Jump to content

The Resistance 2 signups


Tables
 Share

Recommended Posts

The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.

Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players. Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.

Welcome to The Resistance 2. The above gives a brief overview of the game. Of course, being a forum game it's going to last significantly longer than 30 minutes (probably over a month) and depending on the number of signups could well be 7 rounds long, to ensure there's sufficient information.

The Resistance is a simple, mafia style team game, with a focus on information and deductions as well as reading people's behaviours. Each round is split into multiple phases: First the leader (who changes each round) chooses people for the mission. Then, people vote to approve or reject the mission. If rejected, leadership moves around to the next person. If approved, then each person chooses to complete the mission, or if they're a spy, may choose to sabotage the mission. A sabotaged mission is a success for the spies, while no sabotage is a success for the rebels. The first team to score a majority of successes wins the game.

That's an outline of the game. Here's some more in-depth rules, for your reading pleasure.

The game is NOC, which includes the spies (they may not communicate via PM). No communicating via direct code is allowed. That being said, the spies may want to try and drop hints about who should do what in their messages if they think it'll help, but of course should be very subtle - if they aren't, they may just sell out both themselves and a friend.

At the start of the game, each player is told they're either a rebel or a spy. Rebels know nothing more than they are rebels, spies know all the other Spies. They do NOT have outside contact with the other spies, they just know their identities. Also randomised at this point is the player order, which is essentially how leadership moves around the group.

Also announced at the start of the game will be the number of spies, the number of resistance, and the number of operatives needed on each mission (this depends only on the mission number, e.g. with 5 players there are 2 spies, 3 resistance and the missions need 2-3-2-3-3 people, that is, the first and third missions need 2 people, while the 2nd, 4th and 5th need all 3 resistance members)

At the start of each round the leader (who is known publicly) has 24 hours (this can be extended to 48 on request) to propose a team. This team MAY include themselves, but MAY choose not to (there are good reasons for why both may be good ideas).

After the team has been proposed, each person must privately vote yes or no to the proposal. After 24 hours, everyone's votes will be revealed and totalled (in other words, everyone makes the choice to vote yes/no and reveals it at the same time - so people will know how you voted). If you don't vote, your vote will be randomised. The leader does also vote, and in fact sometimes may want to vote no himself. If there is a majority decision saying yes, then the mission goes ahead. If there is no majority yes, then the vote fails and leadership passes on to the next person.

Be careful - if the resistance votes no 5 times on a single mission, then the resistance collapses due to a lack of strong leadership and the spies win! (Therefore, always vote yes on the 5th mission proposal).

Once the team has been decided, the mission moves on to the mission phase. Here, all of the chosen people for the mission must choose whether to support the mission (pass) or sabotage it (fail). This is done secretly, and who chose what is not made public - just the number of sabotages is revealed. Each operative on the mission has 24 hours to make their choice - spies may choose to sabotage or support the mission, while resistance MUST choose to support it. After 24 hours have passed, all operatives (including spies) will be assumed to support the mission.

Finally, the results of the mission are revealed, leadership passes on to the next person, and the next mission starts.

Depending on the number of players, the penultimate (or otherwise) mission may require two sabotage cards in order to fail,. If this is the case, it will be made explicitly clear from the start.

The resistance win by succeeding on over half of the missions. The spies win by sabotaging over half of the missions.

Note that The Resistance has no player elimination - in fact, even if a spy is known, they can direct the other spies publicly with suggestions or advice, or can keep denying the evidence, if they can think of an alternate suggestion.

This link is recommended to read before the game. In particular: The resistance should by default vote no to a mission unless they're reasonably confident in it. This is because the more rounds of voting there are, the more you can see block patterns emerging, and the more information is available. This becomes truer later in the game, when both sides are more desperate for the points. Also note, if everyone votes no for a mission, what does that mean? Well, if the spies (who hold all the information) don't want it to happen, it's probably clean. What if everyone votes yes? Well then, chances are it's got a spy on it as even the spies like it.

Signups are open until I say stop. I'll also say a maximum of 20 players. If there's over about 12 players, I'll have 7 rounds, otherwise it'll be 5 rounds.

Signups (11, max 20):

Lightning

JBCWK

Kiku-Ichimonji

Spykitty

SlayerX

Radiant Kitty

Psych

zorbees

Paperkitty

Balcerzak

Kirsche

Subs:

Eclipse

Paraiah

Edited by Tableskitty
Link to comment
Share on other sites

Playing only if you need more people.

Otherwise I'll sub?

The game can run with anything from 5-20 people and be reasonably balanced in it. I'll put you down as a sub for now.

Link to comment
Share on other sites

tl;dr, I wanna know if there's anything different here from the previous one

Either way, ###Sign-Up

The main differences are, the number going on each mission depends on the mission, not the number of successes, and the spies have zero contact. Also the 5 missions = fail rule.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...