Tabletop Simulator

Tabletop Simulator

+ The Resistance CS +
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Update: 30 Oct, 2020 @ 1:11pm

Update: 21 May, 2020 @ 6:40pm

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Update: 17 May, 2020 @ 2:58pm

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Update: 6 May, 2020 @ 11:43pm

Update: 24 Mar, 2020 @ 8:06am

Update: 23 May, 2019 @ 5:32pm

Update: 23 May, 2019 @ 4:43pm

Update: 19 Mar, 2019 @ 8:54pm

Complete Script Overhaul!

New UI control system: All tokens and objects have been replaced by the new UI.
Slight Role adjustments: Some role interactions were adjusted. See below for more details.
Bug Fixes: As always, fixes were done to try and fix some bugs. The biggest bug squashed however is the Plot Cards are actually playable now. See more below

How the UI Works:
- Role Distribution: Your role will be shown in the upper left corner of your screen along with any pertinent information. You will also be able to see it below your placard. If you are a spy or have information about another player, a role card will also appear over that player’s placard. Which role it shows depends on what information your role gives you.
- Role Abilities: Roles with an activatable ability (such as the Mayor or Politican) will also have a button under their role image to trigger their ability

- Team Assignment: Simply clock on the Team Token area to add or remove players from the team. Once the leaders selects the required number of team memebers, they can click the propose team button. This was added to avoid any accidental assignment or mission starts.
- Sergeant/Watching: If you play with the Sergeant and/or Rogue watching module, you can assign these by clicking the diamon leader space. If you play with both modules, clicking will cycle between Sergent, Watching, and neither. You can assign both tokens to one player by also selecting the smaller token that appears by the upper left of the bigger token
- Investigator: If you’re playing with the Chief and Hunters, to assign an investigator, you can click the team token area to cycle between a gun (on the mission), the Investigator or neither.


- Voting: Once a team is proposed, everyone will get an approved and reject UI button. Simply select your vote. Once a player has a vote selected, their vote area on their placard will light up. You can still change your vote or deselect provided everyone hasn’t voted yet.
- Hacker/Corruptor: During the vote phase, if you’re the hacker or corruptor, a series of color buttons will also appear. Use it to select your Hack/Corrupt target.


- On Mission: During a mission, all team members will get buttons corresponding to cards they’re allowed to play.
- Trapper: When all cards are played, the leader will have an opportunity to select a player by clicking their team token area to trap them.
- Sergeant: The Sergeant will be given a prompt to either select a player to use the Sergeant ability on ny selecting that players team token area, or pass by clicking the button in the prompt.

- Resolve Mission: A mission resolves after all team members have submitted their cards. The resulting cards will be shown above the mission track.
- Communication: With the communication module, before the mission is revealed, the leader will have a prompt to either retain radio silence or to broadcast the results of the mission.
- Investigator: The investigator (or leader on a mission success) May choose a player to investigate by selecting their team token area.
- Inquisitor: The Inquisitor May choose a player to inquisit by clicking their team token



Role Adjustments: Most roles work the same as before with a few notable exceptions.
- Amensiac: When on a mission, they will receive a Success, a Fail, and a new Unknown card. The Unknown card will be treated as either a fail or, if the Amnesiac is a role with a special mission card, that role’s card.
- Reason for change: The old version would give the Amnesiac every card currently in the game which, ironically, would give them the most knowledge in random role games. This change is to keep the Amnesiac true to its theme and decrease how much info it could potentially have.
- Hacker/Corruptor: The interaction between the two has been streamlined a bit. If the Hacker and Corruptor targets each other, their abilities cancel out and no votes are changed.
- Reason for the change: In the past, who gets priority in a mutual hack was in contention. If the Corruptor had priority, they could force a spy rejection win. If the Hacker had priority, it removed the need for them to remain hidden and took the Corruptor out of the game. With this new change, the Hacker could potentially find the Corruptor, but the Corruptor gets no indication and thus still had to look around. If the Hacker reveals themselves at that point, then they’re both in the same vote
- Bioterrorist: Probably the biggest change of all the roles. On a mission, the Bioterrorist may play an Infect card. All players on the team become Infected. When missions are resolved, any infected player’s card becomes infected as well. Infected cards act as their original card, however are obscured. Each subsequent mission if an infected player is on, the infection will spread to others on the team. Cure still works the same and will cure these players and cards.
- Reason for change: The Bioterrorist was always difficult to balance. They were either always too strong and could always win, or too weak to the pathologist and would always lose. With this change they aren’t as deadly, but could be a potent combo with roles who’s mission cards themselves give information.


Bug Fixes: Various minor ones but the big one is Plot Cards.
Plot Cards: At the start of each round, faded plot cards will appear above every player’s placard (except the leader’s). The leader must then choose who to give each one to by selecting the card above their placard. In the case of Establish Confidence, the person the leader chooses will be told the leader’s identity. Each time a mission card could come into play, a prompt will appear for the player with the card to either use it or pass and hold on to it. Priority goes clockwise from the leader so they will be the first to get the prompt.