The resistance card game rules pdf


















Character Cards - Determine the player's affiliation each player is either a resistance operative or a spy. A player's Character Card may not be revealed at any point in the game, nor the character art discussed. Leader Card - Designates the players that will form the Mission Team.

Team Cards - Allocate positions on the Mission Team. Mission Cards - Determine Mission success or failure. Place the tableau in the center of the play area with the Score Markers, Team cards and Mission cards adjacent to the Tableau.

Place the Round marker on the Tableau's 1st Mission space. Give each player a set of two Vote cards. Randomly select a Leader; the Leader receives the Leader card. Use the chart below to determine the number of Resistance Operatives and Spies that will be in the game.

Shuffle the appropriate numbers of character cards. Deal one card to each player face down. Each player secretly looks at the role assigned to them on the character card. After all the players know their affiliation, the Leader must ensure that all the Spies know one another by repeating the following script:. Everyone close your eyes. Spies open your eyes. Spies look around and make sure that you know all the other spies. If the team is rejected a tied vote is also rejection , the leader passes clockwise and the team building phase is repeated.

If you aren't confident of every one on the proposed team, then you should strongly consider rejecting the proposal. Rejecting a team is not a sign that you are evil. A group of skilled players will usually do the vote phase three of more times before agreeing to a team. Watch who approves, and ask them why they approved - sometimes Evil players will approve because they know another evil player was included.

You have debated well and wisely chosen the brave knights and ladies with whom you place your trust. Now, it is time to measure a person's true intent and loyalty to the noble cause for which Arthur fights. Be true and goodness will prevail. The leader passes a set of Quest cards to each team member. Each player on the quest selects a quest card and plays it face down in from of themselves.

The leader collects and shuffles the played quest cards before revealing. The quest is completed successfully only if all the cards revealed are success cards. The quest fails if one fail cards have been played. The good players must select the quest success card.

Evil may select either the quest success or quest fail card. The 4th quest and only the 4th quest in games of 7 or more players require at least two Quest failed cards to be failed Quest. It's suggested that two different players shuffle the played and discarded quest cards before revealing.

Shuffle the discarded quest cards. Indicate a successful quest on the tableau by placing a blue score marker with arthur's sigil. A failed quest is shown by placing a red score marker with Mordred's sigil on the tableau.

After the quest has been completed, advance the round marker to the next quest space on the tableau. The leader passes clockwise and the next round begins in the team building phase. Arthur and Goodness prevail if the team of Good is able to successfully complete three quests without revealing Merlin's true identity. Players secretly look to see if they are Resistance or a Spy. The first leader, tells everyone to close their eyes.

After a short period of time, the leader then tells the spies to close their eyes, there is another pause, and the leader then tells everyone to open their eyes. The spies should know who the other spies are, while the Resistance has no clues to whom are on their team or are spies they will only know they are Resistance.

As noted, each turn the leader picks a team to go on a mission they typically include themselves and however many people the charts below say to use. They give each member on that team one red card and one black card. The number of players on a mission is decided by the chart below:. The remaining players then vote to allow that team on a mission or not.

There should be a period of discussion here, usually accusations are made and the like. If it fails to go forward, leadership moves to the player to the left, but the Joker stays in place. If a mission fails to pass while leadership is sitting on the player with the Joker, the mission fails and the Spies get a point. Anytime a mission moves forward, the Joker is moved again three players ahead, basically the Resistance has 3 chances to move a mission forward….

Once a mission moves forward the players on that mission then have to pass or fail that mission. If they are a Resistance member, they must pass the mission. Players are either members of the resistance attempting to overthrow a malignant government, or spies trying to thwart the Resistance. The Spies can also win if the Resistance is unable to organize the Mission Team at any point in the game 5 failed votes on a single mission.

A fundamental rule of the game is that players may say anything that they want, at anytime during the game. You are allowed to say anything, to any one, at any time as long as it is said publicly. Discussion, deception, intuition, social interaction and logical deductions are all equally important to winning. Character Cards - Determine the player's affiliation each player is either a resistance operative or a spy.

A player's Character Card may not be revealed at any point in the game, nor the character art discussed. Place the tableau in the center of the play area with the Score Markers, Team cards and Mission cards adjacent to the Tableau. Place the Round marker on the Tableau's 1st Mission space. Randomly select a Leader; the Leader receives the Leader card. Use the chart below to determine the number of Resistance Operatives and Spies that will be in the game.

Shuffle the appropriate numbers of character cards.



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