I'm A Liar: Hesitance About the Resistance

One of my favorite games of the last few years is The Resistance. This terrific little card game takes everything that's good about games like Battlestar Galactica, Werewolf, and Mafia and boils them down to a 20-minute gem. Depending on the number of players, there will be a certain number of people who are members of The Resistance—you can call it the Rebel Alliance if that’s easier. But what makes it interesting is that a few people are also spies for the evil Empire. The spies know who each other are, but the members of the Alliance have no clue. That’s the short version, but you get the idea. For the long version, read my review here.

Like most games with a traitor, it’s just more fun to be a spy. But the thing that has me questioning my love for the game is this: When I’m a spy, I lie. A lot. And I'm super good at it. I’m not sure what to do with that.

I tell myself it’s okay, because I’m playing a role—like an actor. It’s not me who’s lying, it’s Bolt Vanderhuge—spy.

Is lying wrong in the context of a game? Is it wrong when everyone understands that there are spies, and those spies are supposed to lie? Am I applying legalism rather than common sense here? Am I trying to find a "loophole" so I can do something I'm against without feeling guilty? I'd love to hear your thoughts on it. Throw me a comment!

Want to win a free copy of The Resistance? Enter our Contest and win! Click Here for more details!

X-Wing - Stay on Target!

Good News - Fantasy Flight Games has announced that the long awaited release of X-Wing their newest miniatures game, will launch and be available as soon as GenCon '12 kicks off, and they'll sell them until they run dry. Then beginning Friday morning of the con, they will start official sanctioned tournaments for the game under their governing body of FFG Organized Play. They demo'd the game at last year's GenCon and gamers have been clamoring for it ever since then. Bad News - There isn't much bad news here, with the exception that I'm not going to be attending Gen Con this year so I'll have to wait to get my hands on X-Wing until it hits shelves locally.

Click here for Fantasy Flight's full story.

Going to Gen Con? Competing? We'd love to hear your thoughts! Leave them here!

Win a Free Copy of The Resistance!

Everyone who hates getting something for nothing raise your hand! Ok good, those of you who were being smart won't be able to type because your hands are in the air, so no free stuff for you!

For the rest of you, now's your chance to win a free copy of The Resistance! We here at Theology of Games have discovered that the best way to clear your conscious while playing The Resistance is to create a persona that is, well...doing all the dirty rotten lying for you. It's in this spirit that we bring you this contest!

To Enter - Simply sign up to follow us via email (over in the sidebar), and then  comment here with your very own made up spy name! We will randomly select an entry to win a free copy of The Resistance! While we are selecting randomly, we'll post a "Hall of Fame" and share some of our favorite entries, this of course doesn't win you anything, but maybe a little geek cred with your friends.

PLEASE NOTE - We are not running this contest through Facebook, but we would surely appreciate it if you would spread the word by sharing this post on your wall, "liking" us on Facebook  and following us on Twitter @TheologyofGames If you don't win, you can always get your copy here! Or at your local game store!

Spies Like Us: Reviewing The Resistance

I have a regular gaming group, and we’ve been getting together every week for eight years or so. Every once in a while a game comes along that completely captivates us, and it’s all we want to play. Loopin’ Louie did that. Crokinole did that. Dominion did that. And our latest obsession is a game called The Resistance.

This terrific little card game takes everything that's good about games like Battlestar Galactica, Werewolf, and Mafia and boils them down to a 20-minute gem.

Your team is part of the Resistance—a force that opposes the ruling government. If it’s easier, you can think of it as the Rebel Alliance fighting against the Empire. The problem is that the Empire has planted spies among your rebel forces. The spies know who each other are, but the Rebels have no idea who the spies are—just that they’re among the group.

The game is very abstracted. You’re going on five missions—they might be sabotaging facilities or infiltrating a base. It doesn’t matter and the game doesn’t specify. The point is that the Rebels want the missions to succeed, and the spies want the missions to fail. The first side to have three missions go their way wins.

