Gauging interest on a new twist on a formula forum game.
Posted: Sun Jan 04, 2015 2:36 pm
So over at Qt3, an awesome poster name fire has introduced me to a new style of game that brings a lot of familiar stuff to the Werewolf formula, but with enough twists to make it a completely different game.
It's called Resistance. It's a physical card game, and a great party game that I've already ordered for our next game night.
It translates really well to a forum, though, too.
Here's how it works.
1. There are 10 players. 6 are Resistance (team Goodguy) 4 are nasty, ugly spies (team Badguy).
2. The GM randomly selects a 10-player order. That order remains the same throughout the game.
3. The game proceeds in large scale "Turns". In each Turn, a Team Leader (the top person on the list of players) puts together a team of players to go on a mission. The Resistance wants the Mission to succeed. The spies want it to fail. There are 5 Turns in the game. If there are 3 mission successes in those 5 turns, the Resistance wins. If there are 3 failures in those 5 missions, the spies win.
4. The Leader is also dealt 3 plot cards at the beginning of the Turn. He either plays them himself or hands them out to others, depending on the card.
5. The Leader picks his team. The remaining nine players--including those on the team--vote publicly or privately via PM "YES" or "NO" about whether the team should proceed to the Mission phase. At the end of this phase, all votes, public and private are revealed and attached to players. The entire player group will know which way you voted on this.
6. If the vote is a majority "NO", then the mission attempt is scuttled and a new player becomes Leader. No new cards, but everything repeats.
7. Five scuttled missions in a turn result in a failure, which counts as a point to Team Spy.
8. If the mission goes forward and no plot cards disrupt it, then only the members of each team privately PM their mission success to the GM. Members of the team who are Resistance MUST vote "Success". Spies on the team may vote either "Success" or "Failure".
9. For the mission to succeed, each team member must have voted "Success". One failure fails a mission until Turns four and five (this is a house rule of fire's that I like.)
You can see us playing it in action in this thread, which really shows how simple (and fascinating) the gameplay is. It really is fun, uses a lot of familiar mechanics in new and interesting ways, and breathes some new life into this genre. I think with the right ten people playing it could easily exist concurrent and next to any currently in-play WW games.
Thoughts? Interest?
It's called Resistance. It's a physical card game, and a great party game that I've already ordered for our next game night.
It translates really well to a forum, though, too.
Here's how it works.
1. There are 10 players. 6 are Resistance (team Goodguy) 4 are nasty, ugly spies (team Badguy).
2. The GM randomly selects a 10-player order. That order remains the same throughout the game.
3. The game proceeds in large scale "Turns". In each Turn, a Team Leader (the top person on the list of players) puts together a team of players to go on a mission. The Resistance wants the Mission to succeed. The spies want it to fail. There are 5 Turns in the game. If there are 3 mission successes in those 5 turns, the Resistance wins. If there are 3 failures in those 5 missions, the spies win.
4. The Leader is also dealt 3 plot cards at the beginning of the Turn. He either plays them himself or hands them out to others, depending on the card.
5. The Leader picks his team. The remaining nine players--including those on the team--vote publicly or privately via PM "YES" or "NO" about whether the team should proceed to the Mission phase. At the end of this phase, all votes, public and private are revealed and attached to players. The entire player group will know which way you voted on this.
6. If the vote is a majority "NO", then the mission attempt is scuttled and a new player becomes Leader. No new cards, but everything repeats.
7. Five scuttled missions in a turn result in a failure, which counts as a point to Team Spy.
8. If the mission goes forward and no plot cards disrupt it, then only the members of each team privately PM their mission success to the GM. Members of the team who are Resistance MUST vote "Success". Spies on the team may vote either "Success" or "Failure".
9. For the mission to succeed, each team member must have voted "Success". One failure fails a mission until Turns four and five (this is a house rule of fire's that I like.)
You can see us playing it in action in this thread, which really shows how simple (and fascinating) the gameplay is. It really is fun, uses a lot of familiar mechanics in new and interesting ways, and breathes some new life into this genre. I think with the right ten people playing it could easily exist concurrent and next to any currently in-play WW games.
Thoughts? Interest?