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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 III. 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).

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 - two players will be spies, the other four will be rebels. Rebels know nothing more than they are rebels, spies know themselves and the other spy. 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.

This game will have 6 players. The number of operatives on each mission goes 2-3-4-3-4 (that is, two people are chosen for mission 1, three are chosen for mission two etc.)

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.

The resistance win by succeeding on 3 missions. The spies win by sabotaging 3 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.

This game is for 6 players. I might extend that as high as 8 or as low as 5 if necessary, but I'd say 6 is the most fun number in general (it's got the right balance of spies to resistance). The game will start once 6 people are signed up and I've got a green light to start.

Signups (6/6):

Cap'n Flint

Kirsche

Proto

Dave Strider

Kay

Link

Subs:

JBCWK

arachnidsGrip

Rapier

Edited by Tableskitty
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MUST SIGN UP BEFORE IT'S TOO LATE

btw you didn't seem to mention the number of Spies in this game. Aren't we supposed to know about that?

Good point. I think there's really only one number that would make sense though, wouldn't you say? It clearly isn't 0, and it's not at least 3, otherwise the spies could stall every vote and get an automatic 5-proposal-fail win. So it's either 1 or 2. And with only 1... well, the first mission would be an auto-success, else you'd have 4 cleared players. If the second mission is sabotaged resistance can force a win easily. So there's two auto successes for the resistance. The spy can still win, but it's almost entirely down to luck at that point.

So I think it should be clear how many spies there are :).

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1. You missed Proto's sign-up.

2. I still see the phrase "Resistance 2" in the opening post.

Shut up it was hard work copying and pasting this thread :angry:

(Also fixed and thanks)

Edited by Tableskitty
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I'm debating whether to run this as an 8 man game. My instinct tells me 6 and 9 are the best numbers, and 6 is better than 9 too, so I'm going to keep it at 6 and so sign Kay and Link up. Rapier, I'm adding you to the subs. I guess Mysterio I'm not from the post?

Edited by Tableskitty
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I'm debating whether to run this as an 8 man game. My instinct tells me 6 and 9 are the best numbers, and 6 is better than 9 too, so I'm going to keep it at 6 and so sign Kay and Link up. Rapier, I'm adding you to the subs. I guess Mysterio I'm not from the post?

Yeah, I'll duck out from the sub list, thanks.

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