At the start of the game you randomly choose someone to be Leader. That person will suggest a team to go on the first mission. People will convince and cajole, trying to get the Leader to put people they trust on the mission. But you don’t know if the Leader is a spy and seeding the team with a fellow spy!

Eventually the Leader proposes a team and everyone gets to vote on whether that team goes on the mission. If a majority of the players vote yes, the mission goes on. If a majority vote no—or the vote is tied—that’s a vote of No Confidence in the Leader. The leadership passes to the next player and he or she proposes a new team for the mission. It can happen that it takes a few times to finally land on a team that gets voted through. But the Rebels have to beware; if the vote fails five times on any one mission, the Spies automatically win because the Rebels aren’t organized enough to be effective.

So if the team passes, they go on the mission. This consists of handing out a set of cards to each person going on the mission. One card is a Pass, and the other is a Fail. Players secretly choose one and put it in the middle. Then the Leader shuffles all of the cards so no one knows who played what card, and they’re revealed.

As long as they’re all Passes, the mission succeeds, but if there’s even one Fail, the mission fails. (During the fourth of the five missions it takes two Fails for the mission to fail, but that’s the lone exception.)

Whether the mission fails or succeeds, you now have a bit more information. Those three people went on a mission that failed, so at least one of them must be a Spy. But who? That’s the vanilla game, and in the vanilla game the Spies win A LOT. SO the fine people at Indie Boards and Cards included some Plot Cards, which are meant to even things out a bit. Some of the plot cards force people to show another player their Role card (which reveals whether they’re a Spy or not). This creates great tension. Is the person a Spy? Did they show their card to another Spy so they wouldn’t be revealed?

The Spies are trying to sew seeds of confusion, throw people off the scent, or even (and this one of my favorite tricks), throw your fellow Spies under the bus after they’re served their purpose, which makes you seem trustworthy. Then you stab the Rebels in the back later. In my opinion, it’s much more fun to play as the Spies.

It’s definitely worth noting that the game involves lying. Keep an eye out for a short article where I discuss the role of lying, and the internal struggle I have with it. This is a fantastic game to play with a youth group, just be aware that you’re kind of encouraging deception.

This is easily my most-played game of all time. I can’t see it ever growing old.

We’re going to be giving away a copy of this great game, so stay tuned to see how you can get your own copy! And thanks for reading!

Carcassonne - We're Not Tiling the Bathroom!

We're certainly not delusional enough to think that we're the first to come along and review Carcassonne, Rio Grande Games' tile-placing, city-building, meeple-playing, game released in 2000. But since this game consistently resides in my personal top 3 list, for a number of reasons I thought we should give it a look here at TOG. The mechanics of the game are simple: Draw a tile, place that tile, and choose whether or not to place a "meeple" or follower on it. Each tile features one or more different features—a portion of a city, a road, a cloister, or farm land. Not every tile has every feature, though. Each feature represents a different way to score, and presents multiple strategies to employ throughout the game.

Who Might Like This Game? If you're a person who likes to plan 4-5 moves in advance, this may not be the game for you...or is it? Most times you'll find yourself thinking about 4-5 moves in the future for 3 different strategies that could come into play, depending on what tile gets pulled and where it gets played. With the randomness of the tile pulls it's best to not put your eggs in a single basket.

There's plenty of discussion going on around the Internet about strategies, and when to place a follower or not, when and how many farmers you should commit, and so forth. Personally, I think the game is won and lost at the farmer scoring, but the tricky part about that is that they don't score until the game is over, so playing too many farmers too soon will leave you with no way to score points during the game.

