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Falc

Founder of the Resistance
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Dec 16, 2009
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The Resistance - First test game

This will be our first attempt at porting "The Resistance" to a forum format.

The rules of "The Resistance" are available at http://www.indieboardsandcards.com/page3.php. The will be reproduced here with all the necessary modifications for forum play.

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, who will furthermore have final say in all rules discussions.

The 10 players will be given a Role through PM, either Spy or Resistance. The Spies will NOT 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.

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.

Distribute Plot Cards

The GM randomly selects a number of Plot Cards, depending on the amount of players:

Players5678910
Plot Cards drawn112233



These Plot Cards are revealed publically. The Leader then publically handles the effects of the Cards as he sees fit.

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 by PM to the GM. Once all the Votes are in, the GM will reveal every player's Vote in public.

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 more than 7 players, the 4th Mission requires at least two sabotages to fail.

The GM announces the result of the Mission in public without revealing who did what. The Leader passes to the next in line and the next 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 can have 5 Teams rejected in the same Round.

Plot Cards

The contents of the Plot Card deck depend on the number of players. The first numbers before the card name indicates how many of this card there are if there are 7 or less players, the second number indicates how many for 8 or more.

2/2 - Strong Leader – One time use - The player to whom the Leader passes this card may use this card to become the Leader. Use of this card must be declared before Plot Cards are drawn by the GM. When a "Strong Leader" is played, another "Strong Leader" may not be played until a Vote has been taken.
2/2 - Keeping a close eye on you – One time use - The player to whom the Leader passes this card may use this card to learn whether a player SUPPORTED or SABOTAGED a Mission. If this card is in play, the GM will ask the player whether he wishes to use it after the GM has received all the Mission PMs. If two players have this card, they may use it in the same Mission phase but they may not use it on the same player.
1/3 - No Confidence – One time use - The player to whom the Leader passes this card may use this card to reject an approved Mission team (successful Vote). Using this card counts as a failed Vote.
1/2 - Opinion Maker – Permanent Effect – The player to whom the Leader passes this card must publically Vote for Mission Team selection. This card remains in effect until the end of the game.
1/1 - Take Responsibility – Use immediately – The player to whom the Leader passes this card must take one Plot card from any other player.
0/2 - Overheard Conversation – Use immediately – The player to whom the Leader passes this card must publically choose one player adjacent to him on the player list. This player's role will be revealed to him through PM by the GM.
0/1 - Establish Confidence – Use immediately – The Leader must choose one other player publically. The GM will reveal the Leader's Role to that player in PM.
0/1 - Open Up – Use immediately – The player to whom the Leader passes this card must choose one other player publically. The player chosen by the Leader will have his Role revealed by the GM through PM to the player that he chose.
0/1 - In the Spotlight – One time use - The player to whom the Leader passes this card may use this card to force a player to play their Mission card face up. The player playing this card must declare its use and the target player immediately after Mission Team selection.

Formalities

All communication channels are free to be used.

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.

Due to the small amount of players and the fluid length of the Mission Team selection process, no fixed deadlines will be used; the Game will instead progress "naturally" from phase to phase.

This does mean that the Voting periods (for Team Selection or Mission Success) will not have a predictable duration. I will put an upper limit of 24 hours on each, but once I have received all the necessary votes I will proceed with the next step of the game.

All Votes may be changed before they are revealed, but keep the previous remark in mind as well as the GM's limited PM storage space.

If a player consistently causes delays or other issues, he will be replaced.
 
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Player list and Leader order:

1: esemesas
2: reis91
3: Xarkan
4: Kingepyon
5: Cliges
6: Cymsdale

Round 1 - Leader is esemesas
Round 1 - Plot Card: Take Responsability - useless
Round 1 - Mission Team proposal: esemesas, Kingepyon - 6 votes in favor
Round 1 - Mission - Success!
Round 2 - Leader is reis91
Round 2 - Plot Card: Keeping a close eye on you - given to esemesas
Round 2 - Mission Team proposal: reis91, Cymsdale, Cliges - 3-3 tie - rejected
Round 2 - Leader is Xarkan
Round 2 - Mission Team proposal - esemesas, Kingepyon, Xarkan - 5-1 in favor - approved
 
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Some points up for discussion:

The original game allows the Spies to know one another's identities. However, they have little to no way of communicating privately. This is of course very hard to implement in a forum game.

I could have simply forbidden all PMs for everyone (after all, the Resistance also can't communicate privately, although they have much less reason to do so), but since such a rule is impossible to enforce, I'd rather not.

Revealing identities and allowing PMs was out of the question. The rules of the game already point out that the game is skewed a bit towards the Spies and permitting them to coordinate on Team Selection and Mission Sabotage would give them even more of a leg up.

So after evaluating the Plot Cards (which are an expansion to the original game), I ended up with my current choice:
- Spies start off not knowing one another
- The cards allow them to establish contact
- Any and all PM shenanigans are allowed to both sides


The bit about the deadlines and such. Seeing as how the Team Selection phase could last up to 5 tries, a fixed rule of one Round per 24 (or 48) hours seemed untenable. Taking inspiration from the BSG games, I propose we try to just keep the game moving at whatever pace it has.


The "Opinion Maker" Plot Card has been modified slightly. In the original game, if both "Opinion Maker" cards are in play, those players must reveal their Votes simultaneously. Since that's not possible here and since I allow people to change their PM'ed Vote, I decided to just drop that bit.
 
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I'll play, but I'm curious as to how the Resistance are supposed to win this. It seems skewed far too much in the favour of the Spies.
 
I'll play, but I'm curious as to how the Resistance are supposed to win this. It seems skewed far too much in the favour of the Spies.

1) Early missions have smaller teams. Selecting players by pure chance means they're more likely to contain nothing but Resistance.

2) Spy leaders will try to get a Spy on a Mission. However, this time around, they only know that they themselves are a Spy.

3) If multiple Spies are on a Mission and they all Sabotage it, they end up revealing much about their group. This is the main reason why I did not want to allow full PMs between Spies: in the RL game, if there's two Spies on a Mission, they're left with guesswork and maybe trying to give covert hints to decide who Sabotages and who doesn't. This can lead to two Sabotages or even worse, none.
 
Okay, let's start the game. 6 players is nice for a first try.

Roles have been sent out by sending myself a PM and BCC'ing both groups, so normally everyone got a PM and none of you know anyone else's role.

The Leadership rotation schedule will be esemesas, reis91, Xarkan, Kingepyon, Cliges, Cymsdale. So esemesas is our first Leader. His first task is to assign the first Plot Card:

Take Responsibility – One time use – The player to whom the Leader passes this card must take one Plot card from any other player.

Hmmm... Unfortunately, that one's supremely useless right now.

So we skip on ahead to esemesas proposing the first Mission Team for approval. Mission 1 requires TWO people on the mission.

I propose that the official format for Mission Team proposals be something along the lines of:

MISSION TEAM PROPOSAL
PLAYER A
PLAYER B




GAME ON!
 
Alright, to get this show on the road, I propose team "Probably Going to Die"

Esemesas
Kingepyon


Vote, please.
 
Approve

Rule questions: What's the difference between one time use plots and use immediately? Can that take responsibility card by used in later rounds by anyone, or only the active leader?
 
Shouldn't we be voting by PM? I know the spies don't know each-other in this game, but still, a little bit of deduction can help both sides in the later stages.