New answers tagged the-resistance
I'd like to post an additional, though not entirely different answer to Joey's. Coup is a completely different game. Key distinguishing elements are: Coup has no co-operative element like The Resistance does, it's entirely out for yourself and trying to outlive all the other players. Coup is a very short game - games can be over in 30 seconds (for two ...
Coup is a distinctly different game. Whether it is "worth" getting depends on many subjective things. You might consider wording your question differently to ask about the differences to minimize the chance it gets closed for being too subjective. In any case, coup is a bluffing game where you use any and all powers of 5 characters in the entire deck to ...
There is a slight advantage to The Resistance but the plot cards mostly just throw a monkey wrench into the pattern of the game. When you play a game like this repeatedly, you as a group can fall into the same rhythm. Plot cards are designed to interrupt that rhythm. They cause the game to have more chaos and that chaos can in theory help both sides.
There are just enough plot cards for about 6-7 rounds (if i recall correctly). As the game only lasts a maximum of five rounds those extra cards are mostly for variety. The rules state that you only give them to the first leader of any round. Subsequent leaders do not get plot cards to distribute.
The Plot Thickens basically adds more opportunities to link players together, thus creating longer and more complex chains of information. What I mean by chain of information is something like this: Player A and Player B both were on a failed mission. Player B knows Player C's role card. Player C has declared players D and E to play success cards, but ...
Here is a link to a pdf. Pretty tough to find. http://www.boardgameguys.ie/sites/bggnew/files/The_Resistance_rules_english.pdf
I've been playing Resistance Avalon most of the time and I haven't read through the rules, but when I play the votes are anonymous and it had worked fine for us. There are roles like Merlin who can use the anonymous vote to signal that there is someone evil on the team, but even when we play with no characters it has worked great. It definitely does give ...
Plot cards are distributed by the first leader of a round only. Indeed, it is important to know who will be first leader of the next round, as they will be the ones distributing the cards.
I would agree that it makes the game slightly easier for the resistance side, but as a comment mentions it can vary a lot depending on the play style of the group. In my experience and opinion, it makes the game more strategic and interesting. Since it provides some extra information, allows for a better focusing of the speculation and decision making ...
Not only does the leader get to look at the plot cards, but everyone does, and they can see who he distributes them to.
It is legal to create a team that does not have you on it. It should be very rare though. Here's why: The argument that the previous teams succeeded is not logically strong enough to force the leader to leave himself off the team. He could argue that the previous teams had a sleeper spy (which is not provable either way with the information public at the ...
No, I disagree with the answer that says to always fail the first one. Unpredictability is usually a huge part of the strategy for the evil team. I played a game just last night where the first quest was 2 people, both evil. They passed the mission added a third good person, passed the second mission. Then managed to sail through the rest of the game ...
I've always played the leader can choose whatever team they want with themselves on it or not their choice. Sometimes people get convinced, or bullied not to put themselves on it because of the results of the previous round, or because everyone threatens to vote their team down if they are on it, but ultimately I think it should be up to the leader.
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