Some of you may already know of The Resistance, a deduction based card game. If you don't, rumors say it's a shorter version of Werewolf, but the rules are posted below. It is the favorite board game in my collection, and I thought I would make an attempt at watching how it works in a forum environment. It takes up to 10 players, and I will attempt to fit in as many as possible for the first run, but it's not set in stone until I know how many show interest. So this thread will primarily be for me to understand if there's any interest, and to manage any questions regarding the game and how it is run. For some introductory information, I won't be participating in the game, but managing it. Missions and hidden identities will be done through pms. I'll see if I can find some method of using polls for the voting process, to speed things up.
Game Structure
The Resistance is a game for 5 to 10 players, whom are randomly assigned to be a Loyal Servant of Arthur or a Minion of Mordred. Each player's role is secret, and only the Minions of Mordred knows who their teammates are. The Loyal Servants of Arthur wins the game if they manage to succeed at three missions, while the Minions of Mordred win the game by infiltrating the ranks and sabotaging 3 missions.
Through the game, there will be at least five missions. On each mission, a leader will propose a team to the group, which may include himself. The number of players depend on the mission and the number of players total. After a team has been proposed, each player, including the leader, secretly chooses whether they approve or reject the given team. Then, each player reveals their choice. If at least half the group chooses to reject a team, the leader is given to the next player. Otherwise, the mission starts. If five proposed teams are rejected before a mission starts, the Minions of Mordred win.
On a mission, each player secretly submits success or failure. After each player has made their submission, the results are anonymously revealed. If one or more failure cards are revealed in the pool, the mission is a failure. Otherwise, the team succeeds. If there is no victor, the leader is given to the next player and a new mission starts.
1) Players are dealt out roles, as in mafia. No PRs, you're vanilla good guy (and know no one else's alignment) or vanilla scum (and know your teammates) 2) One player becomes the Leader and proposes a team for a mission. 3) The players vote on if they like the team. If a majority don't, the mission is aborted. If 5 missions are aborted before a mission launches, bad guys win. 4) When a mission launches, everyone on the mission is given a chance to blackball it. If anyone does, point for the bad guys. Otherwise, point for the good guys 5) First side to 3 points wins.
It seems like an interesting variant on mafia. One major weakness for a posting game, though, is the lack of a mechanism to eliminate inactive players. (The modkill, Lurker Lynch, or Helpful NK) without upsetting game balance. Major benefit is that it seems like it would go faster since there's limited incentive to draw out discussion to "deadline"
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Yeah, there's no elimination in the game, which is sort of the game's strong point, in real life. However, it's also fairly short, able to be done in a timespan of a quarter, so I'm hoping each game won't take too long. Although some extra time is necessary, to enable discussion. It'll depend a bit on how active I can be as well.
I should probably read some mafia games to get some experience of sorts. Also, Tevish, for the roles, there are options. However, I went with the vanilla for the first game. Avalon technically assumes that you play with Merlin (Knows Minions of Mordred, must try not to reveal himself), but the core game usually works well enough.
Now that this poll is officially over, it's time to congratulate Aaarrrgh for designing Hill, which has been decided by popular vote to be the Card of the Month for October 2013!
Now that this poll is officially over, it's time to congratulate Aaarrrgh for designing Hill, which has been decided by popular vote to be the Card of the Month for October 2013!
5 is minimum, but there's some part of the player dynamic that I dislike, so I would preferably have at least 6. However, that doesn't mean that 5 is necessarily bad, so I'll still run it at 5. I could technically run it now, but that would need a way to automatically manage it, and I don't know of a method of doing that as of yet. Maybe I could volunteer as a mod , and implement it myself, but that isn't anything happening in the near future.
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