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Author Topic: Resistance II: The Empire Strikes Back (OLD, use new thread)  (Read 3529 times)

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Tables

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What do you mean, that's the subtitle of the 5th film? There were only three!

This is signups for a second game of Resistance. This is a mafia-esque game of deduction and traitors between a team of resistance members and hidden spies.

Rules of Resistance

Resistance is a mafia-like game of social deduction. There are two teams - one consisting of a number of Empire Spies (between 2-4 depending on number of players), each of whom knows all the other spies - and one team of Resistance members, who know nothing but the fact that they themselves are Resistance. The Resistance are trying to overthrow the empire by conducting three successful missions - each requiring the full co-operation of everyone on the team. The spies, on the other hand, want to sabotage said missions - if they can sabotage three missions, then the Resistance crumbles and they win.

At the start of the game, the leader is randomly chosen, as well as the succession of the leader. The leader's job is to choose a team of between 2-5 operatives (depending on number of players and mission number), to attempt the next mission. After the leader proposes his team, everyone (including himself) gets to vote yes or no to that proposal. If a majority say yes, the mission goes ahead with that team. Otherwise, leadership passes to the next person in the succession (this goes in a circle - the last person passes leadership to the first person). Voting is done simultaneously - to simulate that here, all votes will be sent via PM to the mod (that's me!).

Be warned: if 5 proposals fail in a row, for any reasons (plot cards can affect this, if they are being used), then the Resistance fails due to it's lack of leadership and the spies instantly win!

If the proposal passes, then each person on the mission can choose to sabotage or support the mission. Spies have free choice in this, and while they need to sabotage to win they might support as a strategic move. Resistance members MUST support the mission. After everyone has chosen, the results are revealed. In real life, this would be done with cards which are then shuffled and revealed. Here, I only need the spies decisions, all done via PM.

If a mission has even a single sabotage*, it fails and the spies get a point. If a mission has nothing but successes, however, it passes, and the Resistance gets a point. Regardless of if a mission passes or fails, leadership moves on to the next person. Whichever team reaches three points first wins.

*In a 7+ player game, the 4th mission requires TWO sabotages to fail. The mission will succeed if only one spy sabotages.

There are two variants that may be used.

1) Plot cards are a deck of either 7 or 15 cards which are drawn by the leader at the start of each ROUND (that is, the very first leader of the game, and then every leader after a mission only). Depending on the number of players, either 1, 2 or 3 cards are drawn each round and must be immediately distributed. In a 5-6 player game, a specific 7 card deck is used with 1 card drawn per round. In a 7-8 player game, all 15 cards are used and 2 are drawn each round. In a 9-10 player game, all 15 cards are used, and 3 are drawn each round.

here is a picture of the plot cards. This spreadsheet lists the card distributions (this is also the spreadsheet I use to run the game - not this exact one, a copy, of course!)

2) Mission Targeting: When the leader proposes a team, they also propose which mission to go on. Missions can only be attempted once, and with one exception may be attempted in any order. If a vote fails, the next leader may choose a different mission, or the same one. The one exception is: Mission 5 (the hardest (sometimes joint hardest) mission) cannot be attempted until the Resistance have passed two missions. This variant provides a small amount of help to the Resistance, who can choose to target missions they think will be most useful to them.

I'll keep signups open until it looks like nobody else is signing up. This means it could be for any number between 5-10 players. When you sign up, please say YES, NO, or INDIFFERENT to each of Plot Cards (used last game) and Mission targeting (not used last game)

Deadlines (n.b. these currently assume Plot cards and no Mission targeting. MT doesn't really affect things, but without Plot Cards, just ignore anything plot card related and you're good):

For the first leader in each round, the leader will have a 5 day deadline for giving out the plot card, and a 6 day deadline running concurrently to propose a team (the plot card must be distributed first). Missing the plot card deadline will result in a random person chosen, missing the team proposal deadline will result in a random team being chosen.

For the second and onward leader in each round, the leader will have a 5 day deadline for proposing a team.

Voting will have a 2 day deadline from the team being proposed. Failure to vote will result in a no vote being cast. Voting will end early once all votes are in and I have seen them all.

Missions will have a 1 day deadline. Only spies need to submit a decision for the mission. They may submit their choice in advance with their vote for the mission. Missions will never end early unless the game will end as a result of the mission - this is to protect the spies right to think in cases they need to make a non-trivial decision (e.g. both are on a mission). In the rare case of a spy missing the submission for a mission they will default to sabotage.

I will not wait for plot cards people have in cases they can be played, with the exception of Opinion Maker (see below). If you have a plot card, please leave CO (conditional orders) for when you want to use them. If you are very likely to want to use a plot card but need to see certain results to decide on whom (this mostly applies to Keeping a Close Eye on You) I will allow you to CO for me to wait for you on that.

