[The Resistance] Statistics and General Discussion Thread

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Falc

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If no-one's interested, I'm getting out of my funk a bit so I could run a game.

What I would like to try doing is a Big game.

9 or 10 people
4 spies + 5/6 resistance.
7 missions (ie. first to 4 wins), of 4 proposals each. (4x7 = 28 proposals max, standard game has 25 max, so it should not take a lot more time)

Mission size would start at 2 for a 9-people game, at 3 for 10. Mission size increases by one every time the Resistance wins a mission.
 

k-59

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If no-one's interested, I'm getting out of my funk a bit so I could run a game.

What I would like to try doing is a Big game.

9 or 10 people
4 spies + 5/6 resistance.
7 missions (ie. first to 4 wins), of 4 proposals each. (4x7 = 28 proposals max, standard game has 25 max, so it should not take a lot more time)

Mission size would start at 2 for a 9-people game, at 3 for 10. Mission size increases by one every time the Resistance wins a mission.
This actually sounds playable. I'd join.
 

PanzerCorps

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If no-one's interested, I'm getting out of my funk a bit so I could run a game.

What I would like to try doing is a Big game.

9 or 10 people
4 spies + 5/6 resistance.
7 missions (ie. first to 4 wins), of 4 proposals each. (4x7 = 28 proposals max, standard game has 25 max, so it should not take a lot more time)

Mission size would start at 2 for a 9-people game, at 3 for 10. Mission size increases by one every time the Resistance wins a mission.

What about the cards though? For a 9 people game you'll need a perfect team eventually so I'd expect some pretty good cards.
 

Falc

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Ah but with this method the good guys ALWAYS need to score their last mission perfectly. You think I just came up with those numbers?

But, not insignificant I feel, you have more missions to try and sound out who is good and who is bad. Plus failed missions don't increase mission size. So if your first two-man mission fails, you go into another two-man mission. And if that fails you stay at two, so a few early failures can gain you much information to build on.

So it could be tempting for spies to not sabotage...


That being said, yes there will be cards, I'm still pondering whether I take my set of 10 and give out one card, or expand it to 15-ish and hand out two.
 

PanzerCorps

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Ah but with this method the good guys ALWAYS need to score their last mission perfectly. You think I just came up with those numbers?

Oh, didn't notice that it starts at 3 if there are ten people. And, well, tbh yeah. 'Cause that's how I'd have done it :p

--------------------------------------------------------------------------------------------

I was thinking of doing another bad translator game but this time having all participants use it, possibly along with including their original comments in spoilers. Or not. It would be utterly incomprehensible but oh so hilarious. Or at least so I'd imagine. What do you guys think?
 

madchemist

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If no-one's interested, I'm getting out of my funk a bit so I could run a game.

What I would like to try doing is a Big game.

9 or 10 people
4 spies + 5/6 resistance.
7 missions (ie. first to 4 wins), of 4 proposals each. (4x7 = 28 proposals max, standard game has 25 max, so it should not take a lot more time)

Mission size would start at 2 for a 9-people game, at 3 for 10. Mission size increases by one every time the Resistance wins a mission.

Seems I haven't yet chimed in on this. Could be cool, but I'm concerned the spies will have zero incentive to ever sabotage until the missions get to 4 or 5 team members, where picking out spies will be extremely difficult. Cards as an incentive to sabotage early will help. I guess I will have to play it out to see if I missed any other potential flaws.
 

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Banished game gone bad. With only 9-10 people remaining, they decide to turn against their communist overlord who has led them to failure and famine and seek freedom. Of course, some are still too afraid to go it alone, and will do everything to keep their lord in power.

Cyberpunk. We are all part of an elite division of transhuman fighters. But some of the implements are being corrupted by some sort of virus. Of course, that means termination. The corrupted try to fight the system, hoping to start a revolution before that happens. The few loyal ones will die to stop them.

Or, since the last one was about french revolutionaries, you could do one of american revolutionaries.

We also haven't tried a CK2 resistance game even though we've had a CK2 werewolf game. That should be fixed! Actually, I think I like that idea best. The game is a plot. The updates could be about the various in-game assassination events.

Just a few ideas.
 

madchemist

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So have any of y'all heard about the Resistance expansion that recently came out? Looks like they mostly did a bunch of Avalon-type changes, but one cool thing I saw when I first tried it was that there's a "reverser" role, which can flip a mission result from success to failure or vice versa. Goodies and baddies have one apiece. I'll look for the full set of rules when I get my computer working again, but I might experiment with that next time I run a game.
 

Falc

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Hear ye, hear ye!

The great 45th game of the Resistance will be needing a sub in the coming days.

All volunteers are asked to contact me by PM.
 

madchemist

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Chain spy rules make it even easier to coordinate. If you're a spy and know another spy is on, you sabotage. Otherwise not, since if you know them they don't know you. Boom. Instant coordination, unless all spies are on the mission.