











🕵️♂️ Deceive, Deduce, Dominate!
The Resistance is a captivating social deduction card game designed for 5-10 players aged 13 and up. With no player elimination and quick 30-minute rounds, it combines strategy, bluffing, and negotiation in an immersive science fiction setting. Perfect for family game nights, this game promises endless fun and replayability as players navigate a world of espionage and hidden roles.

| Material Type | Cardboard |
| Style | Resistance (Base Game) |
| Theme | Strategy |
| Item Display Dimensions | 10 x 0.01 x 10 inches |
| Item Weight | 0.3 Kilograms |
| Package Quantity | 1 |
| Item Dimensions L x W | 7.9"L x 5.9"W |
| Unit Count | 1.0 Count |
| Number of Items | 1 |
| Number of Players | 5 to 10 |
| Container Type | Box |
| Language | English |
| Package Type | Standard Packaging |
S**A
Join the Resistance!
The Resistance is an excellent game! The basics of the game are easy to pick up on and to teach to a group, so it makes a great party game in a similar vein as Werewolf and Mafia. You'll need at least five people to play, but it scales up to ten players. I personally love thematic, immersive games and The Resistance does a great job of creating tension and giving you that sense that you can't trust any of the other players. More often than not, you'll end up questioning everyone's loyalty and second guessing yourself at every turn. Every group I have played with has really gotten into the spirit of the game after a round or two of learning the rules, with both resistance members and traitors passionately pleading their cases as to why they should be the one sent on the mission.At the beginning of the game, each player is dealt a card, representing either a resistance member or traitor. The goal of the game is to successfully complete 3 out of five missions as the resistance, or as a traitor, to fail 3 missions. Each round, a leader picks several players to go on the mission and then the success of the mission is voted on by the players on the mission. Just one failure vote means the whole mission fails, but also tips off the resistance that a traitor was on the mission. In my experience, as victory for either side nears, the players become more vocal and animated, desperately trying to ascertain the truth. Most of the games will end in a high stakes mission where all players feel the tension permeating in the room. Once the results of the final mission are revealed, that tension breaks and everyone laughs as they realize that person they could have sworn was working for their team was actually working against them and shifting suspicion to someone else who indignantly defended themselves, arguing that there was no way they could be a traitor.All of the components were nice and he art invokes the theme of a futuristic resistance subtlety working against the powers at be. I would highly recommend this game to anyone, but especially to people looking for a simple, fun game to bust out a party!
K**A
An absolute blast and staple for every game night and get together
This game was my introduction into the addicting world of social deception games, and whenever my friends have get togethers, we ensure there's at least one copy of the game present (there's at least three floating around our friend group). I like to describe it to people who have never played as "Mafia or Werewolf on steroids." It's so easy to get passionate about convincing everyone that you're right while playing, and for us, there's one infamous round that went down in history as the one that almost ended friendships two years ago. I must have played this game hundreds of times, and just a few things that have happened while playing: we've been yelled at to quiet down by RAs, I now always take Advil pre-emptively because I always end up with a headache from screaming at other players to convince them of one thing or another, and can you really say that you've played until at least one person is standing on top of a chair, pointing fingers, and proclaiming their innocence?So the game works with cards being randomly and secretly distributed to every player that assign them to either the Resistance (Good) or the Spies (Bad). There are up to five missions, and whichever team claims the majority of the misisons is the winner. If only it were that easy. For each mission, the Leader (a role that shifts each mission) selects a certain number of players, the whole group votes to approve or reject the Leader's choice, and if it's approved, each player on the mission gets a Success and a Fail card. If you're Good, you submit a Success card face-down to a pile in the middle. If you're Bad, you have the option of submitting either a Success or a Fail card. When everyone on the mission has submitted their cards, they're shuffled and revealed. The mission passes if there's all Successes and fails when there's a Fail. But if there's a Fail ... who on the mission was the Spy who put it in? Let the lying and interrogating begin ...I think in our group we've played with every configuration from 5 to 10 players, and it's definitely a lot more fun with more players, but you just have to make sure that everyone's paying attention as the group gets bigger. It's no fun if someone's on their phone while everyone else is arguing and theorizing, it almost feels like you're lacking information. I'd say 7+ players is the most fun. You also have to stress for players not to cheat if they're Good by putting a Fail card in the middle just to be funny ... it really confuses the game and makes it less satisfying for everyone else. Have patience while explaining the game the first time around; sometimes it's even worth it to do a practice round because some of the nuances don't quite make sense until the game is happening. It's very easy to pick up, though, and the games can go by in about 15 minutes depending on how much arguing between rounds is done.I've seen a lot of comparisons favoring either The Resistance or Avalon, but I do love both in their own ways. I enjoy that The Resistance has plot cards that get distributed at the beginning of rounds, which can sometimes get players feeling more involved. The characters in Avalon are a blast, but sometimes if you're stuck without a special role, it's not as fun. With The Resistance, at least, you can convince the Leader to give you plot cards so you can have some sort of "special ability". It's true that the expansion packs adds the character features of Avalon to The Resistance, but really, you can't go wrong with either and especially not with both.Pro tip: I'd recommend getting card sleeves for this game. The ones with one clear side and one opaque side are great for the character cards because you can face the character toward the opaque side so that if they accidentally fall off the table, no one's at risk of seeing your character. It also keeps everything in great shape so you don't have any character cards identifiable by folds or scratches.Buy this game. It never gets old, and I honestly don't think I've met anyone who's played and not enjoyed it. Very worth the money and, trust me, it'll become a staple of your get togethers quite quickly, too.
N**N
Need lots of players to really enjoy it. 5-6 doesn’t really cut it, 7-10 tho is pretty fire.
Fun game. Need lots of players to really enjoy it.
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