If/when opinion maker is in the game, I will give a minimum of 1 day for voting after the opinion maker's vote has been cast. You may still wish to CO (conditional order) your vote depending on how the opinion maker does vote.

The role PMs in this game look like this:

Quote
You are a resistance operative



You win if the resistance succeed on 3 missions. You lose if the spies sabotage 3 missions

Quote
You are a spy



The (two/three/four) spies are:
W
X
(Y)
(Z)

You win if the spies successfully sabotage 3 missions. You lose if the resistance complete 3 missions

Finally rules. Shamelessly stolen and adapted from Axxle, who stole them from Mafiascum.

General Gameplay and Etiquette:
1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind. Paraphrasing is acceptable.
2. There is to be NO personal communication outside of the forum postings. This includes Spies!
3. As a general rule you should aim for one post every 48 hours, minimum, to keep the game moving.
4: You may talk at ALL stages of the game. This means during proposals, voting, and missions. There is never a period where communication is banned.

Miscellaneous/Mechanics:
1. Bold, blue text is reserved for the Mod.
2. No invisible/small text is allowed, nor is cryptography, or obscuring text in any way.
3. If you have an issue/problem with the game, please PM the Mod privately. Do not post issues/complaints in the game thread.
4. The Mod may make mistakes - please point out any mistakes gently. Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed. These will stand as final to be commiserated over after the game.
5. Please bold and double hashtag ## all requests to the Mod so that they don’t get missed. This includes all final actions (giving out plot cards, proposing a team, public vote if you have Opinion Maker).
6. Prods of missing players will be issued automatically after 72 hours of no activity or upon request after 48 hours of no activity. A prodded player has 48 hours to respond or risks replacement. A player who has been prodded 3 times is subject to replacement without further notice.
7. Rule violations will be dealt with according to their severity.
8. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread. Treat this game as a commitment. Be considerate – don’t leave us hanging.

Signups:

1: Galzria
2: Robz888
3: ftl (Plot: Yes, Targeting: No)
4: Cayvie (Plot: Yes, Targeting: Indifferent)
5: Qvist (Plot: Yes, Targeting: Indifferent)
6: Grujah (Plot: Yes, Targeting: Indifferent)
7: Axxle
« Last Edit: July 11, 2012, 11:42:44 am by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Galzria

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Re: Resistance II: The Empire Strikes Back
« Reply #1 on: July 06, 2012, 01:01:37 pm »

In, but I still know very little. The plot cards were fine, but I have no idea on mission targeting. If it makes it even more fun, then I'm game.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Robz888

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Re: Resistance II: The Empire Strikes Back
« Reply #2 on: July 06, 2012, 01:16:50 pm »

I am in. Have to redeem myself.
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ftl

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Re: Resistance II: The Empire Strikes Back
« Reply #3 on: July 06, 2012, 02:35:16 pm »

/in

Yes on plot cards. Probably no on mission targeting, but I've never played with it, just looked it up, so I'd be game for it if more experienced players said it made the game better.
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eHalcyon

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Re: Resistance II: The Empire Strikes Back
« Reply #4 on: July 06, 2012, 02:35:53 pm »

Gonna sit out this time.  I anticipate hosting the next BM game, which I hope people actually take seriously (only calling it BM because some of the roles I have are kinda chaotic).  There will be lots to track in that game...

I wish best luck to the new spies. :P
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cayvie

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Re: Resistance II: The Empire Strikes Back
« Reply #5 on: July 06, 2012, 07:11:37 pm »

Sure, why not /in, since I got lynched in BMIII
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cayvie

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Re: Resistance II: The Empire Strikes Back
« Reply #6 on: July 06, 2012, 07:13:06 pm »

Oh, and YES to cards, INDIFFERENT to targeting.
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Qvist

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Re: Resistance II: The Empire Strikes Back
« Reply #7 on: July 06, 2012, 08:14:49 pm »

I like to join. Mafia is too much to read for me, but this will be fine for me. Yes to plot cards. Indifferent to targeting.

Grujah

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Re: Resistance II: The Empire Strikes Back
« Reply #8 on: July 07, 2012, 03:23:44 pm »

In.

I hope editing here is fine:
Yes on card, dunno what targeting does, so indifferent until i find out?
« Last Edit: July 07, 2012, 03:43:37 pm by Grujah »
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Tables

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Re: Resistance II: The Empire Strikes Back
« Reply #9 on: July 08, 2012, 09:32:37 pm »

Okay, mission targeting is quite simple:

When the leader proposes a team, they also propose which mission to go on. Missions can only be attempted once, and with one exception may be attempted in any order. If a vote fails, the next leader may choose a different mission, or the same one. The one exception is: Mission 5 (the hardest (sometimes joint hardest) mission) cannot be attempted until the Resistance have passed two missions. This variant provides a small amount of help to the Resistance, who can choose to target missions they think will be most useful to them.

