Read the order as Drench, StrangerCoug, mastermind, dana...
Objective:
Destroy 3 of the 5 bases if you are the Rebels, and protect 3 of the 5 bases if you are the Empire, through deception, strategy, and sabotage.
1.
Role Assignment
: Each of the players secretly receives one of two roles, either
Resistance
, or
Empire
(6 resistance and 4 empire members are put in a 10P game). The Empire is the informed minority in this game, and thus will learn the identities of all their partners before the game begins. The Rebels will know nobody's role but their own. However, no players will ever be allowed to have private conversations out of thread. All discussion must be out in the open.
One player will also become the first
Leader
. This role will be made public.
2.
Plan Delegation
: The game begins with attacking the first base (these appear as octagons on the display). The Leader will delegate a certain number of Plans to each player in the game. How many plans are given to the players is shown on the number beneath the base, (the numbers will be lower if fewer players join). After any desired discussion is carried out, the Leader will propose a delegation of the Plans as follows:
: Once the proposal is made, players vote by PM as to whether or not they agree with the Proposal made with a vote of YES or NO. If a majority (half the bunch, round down, add 1) say YES, then the proposal passes, and we go to step 4.
If it fails, the Leader role rotates, and a new proposal is made for the attack on the same base. Be warned, if 5 consecutive votes fail, the Empire will win the game automatically.
4.
Plan Execution
: The players delegated the Plans will then decide whether to
SUPPORT
or
SABOTAGE
the mission by PM. All Rebels MUST support the mission, but the Empire has a choice of which option they choose.
5.
Aftermath
: The decisions are tallied and the results revealed in-thread, simply saying how many supported and how many sabotaged the mission, without stating who exactly chose which option.
If even 1 person sabotages, the Empire prevails and defends that base successfully. If everyone decides to support, the base is destroyed and the result is in favor of the Rebels. The first faction to protect/destroy 3 bases wins, but if neither has achieved that result yet, leadership rotates, the next base in line is targeted, and we go back to Plan Delegation.
Base 4 in a 7+ player game requires TWO saboteurs for the mission to fail and the base protected for the Empire. This is the only time where a lonely saboteur will not make the mission fail.
Deadline for Plan Delegation is 120 hours, deadline for Plan Execution and Voting is 48 hours.
Role PMs:
Last edited by yabbaguy on Mon Jul 19, 2010 5:03 am, edited 15 times in total.
Everyone's role has been sent. Please all /confirm in thread and maybe begin your efforts to convince everyone that you can be trusted with this mission of dire importance.
No Plan nominations accepted now, but Drench should begin deliberating this daunting task right now.
Last edited by yabbaguy on Tue May 25, 2010 8:12 am, edited 3 times in total.
Question: Why does Base Four need two empire members to sabotage in order for the mission to fail? Is it just for balance reasons? If so, why Base Four?
Just a quick note: in this game, it is critical that noone ever says anything about scum night strategy that could possibly be construed as dropping a hint. Hypotheticals about how you would act are the most obvious, but be very careful there's no interpretation of your post that guides anybody's potential night decision. Best not to talk at all about whether scum are likely to sabotage or not.
"Not exactly related to the topic as a whole but what's the deal with putting quotes in your signature that have no relevance to your own life?" - Ythan
A player can be on all five missons if the leaders all elect it to be that way.
Base 4 needing two saboteurs is a balance implement made by the creator of the game. I think BoardGameGeek has a discussion about this on their forums for this game. It encourages Empire sabotage earlier on, IIRC.
It is now time to nominate 3 people you would like to see take on the attack for the first base, Drench. You can nominate yourself if you wish, but remember, a majority must agree to your proposal before the plan is put into motion.
Remember, 4 of the 10 of you are Imperial spies. If any one of them is trusted to the Plans, and even one chooses to sabotage, the attack will fail.
Choose wisely. Leader, you have 120 hours from the timestamp of this post to select, in thread, by posting in bold the plan allocation you decide on. Everyone may, but by no means is obliged to discuss in thread. I can ping people on request if you think they're just inattentive, but silence is always an option.
(Lowell confirmed in the signups thread, so he's aware. PMing him the link to this thread.)
Last edited by yabbaguy on Thu May 27, 2010 10:10 am, edited 2 times in total.
"Not exactly related to the topic as a whole but what's the deal with putting quotes in your signature that have no relevance to your own life?" - Ythan
Thoughts:
1 is the wrong number of scum to have on the plans. It means they get to do what they like without worrying about what their friends might do. 0 is obviously the best number of scum there, but 2 or 3 aren't bad either.
Unless we get good reads off players, which people agree on, the plans should for now be assigned by random selection. Here's why:
If Drench is scum, he'll do what's worst for the town - put exactly one scum on the plans. If he isn't, he'll basically just be choosing at random, except probably put himself on. Assuming that, our odds of having exactly one scum on the plan are 73.3%. On the other hand, if we go randomly, the chances are exactly 50%.
This was run as a mini theme a while back (though it was mod abandoned quite early). For anyone who wants to see what people thought then: Old Resistance