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Author Topic: Resistance IV: Return of the Funsockets - Game Over Spies Win!  (Read 29530 times)

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Insomniac

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Resistance IV: Return of the Funsockets - Game Over Spies Win!
« on: October 03, 2012, 04:07:19 pm »

Resistance IV: Return of the Funsockets, The funsockets are making a return but can they win over the dominion players and save the kingdom from certain doom! (Also Scout!)

TURN ORDER
1 - Jotheonah
2 - Robz
3 - Theory
4 - Shraeye
5 - Ftl
6 - O
7 - Qvist


This is the thread for Resistance IV, all of it (but this line and the flavor) shamelessly stolen from Tables.
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.

*The 4th mission requires TWO sabotages to fail. The mission will succeed if only one spy sabotages.

We are using the Plot Thickens plot cards variant in this game

Plot cards are a deck of 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). 2 cards are drawn each round and must be immediately distributed.

here is a picture of the plot cards. These are the following numbers of cards:

No Confidence x3
Keeping a Close Eye on You x2
Opinion Maker x2
Overheard conversation x2
Strong Leader x2
Establish Confidence
In the Spotlight
Open Up
Take Responsibility

Deadlines

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.


Players
1) Jotheonah
2) Robz
3) ftl
4) QVist
5) theory
6) O
7) Shraeye
« Last Edit: November 20, 2012, 02:56:05 pm by Insomniac »
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ftl

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Re: Resistance IV: Return of the Funsockets
« Reply #1 on: October 03, 2012, 04:20:53 pm »

Sure, I'll /in . Resistance goes so much slower than mafia, I think I can handle an extra one.
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Robz888

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Re: Resistance IV: Return of the Funsockets
« Reply #2 on: October 03, 2012, 04:24:00 pm »

Good, in.
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Qvist

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Re: Resistance IV: Return of the Funsockets
« Reply #3 on: October 08, 2012, 09:45:41 am »

Definitely in.

jotheonah

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Re: Resistance IV: Return of the Funsockets
« Reply #4 on: October 08, 2012, 09:13:17 pm »

I was gonna in, but I'm already in. Yay! I've been enjoying reading the others, but I've never played IRL.
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ftl

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Re: Resistance IV: Return of the Funsockets
« Reply #5 on: October 08, 2012, 09:19:48 pm »

I think I'll post this here, because I've been referring to these plot card descriptions on another site, and I kept forgetting how to find it.

Quote

 (2) Keeping a close eye on you:  You may look at one played Mission card
 One-time use -- The player to whom the Leader passes this card may use this card to examine a played Mission card. Using this card does not require a player to announce its use before the Mission cards are played, nor does it affect the Mission card played. Multiple Mission cards may be checked in a single round, but no more than one player may check a single player's Mission card on a round
 
 (1) Establish Confidence:  The Leader must show their Character card to a player of their choice
 Use immediately -- The Leader must pass their Character card to any other player for examination
 
 (2) Strong Leader:  You can become the Leader. Play before Plot or Team Cards have been distributed
 One time use -- The player to whom the Leader passes this card may use this card to become the Leader. Use of this card must be declared before the Leader takes any actions (draw Plot Cards or distributing Team cards). When a "Strong Leader" is played, another "Strong Leader" may not be played until a Vote has been taken
 
 (2) Overheard Conversation:  You must look at the Character card of a player on your immediate right or left
 Extended description: Use immediately -- The player to whom the Leader passes this card must look at the Character card of one adjacent player. MB: The "adjacent" player is up or down the list; select the adjacent player publicly and the moderator will PM the result
 
 (3) No Confidence:  You may null an approved Vote and force leadership change
 One time use -- The player to whom the Leader passes this card may use this card to reject an approved Mission team (successful Vote). Using this card counts as a failed Vote
 
 (1) In the Spotlight:  You can choose another player to submit their Mission card face up
 One-time use -- The player to whom the Leader passes this card may use this card to force a player to play their Mission card face up. The player playing this card must declare its use and the target player prior to any player on the Mission team selecting their Mission card
 
 (1) Open Up:  You must reveal your Character card to one player of your choice
 Use immediately -- The player to whom the Leader passes this card must pass their Character card to any other player (including the Leader) for examination. NB: The result (Resistance or Spy) will come from the moderator by PM
 
 (1) Take Responsibility:  You must take a Plot card from another player
 One-time use -- The player to whom the Leader passes this card must take one Plot card from any other player.
 
 (2) Opinion Maker:  You must Vote first & publicly for the rest of the game
 Permanent Effect -- The player to whom the Leader passes this card must select and reveal their Vote card before any other players have selected their Vote cards. This card remains in effect until the end of the game. If two "Opinion Maker" cards are in play, those players must reveal their votes simultaneously
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theory

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Re: Resistance IV: Return of the Funsockets
« Reply #6 on: October 11, 2012, 04:06:12 pm »

/in
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Robz888

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Re: Resistance IV: Return of the Funsockets
« Reply #7 on: October 11, 2012, 04:06:28 pm »

Hooray!
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Galzria

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Re: Resistance IV: Return of the Funsockets
« Reply #8 on: October 11, 2012, 04:12:27 pm »

Man, now I'm jealous that this is the first one I choose to sit out!

