The Resistance Game IX: Avalon
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:
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:
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.
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:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
Resistance | 3 | 4 | 4 | 5 | 6 | 6 |
Spies | 2 | 2 | 3 | 3 | 3 | 4 |
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:
Players | 5 | 6 | 7 | 8 | 9 | 10 |
1st Mission Team | 2 | 2 | 2 | 3 | 3 | 3 |
2nd Mission Team | 3 | 3 | 3 | 4 | 4 | 4 |
3rd Mission Team | 2 | 4 | 3 | 4 | 4 | 4 |
4th Mission Team | 3 | 3 | 4 | 5 | 5 | 5 |
5th Mission Team | 3 | 4 | 4 | 5 | 5 | 5 |
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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