Miscellaneous

Blow on my Dice: Resistance

Note: This article is hosted here for archival purposes only. It does not necessarily represent the values of the Iron Warrior or Waterloo Engineering Society in the present day.

Good day my fine readers. Today I would like to introduce to this (hopefully) new column in our fine paper news receptacle (The Iron Warrior). The goal of this column is to both introduce new board games and report on my personal experience playing said game! All that out of the way, let’s get down to today’s game of choice: Resistance.

Resistance is, at its core, a game of deception. On the outside, however, it is an excuse to rowdily yell at your friends. The game of Resistance plays out the story of a rebel group against the oppressive futuristic government…or something like that. Frankly the actual background isn’t all that important. It just provides the “background” for the two separate roles, “resistance member” and “spy.” At the beginning of each game, a set of cards coloured red and blue are shuffled and handed out, face down. Those dealt a blue card are the “Resistance.” Those dealt a red card are the “spies.” Through a series of awkward phrases and shut eyes, the spies find out who each other are. The “Resistance” does not initially know who they spies are. The next step is to go out on a set of 5 “missions.”

Each mission requires a specific number of participants. The participants are chosen by the “leader” (the leader changes each turn by passing to the next person in the clockwise direction). The participants may choose to succeed or sabotage the mission (chosen in secret, of course, by another set of face down cards). Now one might be thinking “why would a resistance member ever want to sabotage the mission?” The answer to this is that it is accepted that resistance members must always choose to succeed. Spies though, they be tricksy. They do what they want! This plays into the two separate goals: resistance members must succeed three of five missions while spies must sabotage three of five.

Without going into any more detail (seriously, the rest of the game just yelling at each other as the spies try to stay secret and the resistance tries to determine who the spies are) I would like to give this game a rating in my new (obviously not arbitrary) system. This game has succeeded in rolling a 6 and a 4 (when rolling 2 D6s. Get used to this rating system). That’s 10 out of 12.

The next step is to describe my personal experience with this game! Yay! I am here today with Tim Bandura, Graeme Scott, Leila Exec, and Elizabeth Foran (for further descriptions, see the article “Getting Good Head”). First of all, Tim kept getting spy. Again. (We played before and Tim kept getting this woman spy card). This didn’t change, Tim STILL kept getting the spy cards. He is a really good spy. Turns out Leila is too giggly to be a good spy. Much yelling ensued. Tim won every game. Including the one time he WASN’T a spy. TL;DR, Tim is really good at board games, Leila smiles too much to be a spy.

Thanks everyone! Next week, new game!

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