Here's a wacky idea for adding a twist to your Resistance game. I've no idea if its broken, but I suppose we'll find out!
- First, grab some poker chips and pool them in the middle of the table. These represent points earned by individual players.
- Then, write a number on each of the team assignment cards, numbered from one to five. These the point values for each team assignment, representing the I port since of that member's role in the mission.
Play as normal, with the following changes.
- The leader must assign the "1" team card first, followed by the "2" team card, then the "3" team card, and so on.
- If the mission is APPROVED, team members immediately earn their team card's noted points. So a team member with the "3" card would earn 3 points if the mission was approved. Regardless of whether that mission is successful, those players keep their earned points.
- At the end of the game, players reveal their roles and tally their accumulated points. In addition, the Red or Blue teams earn points equal to the numbered rounds they've each won. The first round is worth 1 point, the second round is worth 2 points, and so on. The team with the most points wins!
I haven't play tested this yet, but I suspect it would give Blue a little bit of an advantage to compensate for the well-documented difficulty. There are simply more Blue players in the total pool, so they have all the more chance of earning points, regardless of the mission's success.
I also suspect this would make even more meaningful choices when the leader assigns team members. Now you're not just looking at who is in the team, but which specific card they were assigned.
Furthermore, the incentive to end the game before the fourth or fifth rounds is even more intense if you want to secure an early lead. If you want to catch up, then you actually want the game to last until those early rounds to secure a late victory.
If you try this out at home, give me a head's up! I'd love to see how it works.