What Makes This Game Stand Out? The ingenious mechanic that really makes the farm wars (and city wars, for that matter) so competitive is the creative gyrations one must go through in order to overthrow another player and take control of a city or a farm. Once a player has control of a city or a farm, you can't simply place a tile adding on to that city or farm and then add one of your followers. Once it's claimed, it's claimed; the only way to overtake it is to perform a maneuver my friends and I have affectionately termed "cracking in." That means placing a tile nearby with one of your meeples on it and hoping that you pull the right tile to connect your follower into the feature before your opponent pulls one that locks you out!

I know, I'm making this game sound like a thrill a minute, but once you get a few turns in you'll start to see the competition for control of cities and farmland heat up—and witness the painstaking agony of watching someone else pull "that one tile" that you REALLY needed!

Who Can Play This Game? This game is really about as family friendly as it gets; I've played it with my 6-year-old several times (the game is suggested for players ages 8 & up; I like to believe that my kid is a genius). There's no violence, or malevolent nature behind the game; you're taking on the role of builders creating cities, farms, and so forth. You aren't building brothels or dungeons or anything off-kilter; it's just a solid, fun game that will make you think and strategize, a lot!

We'll be taking a closer look at some of the many expansions available for Carcassonne in the upcoming weeks. Make sure you check back—or subscribe using that handy button on the right there...

If you'd like us to review a title please let us know and we'll do what we can to get our stinkin' paws on it, and let you know what we think of it!

Thanks for reading!

You can get the Carcassonne: 10 Year Special Edition on Amazon right here!

Boom Goes the Dynamite!

Welcome to Day 1 of our humble little blog. We're two guys who love Jesus and like board games. Please know that we don't have an agenda; we're not going to try and "convert" you at the end of every review. "Ticket To Ride is a great game, but you know what the best ticket is? The one that gets you into heaven!" Lame.

Our faith is a part of who we are, so if something pushes back against what we believe, it might come up in a review. But it's not why we're here. We're just two friends who like to play board games, and want to provide some honest reviews and inroads for people who might only think of Monopoly when they hear the words board game.

We'd love it if you would head on over and "like" us on Facebook. And we're on Twitter, too: @TheologyofGames.

Who's the "us"?

Jeremiah Isley - @JeremiahIsley

Scott Firestone IV - @Firestone

Thanks for joining us. Now let's talk about some games!

See You in a Few Days!

We'll be going "live" in a few days here at Theology of Games, and quite frankly we're pretty excited about that! Here are a few things to check out in the meantime:

Facebook - Yes, who DOESN'T have a Facebook page these days—not us! If the inclination strikes you, head on over and "like" us on Facebook!

Twitter - We're getting our Twitter machine fired up too; give us a follow, won't you? @TheologyofGames

Authors - You can also follow the co-authors of Theology of Games, Scott Firestone IV - @Firestone and Jeremiah Isley - @JeremiahIsley

We'll also be running a contest or two over our first couple weeks, so stay tuned here and on all our social media outlets for more information about how to enter and win some free games!

We're looking forward to getting things off the ground soon, and hope you'll enjoy the epic adventures we're about to embark on!

Coming Soon!

We here at Theology of Games are certain that the public is clamoring for a behind-the-scenes sneak preview of what they can expect from TheologyOfGames.com. So we thought we'd take few minutes to introduce ourselves and quell your insatiable curiosity.

Theology of Games is a blog, written by two friends who are followers of Christ, and happen to also be passionate about board gaming. You can expect to see frequent game reviews, along with gaming news, and our general thoughts on gaming and other features that we hope you will find humorous. Theology of Games is a blog for anyone, in any walk of life. Whether you're an avid gamer, a parent or friend of an avid gamer, or someone who works in ministry and wants to know what those gamer kids are playing, this blog is for you.

TOG is written by: Scott Firestone IV - A magazine editor and writer, so him make words more gooder. He's also a lay leader in his church's youth ministry. and Jeremiah Isley - A Youth Director from Northeast Ohio who has been in Youth Ministry nearly 9 years, and a gamer for... well a lot more than you can imagine.

Check back on July 1st when we officially launch this thing. It'll be epic!