Four Evil-doers have infiltrated the ranks of the loyal Good folk of King Arthur. And now, they must survive five harrowing quests to prove their loyalty to the Round Table. Will Arthur’s servants succeed in at least three of the five quests? Or will Evil thwart any attempts at success? Will Merlin get it in the end?

In this game, there will be 6 Loyal Servants of King Arthur and 4 Minions of Mordred (including Mordred himself!) The number of players per quest is as follows. An asterisk (*) indicates that two Failure votes are required to fail the quest, when normally only one is required.

Quest 1: 3 players
Quest 2: 4 players
Quest 3: 4 players
Quest 4: 5 players (*)
Quest 5: 5 players

========== Game player order (generated randomly) ==========

robthomasson
ankamela
scottagibson
Blips
Dave Perkins
rowe33
Christien Murawski
Kl3mnop
clyve
jostly

========== The rules ==========

There are five turns, or quests. The game winner is determined by the majority: the winning faction succeeds in their goals in three or more quests. That is, Good wins if three or more quests succeed and Merlin survives; Evil wins if three or more quests fail or Merlin is killed.

There is a strict no PMs policy (except to the moderator for voting).

Setup: Player order is randomized and players are randomly assigned roles (see below for more info on each role.) Players receive their role assignments. Each role will receive a PM with the following information:


Good characters (6 total):
Merlin - Knows Evil (except for Mordred), must remain hidden
Percival - Knows Merlin (also Morgana, and can’t tell which is which)
Loyal Servant of Arthur (quantity: 4) - you get squat, just the knowledge that you’re a Good person (which is enough reward)


Evil characters (4 total):
Morgana - Appears as Merlin; knows Assassin and Mordred
Assassin - Minion of Mordred; knows Morgana and Mordred
Mordred - Unknown to Merlin; knows Morgana and Assassin
Oberon - Unknown to Evil; knows nobody. You get squat, you’re pretty much on your own. You can try and worm your way onto Good quests though!

Round order:

Hey, look! I made you a little graphic.

Leader Selection: The first Party Leader (for Quest 1) is selected at random. In normal play, subsequent Party Leaders proceed down the list, and the list wraps around. Plot cards: A player can assume team leadership at this time using the Strong Leader plot card. Strong Leader cards can be played immediately after No Confidence.

Mission Start: Plot Cards: At the beginning of each mission (i.e., the first Team Leader for each mission), the team leader is dealt three Plot Cards in-thread. The number of plot cards depends on the number of players, as follows:
5-6 players: 1 plot card
7-8 players: 2 plot cards
9-10 players: 3 plot cards
Thus, for 10 players, there will be 3 plot cards per round. The team leader distributes the Plot Cards to any of the other players (not him/herself). I took this photo of the Plot Thickens expansion rules and (continued) extended descriptions of all plot cards. You can also view the video rules about Plot Cards. Plot cards: Use Immediately Plot Cards (Take Responsibility, Establish Confidence, Open Up, Overheard Conversation) happen now.

Quest Start, Party Selection: At the start of the Quest, the party leader chooses a number of players to accompany him or her on a quest. This is done publicly in-thread. The party size for each quest is determined by the number of players, according to the rules.

Party Vote: Players vote (open ballot) on whether the quest should be allowed to proceed. Voting will be called at 12 hours past the quest announcement and absent votes, abstentions, and passes will be counted as yes-votes. Votes may be PMed to me so that voting order does not influence anybody; alternately, you may vote publicly in-thread. I will post the results of the votes including the names of all voters. Majority wins; ties favor failure. Please bold your vote if you vote in-thread. Players that miss two votes in a row will be disqualified from the game. Plot cards: Opinion Makers must vote first and publicly (in-thread). Players may wait for Opinion Maker votes before casting their own votes.

