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The Resistance (2009) Board Game

The Resistance is a social deduction game designed by Don Eskridge and published by Indie Boards & Cards in in 2009. It quickly gained popularity for its engaging gameplay that revolves around deception and deduction. The game is set in a dystopian future where players take on the roles of either Resistance Operatives or Imperial Spies, trying to either complete missions or sabotage them.

Game Components of The Resistance

  • Role Cards: Blue for Resistance Operatives, red for Imperial Spies.
  • Voting Cards: Yes and No cards for mission approvals.
  • Mission Cards: Success and Fail cards to determine mission outcomes.
  • Leader Card: Indicates the current mission leader.
  • Tokens: For tracking mission success and failure.
  • Board: To track progress and number of players on each mission.
  • Plot Cards** (optional): Additional action cards from expansions like “The Plot Thickens”.

    How To Setup The Resistance

    To set up the game, each player is randomly dealt an Identity Card, which is either blue (Resistance Operative) or red (Imperial Spy). The number of spies is determined by the number of players, typically one third of the players rounded up. Players close their eyes, and the leader instructs the spies to open their eyes to see each other, then close them again. This initial reveal allows spies to know who their colleagues are, while the resistance remains unaware. Each player also receives a pair of voting cards (Yes and No) and the game is ready to begin.

    Gameplay Mechanics and Game Objective

  • Mission Selection: The leader selects a team for each mission, and all players vote to approve or reject the team.
  • Voting: A majority vote is required to approve the mission team. If rejected, leadership passes to the next player.
  • Mission Execution: Players on the mission secretly play either a Success or Fail card. Resistance members must play Success, while spies can choose either.
  • Mission Outcome: The mission succeeds if all cards played are Success. If any Fail card is played, the mission fails.
  • Game Objective: The resistance wins if they complete three missions successfully. The spies win if they sabotage three missions.

    Player Experience

    Playing The Resistance is a highly interactive and socially engaging experience. Players must navigate a web of trust and distrust, with constant negotiations and deductions to uncover the spies. The game is relatively quick, lasting between 15-30 minutes, and is suitable for larger groups of 5 to 10 players. The dynamic shifts constantly as players discuss and vote on mission teams, making it a thrilling experience filled with paranoia and strategic thinking.

    Pros

  • High Social Interaction: Encourages negotiation, deduction, and teamwork.
  • Quick Gameplay: Games are relatively short, lasting 15-30 minutes.
  • No Player Elimination: All players remain engaged throughout the game.
  • Complex Strategy: Requires careful planning and observation to succeed.
  • Expansions Available: Additional plot cards can enhance gameplay complexity.

    Cons

  • Spies’ Advantage: Spies can have a significant advantage due to their ability to communicate secretly and misdirect.
  • Repetitive Missions: The structure of the missions can feel repetitive, especially if the same strategies are employed.
  • Limited Story Detail: While the theme is engaging, the storytelling aspect is minimal compared to other media forms.

    Personal Thoughts on The Resistance

    The Resistance is ideal for those who enjoy social deduction games and are looking for a dynamic, interactive experience with friends. It’s perfect for larger gatherings and encourages a blend of strategic thinking and social manipulation. While it may favor the spies slightly, the game remains balanced enough to provide a thrilling experience for both roles. If you’re a fan of games like Werewolf or Mafia but prefer a faster-paced, no-elimination format, The Resistance is a great addition to your gaming collection.

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