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Wrap Up The Resistance Rule Tweaks & Suggestions

Jia

New member
Do you have an idea on rule changes/game tweaks that you'd like to see implemented in a future game?
Want to discuss or get some feedback on an idea? Feel free to use this thread!
 
My suggestion in these larger games is to have spy 'cells'.

There were four spies. I think the spies should have been in teams of two, so they knew for sure one spy's identity, and vice-versa.

For example, myself and OneWhoRuns in one cell, with Diremongoose and Thief in the other. This helps balance out the statistical nightmare for the spies. It lets them work together in a limited capacity, without giving them the total advantage of knowing who their whole team is.
 
I think two-man teams are a good compromise for the larger games. Unfortunately, as games get larger the significance of one spy vote gets bigger and bigger. I wouldn't suggest bigger groups than this one.
 
I think two-man teams are a good compromise for the larger games. Unfortunately, as games get larger the significance of one spy vote gets bigger and bigger. I wouldn't suggest bigger groups than this one.
Yea, not to mention that the game isn't designed for bigger groups either.

I also liked Psionic's suggestion; it brings back the fun of having someone to conspire with as a Spy, but it still leaves the team in the dark as to who the other Spy team might be. They'll always have some uncertainty, but they're not completely in the dark. Like you said, it's a good compromise.

I think the "Intel Specialist" character that we had in the previous game (where Baldo played the IS) would work well in a group of this size:
  • One of the Resistance members will be the Intel Specialist. After a successful mission (that he was a part of!), the Intel Specialist may choose another player whose identity he'd like to examine. He gains information on the examinee's loyalty (Resistance or Spy), but there is a catch:
While he will do his best to help his fellow Resistance members weed out the Spies, he must also keep his identity a secret at any cost. If the Resistance wins three missions, the Spies have a chance to win it all by assassinating (correctly naming) the Intel Specialist.​
 
Intel specialist is a powerful equaliser which opens up a whole new series of resistance strategies...
I wonder how much the IS would have evened out the Spies' advantage in this game. Maybe that role is too powerful in a game where the Spies don't know each other; he'd be in the unique position to mislead identified Spies into thinking that he's a Spy as well, something that is not possible in a normal game where the Spies know each other.
 
IS is more of a bonus with more players, as the chance of spies winning by picking a random person as IS is lower. Meanwhile, the IS can slowly check people and add them to a cabal of known resistance players. The trick is to PM the first resistance person you check and get them to be your mouthpiece.

I'm not sure it becomes more powerful when you factor in that spies could easily do the same thing - roleclaiming to be the IS to people you've 'checked'. That's what I'd do. Any spy you accidentally select in your 'checking' will immediately know your ruse and you will be able to collaborate.
 
The downside of the IS is that he can only ID people when he's part of the team of a successful mission, which adds a number of conditions to his power.

Any spy you accidentally select in your 'checking' will immediately know your ruse and you will be able to collaborate.
"Hey man, I'm the IS and I've checked your identity, so I know you're Resistance. We should work together!" said the IS who tried to gain the trust of the Spy that he just identified.

Such a lovely game, ^^
 
From what it seems the IS is a very powerful position that has the ability to significantly help out the resistance, or completely destroy them. It really seems like a wildcard that will spice up a game and if we are trying to find some sort of balance that helps the resistance have a better chance then I don't think that that is the right path to take. Perhaps in these larger groups the fifth round should also require a 2nd failure vote in order to make the odds a bit more in the resistances favor?
 
I think larger groups would be viable at face to face parties where it is faster paced. For forums, I think 5-7 really is enough.

My problem with the assassination rule is that it take a ton of effort to win this game as Resistance. To have that undone at the end of everything by nothing more than a dice roll just seems anti-climatic and overpowered.

I like Dire's cell idea, but that really only would work for groups of 10 or more. Again, I think live is more suited to that over forums.
 
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