Four Spies have infiltrated the ranks of these ten Resistance members. And now, they must survive five harrowing missions to prove their loyalty to the Resistance. Will Resistance succeed in at least three of the five missions? Or will Spies thwart any attempts at success?
In this game, there are 6 Resistance and 4 Spies because there are 10 players. The number of players per mission is as follows. Asterisk (*) indicates that two Failure votes are required to fail the mission, when normally only one is required.
Mission 1: 3
Mission 2: 4
Mission 3: 4
Mission 4: 5*
Mission 5: 5*
========== The Players==========
(randomized by computer)
========== The rules ==========
There are five turns, or missions. The game winner is determined by the majority: the winning team succeeds in their goals in three or more missions. That is, Resistance win if three or more missions succeed; Spies win if three or more missions fail.
There is a strict no PMs policy (except to the moderator for voting).
Hey, look! I made you a little graphic.
Leader Selection: The first Team Leader (for Mission 1) is selected at random. In normal play, subsequent Team Leaders proceed down the list, and the list wraps around. Leaders can become self-appointed via plot card.
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.
Mission Start: Team Selection: The team leader chooses a number of players to accompany him or her on a mission. The team size for each mission is determined by the number of players, according to the rules. This is done publicly in-thread.
Team Vote: Players vote (open ballot) on whether the mission should be allowed to proceed. Voting will be called at 12 hours past the mission 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 mission team success.
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.
Team Vote Results: The results of the team selection and each player’s vote will be displayed publicly in-thread.
If the majority of the votes are negative: proceed to Mission Start: Team Selection. This counts as a team leadership change.
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 mission is a go, and that mission team members must PM their votes (see below).
Plot cards: In The Spotlight happens now: play the card in-thread and your answer will in-thread.
Mission Vote: Players selected for the mission vote on whether the mission succeeds or fails (closed ballot). Mission team members must PM me their votes in the night turn. In the first three turns, one failure-vote fails the mission for the Resistance (and wins it for Spies). In the last two turns, two failure-votes are required for Spies to win the mission. This is different from the official game rules.
Resistance players must vote SUCCESS. Spies 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.
Mission Results: The result of the mission is revealed, including each randomized and anonymized vote and whether the mission 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.