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Wrap Up The Resistance (beta 1.712) Sign-Ups

Awesome!
I'll get this game started later today.
As Kel mentioned, the forum version works asynchronous. So as long as you log in at least once a day to participate, you're fine!

***Sign-ups are now closed!***
 
Awesome!
I'll get this game started later today.
As Kel mentioned, the forum version works asynchronous. So as long as you log in at least once a day to participate, you're fine!

***Sign-ups are now closed!***
I log in 8 times a day, so i will be fine then :D
 
I should warn you if your starting it today i am leaving on a road trip on wed the 14th to go back to school so there is a chance i might nit have internet every day. i will do my best to log in every day but i might not be able to. if you want to leave me out it might make sense if your starting today :(
 
I should warn you if your starting it today i am leaving on a road trip on wed the 14th to go back to school so there is a chance i might nit have internet every day. i will do my best to log in every day but i might not be able to. if you want to leave me out it might make sense if your starting today :(
How long until you have full internet access again?
 
unfortunately does not look like i can guarantee i will have internet from the 14th to the 20th. i probably will have internet most of those nights but i am just guessing.
 
unfortunately does not look like i can guarantee i will have internet from the 14th to the 20th. i probably will have internet most of those nights but i am just guessing.
Considering that the other nine players will have to depend on you having internet access, I think it might be a good idea if you sit this one out. A game usually takes around five to seven days, so that's pretty much for the duration of your road trip.
I'll automatically sign you up for the next game though, it'll probably happen shortly after this one!
Hope that's okay with you! :)
 
Since there seems to be a spot open now, despite my better judgement to join a game of treachery with people I barely know, I'll bite the bullet and do this.
 
Since there seems to be a spot open now, despite my better judgement to join a game of treachery with people I barely know, I'll bite the bullet and do this.
Awesome, you rock! Game's going to start within the hour, ;)
 
Rule addendum, important!

In order for the Spies to effectively fail mission #4, they will need two "failure" votes instead of just one.

We've only played this game with five people in the past, and since this rule of "two failures" is used when the group consists of 7+ players, it never came up. The board game's instruction booklet itself fails to mention it (the rule only shows up as a footnote on the game's scoreboard), which is why I forgot to explain it in the OP.

Luckily the game is still in an early enough stage that this additional rule shouldn't have a negative effect on people's strategies thus far!
 
Why just mission 4 only?
Forcing the Spies to be aggressive in the fourth mission gives the Resistance members more information that they need to assemble a winning team for the last mission (that's if there is a last mission). I figure after a number of play tests the developer of the game came to the conclusion that this brings more balance to the game; in "The Resistance" the game generally favors the Spies, from my experience they win 75 - 80% of the time. Without this additional rule the Spies may have even more of an advantage in a game of 7+ people.
 
Seems like with those percentages it would be 2 no's for both the 4th and the 5th missions in order to help balance out the win/loss ratio.
 
Seems like with those percentages it would be 2 no's for both the 4th and the 5th missions in order to help balance out the win/loss ratio.
Not so sure. That would mean prolonging the game would be more in favor of the resist and the spies would have to work harder earlier, especially since the first round is full of randomness.
 
Here's an idea for a future game: if the game calls for 3 spies, make there be 4 with one of them actually being a resistance member. Which means that they can't vote to sabotage missions, but they will be privy to the spies' group conversations.

That could throw some interesting balance into the mix.
 
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