The Resistance, Sentinels of the Multiverse
I played a couple of 10-player games of The Resistance. It was pretty fun, and I kinda love running this game, but it's also a lot harder for me to keep my cool when the attention is on me the whole time. I was a rebel the first game, which ended in round 4 when we couldn't keep the traitors out of the last foray. But in the second game I pulled traitor, and I could not stop smiling. Eventually it was pretty obvious, but the traitors managed to pull a fast one when every single one of us was chosen for the second round, and we let it pass, so people were super unsure, and we were able to shed suspicion on the first group that was sent. Eventually it came down to the last round and I was leader, and two more traitors were to my left, so they would become leader next, so I basically said, "Yeah, we're sending the same group, I think that went pretty well." (The last group threw two fails in there.) I couldn't hid anymore, and there was no danger, so it was just a matter of time. My fellow comrades would either pull a similar stunt or make sure that at least one of us made it onto the team, but man it felt good to hammer home that it was pointless.
Also played a game of Sentinels of the Multiverse that went badly. Way badly. It was against the serial killer, who had victims in his deck instead of allies, and he slowly builds up with some horrible drugs that pump up his abilities and cannot be removed from play. When he has all his drugs, he flips and just starts tearing into us, but the point is to gather his possible victims so you can hit him hard when he flipped. Only problem is that he flipped on turn 4, so we had no time to build up protections, and the first drug he got just completely crippled our ability to deal damage to him. Plus, our third player hadn't played before, and instead focused on building his strength instead of offering spot support, so...we were done. It was bad. Hopefully in the future he doesn't win almost immediately, I hope.
I played a couple of 10-player games of The Resistance. It was pretty fun, and I kinda love running this game, but it's also a lot harder for me to keep my cool when the attention is on me the whole time. I was a rebel the first game, which ended in round 4 when we couldn't keep the traitors out of the last foray. But in the second game I pulled traitor, and I could not stop smiling. Eventually it was pretty obvious, but the traitors managed to pull a fast one when every single one of us was chosen for the second round, and we let it pass, so people were super unsure, and we were able to shed suspicion on the first group that was sent. Eventually it came down to the last round and I was leader, and two more traitors were to my left, so they would become leader next, so I basically said, "Yeah, we're sending the same group, I think that went pretty well." (The last group threw two fails in there.) I couldn't hid anymore, and there was no danger, so it was just a matter of time. My fellow comrades would either pull a similar stunt or make sure that at least one of us made it onto the team, but man it felt good to hammer home that it was pointless.
Also played a game of Sentinels of the Multiverse that went badly. Way badly. It was against the serial killer, who had victims in his deck instead of allies, and he slowly builds up with some horrible drugs that pump up his abilities and cannot be removed from play. When he has all his drugs, he flips and just starts tearing into us, but the point is to gather his possible victims so you can hit him hard when he flipped. Only problem is that he flipped on turn 4, so we had no time to build up protections, and the first drug he got just completely crippled our ability to deal damage to him. Plus, our third player hadn't played before, and instead focused on building his strength instead of offering spot support, so...we were done. It was bad. Hopefully in the future he doesn't win almost immediately, I hope.
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