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The Resistance

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The Resistance is a very intense social deduction game for 5-10 players. While it shares similiarities with games like Werewolf, Mafia and even Battlestar Galactica it has many very unique features such as a quick 30 minute play time, no moderator required and no player elimination.

Set in the near future, The Resistance pits a small group of resistance fighters against a powerful and corrupt government. The resistance has launched a series of bold and daring missions to bring the governement to its knees. Unfortunately spies have infiltrated the resistance ranks, ready to sabotage the carefully crafted plans. Even a single spy can take down a resistance mission team, choose your teams carefully or forever lose your chance for freedom.

Included in this release is a full expansion - "The Plot Thickens" is 15 additional action cards that increase the pressure and pacing of the game, and requires the spies to be even more deceitful if they are to achieve victory.

The Resistance artfully balances pure deduction elements with the social elements into a game that creates the adreniline filled moments of high stakes poker but in a full interactive and social event. Its not for the faint of heart, or slow of mind - but if you are quick on your feet you'll be proud of your hard fought victories.

For 5-10 players.

  • Ages: 13+
  • Brand: Indie Boards & Cards
SKU: 65436757332

Customer Reviews Of This Game

Average Rating

Game Daze Park Place Mall Manager Recommendation, August 2011

Drew -

You look around the table at your fellow freedom fighters, knowing you’ll have to make a decision soon. But it all stands on this one choice; the mission is important, but one of you is a spy for the tyrannical government. Pick the wrong team and it’s all over!

In The Resistance, you ostensibly all play Resistance Agents, but some of you are secretly Loyalist Agents for the government. The object of the game depends on which side you're on, but the mechanics of it are astoundingly simple, yet novel. Resistance agents want to complete a series of missions where the loyalist agents want to sabotage them from doing so. This is handled by the player in the dealer position, or Leader, which rotates per round, choosing a group of people to go on the mission, which will require 3 to 5 agents, depending on the amount of players. Then all players vote to agree on that squad.

If an affirmative vote is reached, the selected agents then vote, secretly, on whether the mission should succeed or fail via vote cards. If, though, consensus cannot be reached and no affirmative vote can be made on a team five consecutive times, the spies have immediately won and the resistance is crushed. But here's the even nastier part: If a team is successfully chosen, if a single failure vote comes up, the mission's been compromised and therefore fails. If three missions are successful, the tyranny is overthrown and the resistance wins, but if three failures occur, the spies win and the resistance is subjected to merciless torture and subsequent death by hanging. Something like that, at least.

It’s a great party game for 5 to 10 players. Easy enough for some of the younger folk, but with enough back-stabbing and bold-faced bluffing for the older folks.

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