

Each player turn in, face down, a Mission card. To "go" on a mission, players on the mission are given a set of Mission Cards, one for indicating Success, the other indicating Fail. Once a mission team is agreed on, the players then "go" on the mission. After five successively rejected mission proposals in a single mission, the Spies immediately win the game. This continues until a majority of players agrees with the current Leader's mission assignment. If a majority of players votes no to the proposal or if it is a tie, leadership passes on to the next player to the left and the process repeats with this Leader. All of the players then discuss the Leader's choice and, simultaneous and in public, vote on whether to accept the team make-up or not. The table below shows the required number of players to go out on each mission. The Leader selects a certain number of players to send out on a mission, starting with Mission 1. Number of Resistance Members & Government Spiesĭuring each round of the game, the player to the left of the previous Leader becomes the new Leader. Players may never reveal their identity cards to other players (unless the game is being played with "Plot Cards" as discussed below). This process is conducted by the first Mission Leader, who instructs the group to close their eyes, for the spies to open their eyes and see each other, for the spies to close their eyes again, and then for everyone to open their eyes and begin the game (with long pauses at each stage). The government spies are made aware of each other without the Resistance knowing – the only thing the Resistance knows is how many government spies exist, not who they are. One of the players (either a spy or Resistance member) is selected to be the Mission Leader.

Thematically, the game shares the same dystopian setting as Coup and Grifters, two other games by Indie Board & Cards.Īt the start of the game, one third of the set of players (rounded up) is randomly and secretly chosen to be government spies infiltrating the rest of the group (the Resistance). The published version of the game includes a board to track progress, role cards, voting cards, mission success and fail cards, tokens, and additional game-modifying plot cards. The Resistance was initially playable with a standard 52-card deck of playing cards, but the newest version of the game includes extra cards which cannot be simulated in such a way. Games take upwards of half an hour, and are played with five to ten players. Like other deductive reasoning party games, The Resistance and Avalon rely on certain players attempting to disrupt the larger group working together, while the rest of the players work to reveal the spy working against them. A King Arthur themed-variant with additional roles is marketed as Avalon. The game's premise involves a war between government and resistance groups, and players are assigned various roles related to these groups. The Resistance is a social role-playing card-based party game.