But I want an outsiders look at one of these to study. See if it changes my perspective any for future games.

Still, /tag - so I can follow it easier.
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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

Insomniac

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Re: Resistance IV: Return of the Funsockets
« Reply #9 on: October 11, 2012, 04:26:25 pm »

I'll start this whenever people want I'm hoping for 7 players obviously but that might not be possible with me modding and Galz out.
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theory

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Re: Resistance IV: Return of the Funsockets
« Reply #10 on: October 11, 2012, 04:26:52 pm »

If I remember correctly, 4th mission doesn't require 2 sabotages with under a certain # of players, correct?
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O

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Re: Resistance IV: Return of the Funsockets
« Reply #11 on: October 11, 2012, 04:27:28 pm »

i'll /in

PPE: Correct theory. I think 5/6 players it's one sabotage, 7+ 2
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Insomniac

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Re: Resistance IV: Return of the Funsockets
« Reply #12 on: October 11, 2012, 04:28:09 pm »

If I remember correctly, 4th mission doesn't require 2 sabotages with under a certain # of players, correct?

This is correct. I have the actual boards myself so I might use photos for things. show an actual gameboard and such.
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jotheonah

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Re: Resistance IV: Return of the Funsockets
« Reply #13 on: October 11, 2012, 04:36:21 pm »

I'm going to go play IRL tonight at 20-sided in Brooklyn (New Yorkers are welcome to join me). That way I should know the rules better when this starts up.
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theory

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Re: Resistance IV: Return of the Funsockets
« Reply #14 on: October 11, 2012, 04:39:09 pm »

Oh hey, I went to 20-sided a little while ago.  (To eagerly pick up a copy of Sunrise City only to find out that I am apparently the only one on the planet that likes this game.)  But I thought that only D&D and MtG people actually played games there.
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jotheonah

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Re: Resistance IV: Return of the Funsockets
« Reply #15 on: October 11, 2012, 04:42:57 pm »

You should get on their mailing list! They're trying to build up a eurogames community there and they've been doing tutorial sessions and free play nights.
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theory

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Re: Resistance IV: Return of the Funsockets
« Reply #16 on: October 11, 2012, 04:51:44 pm »

Cool! 

I won't be going tonight, though.  But my gaming group meets on Tuesdays and plays The Resistance quite often.  You should come by next Tuesday.
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jotheonah

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Re: Resistance IV: Return of the Funsockets
« Reply #17 on: October 11, 2012, 04:53:20 pm »

I'll be in Boston next Tuesday, but I'll shoot you a PM the tuesday after that.
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Insomniac

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Re: Resistance IV: Return of the Funsockets
« Reply #18 on: October 11, 2012, 05:10:28 pm »

I'll start this on Monday. Let the weekend get outta the way.
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Grujah

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Re: Resistance IV: Return of the Funsockets
« Reply #19 on: October 11, 2012, 05:41:25 pm »

You should get on their mailing list! They're trying to build up a eurogames community there and they've been doing tutorial sessions and free play nights.

Wait, there are pay play nights? Omigosh.  :o I mean, i get it if it is MTG or something similar with prizes in, but to play entry fee for a Board game night? Really? No way, hose.
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Captain_Frisk

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Re: Resistance IV: Return of the Funsockets
« Reply #20 on: October 11, 2012, 05:44:49 pm »

You should get on their mailing list! They're trying to build up a eurogames community there and they've been doing tutorial sessions and free play nights.

Wait, there are pay play nights? Omigosh.  :o I mean, i get it if it is MTG or something similar with prizes in, but to play entry fee for a Board game night? Really? No way, hose.

Physical space is expensive. 

I payed $20 in gas to play twilight Imperium last weekend.  Throwing $5 in for rent is not unreasonable.
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I support funsockets.... taking as much time as they need to get it right.

theory

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Re: Resistance IV: Return of the Funsockets
« Reply #21 on: October 11, 2012, 05:50:18 pm »

Most public meetups in NYC (and London, for that matter) are only able to get space by hosting it in bars or cafes and having people buy food.
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jotheonah

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Re: Resistance IV: Return of the Funsockets
« Reply #22 on: October 11, 2012, 09:31:16 pm »

Well it was really fun. We played a 10p game with no plot cards, where I was Resistance. And then we played an 8p game with plot cards where I was a spy. Spies won both times.  I got some cred by passing the first mission as a spy, which is an obvtrick here but definitely was unexpected at a newbie tutorial game.
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Axxle

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Re: Resistance IV: Return of the Funsockets
« Reply #23 on: October 11, 2012, 09:43:49 pm »

The game name reminds me of this phrase:
daypunching people in the funsockets
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shraeye

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Re: Resistance IV: Return of the Funsockets
« Reply #24 on: October 11, 2012, 09:45:17 pm »

I'll /in if there's room.  Also, I have zero idea how this works.
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