Party Vote Results: The results of the party selection and each player’s vote will be displayed publicly in-thread.
If the majority of the votes are negative: proceed to Quest Start, Party Selection again. This counts as a party leadership change. Five party leadership changes in one quest results in an Evil victory for the game. Plot cards: No Confidence Plot Cards happen after the vote in-thread. These count as a team leadership change.

Call to Arms: The moderator will announce that the quest is a go, and that quest’s party members must PM their votes (see below). Plot cards: In The Spotlight happens now: play the card in-thread. Your answer will also be delivered in-thread.

Quest Vote: Players selected for the quest vote on whether the quest succeeds or fails (closed ballot). Quest party members must PM me their votes once called. In the first three turns and the final turn, one failure-vote fails the quest for the Good faction (and wins it for Evil.) In the fourth turn, two failure-votes are required for Evil to fail the quest.

Good players must vote SUCCESS. Evil players may choose to vote SUCCESS or FAILURE. This vote is a closed ballot. Vote order will be randomized and revealed without player names. Any missing votes will be treated as SUCCESS votes. Players that miss two votes in a row will be disqualified from the game.

Quest Results: The result of the quest is revealed, including each randomized and anonymized vote and whether the quest succeeded or failed. Plot cards: Keeping a Close Eye on You cards can be played at this time: play the card in-thread and your answer will come from me by PM.

================== Player Roles - A Guide ============

** The Loyal Servants of Arthur **

Merlin - you know each Evil player except for Mordred. Your goal is to somehow let the other Good players know what you know without letting the Evil players know what you know…you know? If you’re sloppy, the Assassin will take you out in the end and Evil will (boringly) triumph.

Percival - you know the two players that are holding the Merlin and Morgana cards but you don’t know which is which. Your goal is to figure out which one is Merlin, then try to impersonate him/her as best you can. Best case is that the Assassin takes you out in the end and Good wins! Except you’ll be dead…so kind of a so-so victory.

Loyal Servant of Arthur (quantity: 4) - you don’t know anything except King Arthur is the bee’s knees. Try and figure out who your friends are, or at least some of them. Try to let Merlin’s wisdom flow into that thick-headed peasant skull of yours as well. And try not to think of yourself as generic…only 40% of the players get to be this role! That’s pretty special!

** The Minions of Mordred **

Mordred - the traitorous son himself. You can’t be seen by Merlin so you have the best shot of mucking up your goody two-shoes father’s plans. Try and figure out who Oberon is so you don’t accidentally double Fail a quest that you’re both on.

Morgana - damned if you don’t look exactly like that old gaffer Merlin! At least to Percival, who to be honest was never the sharpest longsword in the armory. Try and fool Percy into thinking you’re his best friend and he’ll follow you like a little puppy dog through quest after failed quest.

Oberon - who needs friends? You have no idea who’s on your side but honey badger don’t care (sorry, don’t know where that came from.) Try and worm your way onto as many quests as possible so you can impress your idol of Evil, Mordred. I’m sure he’ll notice you if you just try a little harder, maybe even go with you to the big Bane Ball next semester.

The Assassin - you get the final say in things so make it count. Put a dagger in Merlin’s back and your faction wins. Listen to your Evil cohorts or not, it’s your call.

========== Plot cards ==========
Plot cards (quantity in parentheses)

(2) Keeping a close eye on you: You may look at one played Mission card
One-time use – The player to whom the Leader passes this card may use this card to examine a played Mission card. Using this card does not require a player to announce its use before the Mission cards are played, nor does it affect the Mission card played. Multiple Mission cards may be checked in a single round, but no more than one player may check a single player’s Mission card on a round

(1) Establish Confidence: The Leader must show their Character card to a player of their choice
Use immediately – The Leader must pass their Character card to any other player for examination

(2) Strong Leader: You can become the Leader. Play before Plot or Team Cards have been distributed
One time use – The player to whom the Leader passes this card may use this card to become the Leader. Use of this card must be declared before the Leader takes any actions (draw Plot Cards or distributing Team cards). When a “Strong Leader” is played, another “Strong Leader” may not be played until a Vote has been taken