I'm going to add the actual game rules to the first post now, and keep signups open just a little longer.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Tables

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Re: Resistance II: The Empire Strikes Back
« Reply #10 on: July 09, 2012, 11:13:24 am »

Alright, last chance to sign up. I'll start things off this evening (about 8 hours by my time)
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

cayvie

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Re: Resistance II: The Empire Strikes Back
« Reply #11 on: July 09, 2012, 09:58:38 pm »

Man, I'd really like to see a 7th player
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18:28 MEASURE YOUR LIFE IN LOVE: you shouldve done the decent thing and resign rather than go on being that lucky all the time

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ftl

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Re: Resistance II: The Empire Strikes Back
« Reply #12 on: July 09, 2012, 10:44:54 pm »

Everyone's in MVI :(
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Galzria

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Re: Resistance II: The Empire Strikes Back
« Reply #13 on: July 09, 2012, 10:53:40 pm »

Everyone's in MVI :(

Yeah, but Resistance is nice in that it's a slow burner game. It sits in the background and doesn't demand constant attention. I think our first game ran through half of M-II, and all of M-III in length. It's relaxing compared to Mafia. :D
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Robz888

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Re: Resistance II: The Empire Strikes Back
« Reply #14 on: July 09, 2012, 10:53:50 pm »

I could sign up twice.
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ftl

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Re: Resistance II: The Empire Strikes Back
« Reply #15 on: July 09, 2012, 10:55:13 pm »

Everyone's in MVI :(

Yeah, but Resistance is nice in that it's a slow burner game. It sits in the background and doesn't demand constant attention. I think our first game ran through half of M-II, and all of M-III in length. It's relaxing compared to Mafia. :D

Yeah, but a lot of the people in MVI probably don't know that and just don't want in on something besides MVI. Ah well.
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Tables

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Re: Resistance II: The Empire Strikes Back
« Reply #16 on: July 09, 2012, 11:19:01 pm »

Apologies for the delay in starting. Been busy (although in this case 'busy' actually means preparing to catch all 151 pokemon with a friend but eh). So will start tomorrow.

Robz, you can double time, but you'll both be spies.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Axxle

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Re: Resistance II: The Empire Strikes Back
« Reply #17 on: July 10, 2012, 01:32:34 am »

Ill /in if its not too late.

Have you caught Eevee yet?
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cayvie

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Re: Resistance II: The Empire Strikes Back
« Reply #18 on: July 10, 2012, 01:58:52 am »

Ill /in if its not too late.

Have you caught Eevee yet?

yaaaaaay
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18:28 MEASURE YOUR LIFE IN LOVE: you shouldve done the decent thing and resign rather than go on being that lucky all the time

she/her

Tables

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Re: Resistance II: The Empire Strikes Back
« Reply #19 on: July 10, 2012, 06:30:10 am »

I haven't even caught any of Squirtle, Bulbasaur or Charmander yet. The plan is to make a quick run up to Celadon, catching and trading off Bulbasaur, Mew and Eevee, then restarting.

Anyway will (for real) start this this evening. Axxle is in, making 7 players.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Tables

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Re: Resistance II: The Empire Strikes Back
« Reply #20 on: July 10, 2012, 10:35:27 pm »

The game is starting. Role PMs are being sent out. The game will begin once everyone confirms they've read their role PM (by PM)

I'm going to start the game in a new thread so I can claim posts 1-2, for convenience purposes (I considered asking everyone to delete posts, but that's a little extreme).
« Last Edit: July 10, 2012, 10:42:52 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Robz888

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Re: Resistance II: The Empire Strikes Back
« Reply #21 on: July 10, 2012, 10:47:26 pm »

Confirmed.
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ftl

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Re: Resistance II: The Empire Strikes Back
« Reply #22 on: July 10, 2012, 10:52:39 pm »

Confirmed!

I just got the coolest most flavorful role PM! You're an awesome mod, Tables! [trollface.jpg] 

(sorry, couldn't resist. Is joke. Please don't stab me.)
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Galzria

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Re: Resistance II: The Empire Strikes Back
« Reply #23 on: July 10, 2012, 10:55:07 pm »

Confirmed.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

ftl

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Re: Resistance II: The Empire Strikes Back
« Reply #24 on: July 10, 2012, 10:55:51 pm »

(oh, and the part about Tables being awesome for running another one of these is still true despite the the rest of that line in my post being trollish)
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