Resistance! A Game of Deception and Deduction Where Trust is Fragile and Victory Unclear!

Step into a world where paranoia reigns supreme and every handshake feels laced with suspicion. Resistance, a game from the brilliant minds at Avalon Hill (now owned by Wizards of the Coast), thrusts players into a clandestine struggle between two opposing factions: the loyal Resistance fighters and the sinister Imperial spies. This isn’t your typical “roll dice and move pawns” affair; Resistance is all about social deduction, persuasion, and the delightful sting of betrayal.
The Story Unfolds: Spies Among Us!
Picture this: you’ve stumbled upon a hidden rebellion against an oppressive empire. Your mission, should you choose to accept it (and in Resistance, you really don’t have a choice), is to lead missions that will cripple the enemy’s forces and pave the way for freedom. But there’s a catch – hidden among your ranks are insidious spies, sworn to sabotage your every move.
Each game begins with players secretly assigned roles: either Resistance members or Imperial spies. The Resistance fighters aim to succeed on a set number of missions (determined by the player count) while the spies try to thwart them. This creates a thrilling dynamic where everyone is second-guessing their comrades, wondering who might be working against them.
Missions of Intrigue and Deception!
Resistance unfolds in rounds, each culminating in a critical mission.
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Mission Proposal: A player volunteers to lead a mission, specifying the number of team members required (ranging from three to five depending on player count).
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Team Selection: The leader nominates players for their team. Intense discussion ensues – is that innocent-looking granny really who she says she is?
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Vote Time: All players cast secret votes: Approve or Reject the proposed team. If a majority approves, the mission proceeds; otherwise, the leader must propose a new team (or face accusations of being a spy themselves!).
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Mission Execution: The chosen team plays the mission in secret using numbered cards. Each player draws a card – Resistance members will get cards marked “Success,” while Spies will draw “Fail” cards.
The number of Success cards needed to complete a mission varies, adding another layer of tension. If the required successes are achieved, the mission is successful! Otherwise, it’s a setback for the Resistance.
Unmasking the Enemy: The Joy (and Pain) of Accusation!
Between missions, suspicion bubbles. Players debate past actions, scrutinize voting patterns, and try to read the subtlest tells in each other’s faces. This is where the social deduction aspect shines. Was that hesitant “approve” vote a sign of guilt? Did someone suspiciously volunteer for every mission, even though they’re supposed to be on the side of freedom?
Accusing another player of being a spy is always risky – make the wrong call, and you could alienate allies and damage your own credibility. But correctly identifying a spy can swing the tide in favor of the Resistance.
Playing with Fire: The Spice of Suspense!
The beauty of Resistance lies in its simplicity. There are no complicated rules or convoluted mechanics to bog down the experience. Instead, it’s all about human interaction, psychological warfare, and the constant threat of betrayal.
- Variable Player Roles: Depending on player count, different spy/Resistance ratios are used. This keeps things fresh and unpredictable.
- Adaptability: The game is highly adaptable; play it with 5 to 10 players (or even more with expansion packs), tailoring the mission difficulty to suit your group’s experience.
The End Game: A Triumph or a Tragedy?
The Resistance wins if they successfully complete a predetermined number of missions. Conversely, the spies win by sabotaging enough missions to thwart their opponents. The tension builds throughout the game, culminating in a satisfying (or soul-crushing) conclusion.
- Victory for the Few: If the Resistance prevails, it’s a testament to their ability to work together and overcome the shadows of doubt.
- Victory for the One: If the spies triumph, they bask in the glory of their cunning deception – but also face the potential wrath of betrayed friends (just kidding… maybe).
Resistance is a game that stays with you long after the final card has been played. It sparks conversations, tests friendships (in a fun way!), and leaves you craving more. So gather your friends, sharpen your wits, and prepare for an adventure where trust is fleeting, victory is uncertain, and every decision could be your last!
Feature | Description |
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Players | 5-10 (expandable) |
Playing Time | 30 minutes |
Theme | Espionage, Social Deduction |
Mechanics | Card Drafting, Voting, Hidden Roles |
Complexity | Medium |
Recommended for | Groups of friends who enjoy strategic thinking and social interaction |
Let the games begin!