Thursday, August 1, 2013

a review! and a song!

http://geekgirlvideo.tumblr.com/

I seriously recommend this video to everyone. Watch it now.

I know it's been a while since I've said anything on here...srsly...my bad. But here we go again. Tabletop Thursday. Review: The Resistance

The Resistance:




# of players: 5-10
price: $24.95
Rating
On a Scale of Muggle to 1337:
N00b: it could run a bit long, depending on how many players you have, or how well the spies conceal themselves (DOUG) but it's a lot of fun...better than Monopoly...




At the start of the game, one third of the group (rounded up to the nearest whole number) are randomly and secretly chosen to be Imperial Spies, while the rest of the group are Resistance. One of the players (either a Spy or Resistance member) is selected to be the Mission Leader. The Imperial Spies are made aware of each other without the Resistance members knowing - the only thing the Resistance members know is how many spies exist, not who they are. This process is conducted by the first Mission Leader who instructs the group to close their eyes, for the spies to open their eyes and see each other, for the spies to close their eyes again, and then for everyone to open their eyes and begin the game (with long pauses at each stage). Players may never reveal their identity cards to other players (unless the game is being played with "Plot Cards" but I don't do plot cards, yo).



During each round of the game, the player to the left of the previous Leader becomes the new Leader. The Leader selects a certain number of players to send out on a mission (the Leader may choose to go out on the mission themself), starting with Mission 1. The table below shows the required number of players to go out on each mission. All of the players then discuss the Leader's choice and, simultaneous and in public, vote on whether to accept the team make-up or not. If a majority of players vote no to the proposal or it's a tie, leadership passes on to the next player to the left, who proposes his own mission. This continues until a majority of players agree with the current Leader's mission assignment. After five rejected mission proposals in a row, the Imperial Spies automatically win the game, therefore it is a common house rule to not vote on the fifth mission proposal and simply send whatever the Leader proposes.


Once a mission team is agreed on, the players then "go" on the mission. To "go" on a mission, players on the mission are given a set of Mission Cards, one for indicating Success, the other indicating Fail. Resistance members must turn in, face down, a Mission Success card, while the Imperial Spies may either secretly turn in a Mission Success or Mission Fail card. The cards are shuffled and then revealed. If all cards show Success, the rebel team earns one point. If even one card shows Fail, the spy team has sabotaged the mission and earns one point (except for the above-noted exceptions on Mission 4, where it may be necessary for 2 Fail cards to be played in order for the mission to fail).
The game continues until one team accumulates 3 points.




I like this game because it is fast and easy. It's a wonderful time filler when we're waiting for everyone to show up to D&D night or Tabletop Tuesday.



to remind you of the rating system:
Muggle: easy, fast and fun. Anyone can play this.  For some, it may even be TOO simple, TOO boring or end TOO quickly.
N00b: Two outta three ain't bad.  It may be a bit complicated, or take a while, or start slow, but eventually, the game picks up to a point where you can have a great time playing, and perhaps even want to play again.
Gamer: The mid way. Not everyone will love this game, but most will enjoy it.  It's either complex, long, or tedious, but not all three.
Power Gamer: 1 out of three is bad. Complex, Tedious, Takes hours to get somewhere. Pick two, that perfectly describes this game.
1337: Don't even bother. This game is frustrating, you have to devote a day to it, and it never picks up to a point where you would feel comfortable playing it.  Bypass.

1 comment:

  1. If you like games with hidden teams, spys and intrigue style game mechanics. I would definitely recommend any of the following Saboteur, ShadowHunters, Shadows over Camelot or the grand daddy Battlestar Galactica. Listed in range of price and learning time, but none of them are overly difficult. With high props to ShadowHunters and Battlestar Galactica.

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