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PostPosted: Wed Sep 09, 2015 7:02 pm 
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you are scions of an ancient society of bear punchers, tasked with the sacred duty of punching bears to prevent Armageddon. your order has performed this task for thousands of years, fighting back the apocalyptic tide through carefully ritualized ursine fist violence. but dark times approach. the specter of doom rises, and rumors fly of nihilistic cultists infiltrating your order. but you are all that remains between humanity and total annihilation, and those bears must be punched. will you join the cause?

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  1. Squinty
  2. Tevish
  3. Neo

this is a Resistance game, the rules of which can be found here. it requires 5 players but can support up to 10. it's a game of deception in the same vein as mafia but without player death. if people are interested, I'll add in the Commander variant, which adds the following roles:

Commander (Resistance) knows the identity of all the spies except the Deep Spy.
Deep Spy (Spies) if the spies lose, the Deep Spy can guess the identity of the Commander and, if successful, the spies win.
Bodyguard (Resistance) knows the identity of the Commander. (I'll add this if we get at least 8 players)


but if people aren't interested I won't. I'll start this in a week or when I have five sign-ups, whichever comes second.

:duel:

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Last edited by razorborne on Fri Sep 11, 2015 7:43 pm, edited 2 times in total.

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PostPosted: Wed Sep 09, 2015 7:41 pm 
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Woot! In!

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PostPosted: Thu Sep 10, 2015 1:26 am 
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count me in.

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PostPosted: Thu Sep 10, 2015 4:45 pm 
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I'm pulled pretty thin right now, but, I just can't say no...

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PostPosted: Mon Sep 14, 2015 6:40 pm 
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coming up on a week, looks like this'll be a 5-person if we can get that many. maybe I should bug Mown.

:duel:

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PostPosted: Mon Sep 14, 2015 6:58 pm 
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Bugging Mown should always be an option.

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PostPosted: Fri Sep 18, 2015 4:19 am 
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seriously only three people want to play resistance?

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PostPosted: Fri Sep 18, 2015 4:22 am 
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/in

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PostPosted: Fri Sep 18, 2015 1:15 pm 
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I'll join, but only if you pm me a nice invitation. :)


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PostPosted: Fri Sep 18, 2015 7:05 pm 
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What I got

What I wanted


In anyways.


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PostPosted: Fri Sep 18, 2015 8:29 pm 
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modkilled for posting pm screengrabs

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I'll never again complain about raz's criteria.


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PostPosted: Sat Sep 19, 2015 12:04 am 
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anyway no one indicated either way their preference on Commanders and it seems like it'd be better in a bigger game so I'll leave it alone and just do regular. I'll have this up in the next day or two.

:duel:

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I'll never again complain about raz's criteria.


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PostPosted: Sat Sep 19, 2015 5:17 am 
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I'd play if you added an interesting module. I've played enough Vanilla Resistance for a good while, when there's so many variants I've never touched.

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PostPosted: Sat Sep 19, 2015 8:23 am 
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Mown wrote:
I'd play if you added an interesting module. I've played enough Vanilla Resistance for a good while, when there's so many variants I've never touched.

do you have a suggestion? is the Commander variant enough of is there something else you'd like to try? everyone here's played before so I doubt there'd be objections to trying something more advanced.

:duel:

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I'll never again complain about raz's criteria.


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PostPosted: Sat Sep 19, 2015 8:59 am 
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uh, let's see

The Plot Thickens: Players are given out plot cards that can be used to change a round in some fashion. I haven't heard much good about it, but I've never tried out so, so idk.
Hidden Agenda: Role cards, mostly revolving around the Commander which knows spies, but shouldn't out himself, and a bunch of roles that relates in some fashion.
Hostile Intent: Each team must find a specific member of the other team in order to win, whom have some restrictions on what cards they can play during a mission.
Tokens: There's two optional tokens, one which lets a player investigate another, and a second which lets one player change the card another player laid out. First one is pretty neat, second one is not.

full role list

don't sue me IB&C, I've backed almost all your kickstarters.

I'm kind of a "more is better" kind of guy, but I'll try to restrain my suggestions.
I'd like to try a handful of some of the more normal roles, or either one of the weirder ones, or the Hostile Intent module.

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PostPosted: Sat Sep 19, 2015 9:05 am 
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I'd be happy to toss in a commander and deep cover unless anyone objects.

:duel:

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I'll never again complain about raz's criteria.


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PostPosted: Sat Sep 19, 2015 10:46 am 
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A variant sounds good.

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PostPosted: Sat Sep 19, 2015 2:35 pm 
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Fine w/ me

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PostPosted: Sat Sep 19, 2015 5:27 pm 
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razorborne wrote:
I'd be happy to toss in a commander and deep cover unless anyone objects.

:duel:

If we end up with 6, that means the Commander only gets to see 1 Spy. If we assume a Commander game is "balanced" (which, I don't know if it is), then you should probably not add roles to only one side. Maybe several roles is a bad idea below 7 players, idk.
I forgot to mention that I'd be okay with the Inquisitor token as well, I might even recommend it. It helps put more information on the table.
Inquisitor wrote:
The player reverse-clockwise next to the starting player starts the game with the Inquisitor token. At the end of the 2nd, 3rd and 4th mission, the player currently in possession of the Inquisitor token gives it to another player. Then, he secretly looks at that player's allegiance. (He does not learn the player's role, if any.)

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PostPosted: Sat Sep 19, 2015 11:39 pm 
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inquisitor token seems really heavily biased toward town. scum already know alignments of everyone, so all they can do is try to pass it to other scum, which if any of them get caught becomes a dead giveaway.

:duel:

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