1/3 chance of picking the Merlin, at random! Whereas for a 9/10 player game, it's 1/6. Therefore, the odds of victory massively change depending on the amount of players. I'm not convinced there's any other rule mechanism which changes the odds based on the number of players to balance this.
I hope it's not a setup where the game is balanced for the mean number of players, but for given numbers of players at extremes, the game is unbalanced.
 
Well let's hope we have more than 5 players...

Why are you just subscribing and not playing?
But the thing is, 5 players may not necessarily be unbalanced. If my point is correct, certain amounts of players may be unbalanced, but I don't know which ones yet.
For example, assume that the rules are such that 67% of the time the Resistance gets the 3 missions passed, and so that with 5 players, the Octa balances this out so we have a 50-50 record with 5 players. But then, with 10 players, assuming the other dynamics not changing the percentage of missions sabotages, we would then have a 56-44 record.

I might play, not sure. University's starting soon and I have a lot of stuff to sort out.
 
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