by Luke » Fri Dec 11, 2015 9:09 pm
Vanilla resistance plays as follows:
Every player is a member of the resistance, like the villagers in werewolf. Hidden among these resistance members are spies, this game's version of the werewolves.
The game consists of a series of missions. If the good guys manage three successful missions, they win. If the spies can sabotage three missions, they win.
Each mission will have a required number of players on that individual mission, and a leader. That leader suggests a team, and everyone votes yes or no on that proposed team.
If the majority of the players reject the suggested team, the next player becomes the leader, and suggests a team of their own. If 5 suggested teams for the same mission are rejected, the bad guys automatically win.
If the majority of players approve the team, then the team members (and only the team members) let the moderator know the results of the mission. Good members of the resistance can only return a successful mission. Spies can either go along with the successful mission, or sabotage it. It only takes one sabotage vote to fail a mission.
Avalon roles:
Merlin (Good): Merlin knows all of the evil characters. They do not know who Merlin is.
Percival (Good): Percival will be informed of two players; Merlin, and Morgana. They will not know which is which.
Assassin (Evil): If the Assassin can identify Merlin at the end of the game, evil wins.
Morgana: (Evil): Morgana will appear as Merlin to Percival at the beginning of the game.
An important note to realize when using the roles:
Evil can steal the game by just guessing Merlin at the end. This is often a sucker punch to the Knights, who thought they were playing scot-free, and seems unfair.
I cannot stress the importance of actively deceiving the Assassin during the game.
Last edited by
Luke on Sat Dec 12, 2015 4:12 pm, edited 2 times in total.
Catullus wrote:I'm not the arbitrator of nudes I just pointed out what made me sad inside.