Adam Faber
United States Kirkland Wa
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So tonight I got to sit down and play a nine player game of resistance. My previous experience with this game has been with 5 players, so I was really looking forward to the larger group to play with.
Rules are explained, cards go out, teams get picked...and the debating and accusing start. It seems that a very useful strategy at the start of the game is for the leader to pick other people to be on the first team, and not themselves. This leads to nothing but confusion. Why wouldn't the leader include themselves? Are they a spy and don't want to risk that first turn revealing what they are that quickly?
We learned very quickly that in a game of 9 people, the spies really do have the advantage. Sowing decent becomes very easy as even people on the resistance start accusing each other.
First Game, Spies 3 - Resistance 0. I was lucky enough to be one of said spies.
Second game we decided to learn from the first game and not be so fast to accuse each other. That lasted all of 1 round, as almost immediately after the round ends, words start flying about who betrayed us all and who is smiling to much and "I swear I think I just saw you signal that other person!" Mind you, this was between a couple of resistance agents...
After much glaring, many accusations, and one spy slipping up and accidentally revealing what they were...the spies still won.
Game 2, Spies 3 - Resistance 0. I was resistance, much to my chagrin.
Final game time! For this game, we decided to add in the expansion deck of plot cards.
The first round set the tone for the entire round. 3 people chosen. The mission success? 2 fails, 1 pass. 2 spies were found on the first round! And I knew I was Resistance, so the choice is obvious!
This led to so many choices being made during the game that all seemed to make perfect sense. I had figured out all three spies. There was no way we could fail!
Little did I know...one of us on that first round accidentally put the wrong card in the vote. It was supposed to have gone 2 passes to 1 failure. Which would have made me far less sure as to what was going on.
The spies jumped upon this mistake and played it up as much as they could, making all of us accuse each other. The spies just had to sit back and let things play out. They even passed a mission just to secure our trust in certain people.
Game 3, Spies 3 - Resistance 2. At least it came down to the last round! All though it was all in the plans of the spies just to make us believe we had a chance.
All in all, we had a great time and everyone went their own ways saying how very much they enjoyed themselves and want to come back to play this some more.
This game has earned itself a place of honor on my gaming table. It will see it often.
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Clyde Wright
United States Washington Dist of Columbia
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This is why I like the game with 7 and 5 most, but 9 is third best and plot cards are required.
Technically spies should have revealed themselves after m1 came back. That or the Resustance player who screwed up should've said something.
Good report!
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Joseph DiMuro
United States
California
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Tsara wrote: The first round set the tone for the entire round. 3 people chosen. The mission success? 2 fails, 1 pass. 2 spies were found on the first round! And I knew I was Resistance, so the choice is obvious!
This led to so many choices being made during the game that all seemed to make perfect sense. I had figured out all three spies. There was no way we could fail!
Little did I know...one of us on that first round accidentally put the wrong card in the vote. It was supposed to have gone 2 passes to 1 failure. Which would have made me far less sure as to what was going on.
I have to ask: were YOU the one that accidentally played that failure card?
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Adam Faber
United States Kirkland Wa
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TrojH wrote: I have to ask: were YOU the one that accidentally played that failure card? 
It could have been! I really hope not and we had no nice way of checking, since we put the not used mission cards back into the stack to be shuffled so no one accidentally sees how a person didn't vote.
Either way, it made for a very intense game.
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Adam Faber
United States Kirkland Wa
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clydeiii wrote: This is why I like the game with 7 and 5 most, but 9 is third best and plot cards are required.
Technically spies should have revealed themselves after m1 came back. That or the Resustance player who screwed up should've said something.
Good report!
The spies revealing after mission 1, is that a variant? My rulebook says that the reveal to each other after getting their spy cards and before the mission.
Though I am actually interested in how that would work if the first round was completely blind. Might actually give the resistance a better chance on those large games.
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Jim Andrew
Indonesia Bandung
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Tsara wrote: clydeiii wrote: This is why I like the game with 7 and 5 most, but 9 is third best and plot cards are required.
Technically spies should have revealed themselves after m1 came back. That or the Resustance player who screwed up should've said something.
Good report! The spies revealing after mission 1, is that a variant? My rulebook says that the reveal to each other after getting their spy cards and before the mission. Though I am actually interested in how that would work if the first round was completely blind. Might actually give the resistance a better chance on those large games.
i dont know that kind of variant. my rulebook only say two variants : targetting and blind spies. in blind spies variant there is no spies reveal at all, not even after mission 1, so they have to guess who their teammates are
i havent tried it yet, but in my group this variant might even help the spies, because after some continuous games the spies are so visible, for various reasons..
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Clyde Wright
United States Washington Dist of Columbia
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No, I'm not implying a variant. I'm saying when the game is screwed up (a Resistance player putting in a red card), the spies should reveal themselves and say, hey, let's start over, because Resistance just broke the game. Playing out the game can be fun for the spies, since they'll most likely win, but there's no honor in the win.
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In other words, the spies would know if there was only one spy in the mission that was sent, since they know who each other are. So they know the number of sabotage cards played was greater than the number of spies on the mission, which means a resistance member must have played sabotage.
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