(2) Overheard Conversation: You must look at the Character card of a player on your immediate right or left
Extended description: Use immediately – The player to whom the Leader passes this card must look at the Character card of one adjacent player. MB: The “adjacent” player is up or down the list; select the adjacent player publicly and the moderator will PM the result

(3) No Confidence: You may null an approved Vote and force leadership change
One time use – The player to whom the Leader passes this card may use this card to reject an approved Mission team (successful Vote). Using this card counts as a failed Vote

(1) In the Spotlight: You can choose another player to submit their Mission card face up
One-time use – The player to whom the Leader passes this card may use this card to force a player to play their Mission card face up. The player playing this card must declare its use and the target player prior to any player on the Mission team selecting their Mission card

(1) Open Up: You must reveal your Character card to one player of your choice
Use immediately – The player to whom the Leader passes this card must pass their Character card to any other player (including the Leader) for examination. NB: The result (Resistance or Spy) will come from the moderator by PM

(1) Take Responsibility: You must take a Plot card from another player
One-time use – The player to whom the Leader passes this card must take one Plot card from any other player.

(2) Opinion Maker: You must Vote first & publicly for the rest of the game
Permanent Effect – The player to whom the Leader passes this card must select and reveal their Vote card before any other players have selected their Vote cards. This card remains in effect until the end of the game. If two “Opinion Maker” cards are in play, those players must reveal their votes simultaneously

========== Scores ==========

Hey guys, I made a hall of fame spreadsheet which includes all past games of Resistance played here.

Rule change:

If Good succeeds in three quests, the Assassin must attempt to assassinate Merlin. Here is how this will work:

  1. The Successful quest resolves to completion (any plot cards, etc.)
  2. The moderator reveals the evil players by posting their names in the thread and announcing 12 hours of deliberation about who the Assassin should kill.
  3. By the end of the 12-hour period, the Assassin PMs the moderator his or her choice for Merlin.
  4. The moderator reveals the Assassin’s name, and the victim’s name and character card (whether the player was Merlin).
  5. The moderator posts the victory and all names and characters of the players.

Note that means that it will be impossible for Good to muck with Evil’s discussions – though you’re welcome to chip in if you like.

Also, I think this is Game 10, not 11. Oops.

Player order:

rowe33
Christien Murawski
Robthomasson
Nikolaj
scottagibson
ankamela
Blips
Dave Perkins
zeroshift11
clyve

I’ll be sending out roles later today!

Looks like you need an extra hand for all that. I’d probably drop the spear.

We got tactical smart missiles, phase-plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks. The sharp sticks are important too, you know.

Sounds fun!

Well at least Good will be leading us off - excellent!

I think the lesson of prior threads is that rowe33 is evil, even when he’s good…

Everyone should now have roles. Coming soon: First round of plot cards.

I was looking for an image of the Munchkin Two-Handed Sword card to post but couldn’t find one. So instead please enjoy this one.

rowe33 is your first Quest Leader.

rowe33, please distribute/play the following plot cards. You may choose the order of distribution. Because order matters, please distribute/play them one at a time and wait for them to resolve before moving on to the next one.

Establish Confidence – choose a player to whom to reveal your affiliation

Strong Leader – the person who gets this card can use the card to assume leadership at some key points in the game

No Confidence – the person who gets this card can nullify an approved quest team vote

Wow, this is exactly what I needed last game…I can establish my loyalty before the game even begins! But to whom? At least the odds art with me as I have a 55% chanceth of opening up to Goode.

Wait, changing my mind if it’s not too late. I’d like to Establish Confidence with scottagibson to begin.

rowe33, I hereby invite you to establish some confidence with me if you are in fact a loyal servant of Arthur!

edit it seems my invitation arrived too late!

Sorry, scott seemed like the best choice to show I’m Good since he’s already called me out above from last game!

Confidence established with scottagibson.

rowe33, please distribute the following cards:
Strong Leader
No Confidence