I posted this a while ago, but cause blogger is weird, it was in the wrong spot, so here it is again!
Well, I’ve had a busy week and I'm writing this in class, so I’m just going to cut right to the chase.
Well, I’ve had a busy week and I'm writing this in class, so I’m just going to cut right to the chase.
Resistance
is a fascinating game, its not so much a board game or card game as a
more organized version of the mafia campfire game.
Also (to my annoyance) people tend to play the game with their heart, and not their brain.
Built
for 5 to 10 players, you have a group of resistance members trying to
run missions against a generic distopian government, and spys from
within the government trying to tank those missions.
You know what, I'll let Wil Weaton explain it:
I’m planning on eventually doing a full break down of the games use of deduction, until then, here are some nifty things.
For the purpose of math, we are going to use a game of 7 people (4 resistance, 3 spies).
Some quick numbers:
- The Random Chance that Someone is a Spy: ~43%
- On the missions, you will send 2,3,3,4*,4 agents.
- On the fourth mission, you need 2 fails to for the mission to fail
- Chance of sending the 4 resistance members on the last mission: 10.5%
Resistance
is an interesting game, since you have such a small margin for error,
the resistance doesn't really have a lot of time to try test cases and
route out the spies.
Winning in 3 turns (using the leader rotation)
I found this one on Boardgame Geek...
If you are a lucky resistance member who starts as a leader, it is possible to win the game with 3 turns. For the first mission, you send yourself and the person to your immediate left. Chances are, there will be a resistance victory. For the next mission, the leadership moves to the left, he takes you and one more person at random. If this person is also a resistance member, you win, since you just need just need to vote the leadership over to them (hopefully the 4th resistance member will help you guys out here).
If you're astute, you will know the odds of this working are based on just cubing the chance of someone being a resistance members:
5 Players: 21.6%
7 Players: 18.6%
6,8,9 and 10 player games have 3 and 4 player missions, changing the formula. Long story short, I wouldn't rely on this as a resistance member.
The "real timeframe"
Unless you are playing a 9 player game, the last mission will require you to choose all the resistance members, and only one spy is needed to tank the mission. Basically, the resistance needs to have the system totally solved in order to have a successful last mission and win the game. This is important info for the spys. The resistance essentially gets a free first mission, where the spys are often forced to keep quiet, unless they change it up...
Aggressive Start*
There is 86% you will end up with a spy on the first mission (in a 7 player game, its 66% in a six player game and 80% with 5 players). Usually, the resistance is just trying to get feelers out and will pick a spy unwittingly. Usually, with such small numbers, players will choose to pass the mission to throw off suspicion, but I propose a different tactic. Since the resistance has limit margin for error anyway, failing the first mission will cause all sorts of chaos and can even lead to an early victory. This works even better in larger games, where you are sending 3 players on a mission instead of 2. Just remember not to force your way onto the first mission, since that will immediately cause suspicion.
*also, this has limited field testing, there could be flaws that are unaccounted for
The Votes Matter
There is an awful lot of information on who votes for a mission to go... generally, you should see votes fall along the number of spy's/ resistance members (in a 7 person game, you should either see 4 pass and 3 fail or vice versa). There is a project on boardgame geek to figure out the math (I'll send a link later).
Sorry for how sparse this is, I don't even know what I'm going to write about next, but until then, play smart!
Winning in 3 turns (using the leader rotation)
I found this one on Boardgame Geek...
If you are a lucky resistance member who starts as a leader, it is possible to win the game with 3 turns. For the first mission, you send yourself and the person to your immediate left. Chances are, there will be a resistance victory. For the next mission, the leadership moves to the left, he takes you and one more person at random. If this person is also a resistance member, you win, since you just need just need to vote the leadership over to them (hopefully the 4th resistance member will help you guys out here).
If you're astute, you will know the odds of this working are based on just cubing the chance of someone being a resistance members:
5 Players: 21.6%
7 Players: 18.6%
6,8,9 and 10 player games have 3 and 4 player missions, changing the formula. Long story short, I wouldn't rely on this as a resistance member.
The "real timeframe"
Unless you are playing a 9 player game, the last mission will require you to choose all the resistance members, and only one spy is needed to tank the mission. Basically, the resistance needs to have the system totally solved in order to have a successful last mission and win the game. This is important info for the spys. The resistance essentially gets a free first mission, where the spys are often forced to keep quiet, unless they change it up...
Aggressive Start*
There is 86% you will end up with a spy on the first mission (in a 7 player game, its 66% in a six player game and 80% with 5 players). Usually, the resistance is just trying to get feelers out and will pick a spy unwittingly. Usually, with such small numbers, players will choose to pass the mission to throw off suspicion, but I propose a different tactic. Since the resistance has limit margin for error anyway, failing the first mission will cause all sorts of chaos and can even lead to an early victory. This works even better in larger games, where you are sending 3 players on a mission instead of 2. Just remember not to force your way onto the first mission, since that will immediately cause suspicion.
*also, this has limited field testing, there could be flaws that are unaccounted for
The Votes Matter
There is an awful lot of information on who votes for a mission to go... generally, you should see votes fall along the number of spy's/ resistance members (in a 7 person game, you should either see 4 pass and 3 fail or vice versa). There is a project on boardgame geek to figure out the math (I'll send a link later).
Sorry for how sparse this is, I don't even know what I'm going to write about next, but until then, play smart!