Jia
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This is your chance to sign up for the next "The Resistance" game!
I need five to ten people to run the next beta test of this game's forum version. There have been two test runs in the past where we've tweaked and experimented with the rules. Past players have had quite the intense experience with the game, and the beta runs received very positive feedback from all participants.
Just ask ThatOneGuy (who had to sit out the second game because he still needed some recovery time from the first one), Diremongoose (want to know where this guy got his reputation as a mastermind strategist? There's a reason why people whisper "Spy!" behind his back!), Keleynal (who seriously needed to patch up friendships after the game was over), Baldoraxx (the Intel Specialist who could have saved the day, if only people had believed in Chuck Norris!), or tr1age (the wildcard "yin" to Dire's strategic "yang", he surprised everyone by suddenly dominating the social game in the final stages).
"Sounds interesting! But how the hell does it work?" you may ask.
Instructions
Game Objective
The Resistance is a social deduction game with secret identities. Players are either members of the Resistance attempting to overthrow a malignant government, or Spies trying to thwart the Resistance. The Resistance wins the game if three Missions are completed successfully; the Spies win if three Missions fail. The Spies can also win if the Resistance is unable to organize the Mission Team at any point in the game (5 failed votes on a single mission).
A fundamental rule of the game is that players may say anything that they want, at any time during the game. Discussion, deception, intuition, social interaction and logical deductions are all equally important to winning.
The Resistance-to-Spy ratio depends on the number of players in the game:

Roles will be assigned randomly. Spies will know one another, while Resistance members will not know which side the other players belong to.
Game Play
The game consists of several rounds, each round is comprised of a Team Building phase and a Mission phase.
Team Building phase
The team building phase consists of the Leader picking the players that he would like on the Mission Team, then followed by all the players voting to approve/reject the Mission Team.
Mission Team assignment
After appropriate discussion, the Leader picks a predefined number of players for the mission (he can also include himself).

Mission Team Vote
After appropriate discussion, the Game Master (GM) calls for a vote on the Team assignments. Each player, including the Leader, sends the GM a private message with their vote. After all players have sent the GM their vote, the results are revealed. The Mission Team is approved if the majority of Votes are affirmative. The Mission Team fails if a majority rejected the assignments; a tied vote is also a rejection. If the Mission Team is rejected, the next player on the list is the new Leader, and the Team building phase is repeated.Conduct the Mission
Each player on the Mission Team must secretly decide to either support or sabotage the Mission. They send the GM a private message with their decision. The Mission is successful only if all votes were "Success" cards. The Mission fails if one (or more) "Fail" votes were cast.
Notes: The Resistance Operatives must vote for "Success"; Spies may vote either "Success" or "Failure".
The 4th Mission in games of 7 or more players requires at least two "Failure" votes to be a failed mission.
After the Mission has been completed, leadership is passed on to the next player on the list and the Team building phase of the next round begins.
Game End
The game ends immediately after either three successful or three failed Missions. The Resistance wins if three Missions are successful. The Spies win if three Missions fail.
Notes: Information in The Resistance comes at multiple levels. First are players' voting patterns, second are Mission results, and third are cues that you can discern from player interactions. Resistance Operatives must use all the information at hand to root out the Spy infestation.
It's not easy to overthrow a powerful government. You can expect the Spies will win a significant proportion of the time with the core game rules, particularly when played with more than 7 players.
GM's Tweaks
This beta run will have a new (and often requested) twist: whereas Spies usually know who else is on their side, each Spy will not be told who the other Spies are this time. Everyone starts out as clueless as the rest! There is a very slight chance that this will break the game early on, but it's a chance that we must be willing to take for this beta test. It's a beta after all!
Like this game? You'd like to play it offline with your friends? Check out Indie Boards & Cards and support the developer!
Currently signed up:
#1 Keleynal
#2 Otakebi
#3 Baldoraxx
#4 Gyoin
#5 PsionicFox
#6 OneWhoRuns
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#9
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