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{{short description|Social role-playing game}}
{{short description|Social role-playing game}}
{{Multiple issues|
{{refimprove|date=June 2015}}
{{Notability|Product|date=August 2022}}
{{Original research|date=August 2022}}
{{more citations needed|date=June 2015}}
}}
{{italic title}}
{{Infobox game
{{Infobox game
| name = The Resistance
| name = <big>The Resistance</big><br/>Avalon
| designer = Don Eskridge
| designer = Don Eskridge
| date = 2010
| date = 2010
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| skills = {{ubl|[[Logic|Precise logical deduction]]|[[Strategy|Strategic thought]]|[[Team|Team play]]|[[Social skills]]|[[Roleplay]]}}
| skills = {{ubl|[[Logic|Precise logical deduction]]|[[Strategy|Strategic thought]]|[[Team|Team play]]|[[Social skills]]|[[Roleplay]]}}
|image =}}
|image =}}
'''''The Resistance''''' is a social [[Role-playing game|role-playing]] [[Card game|card-based]] [[party game]]. The game's premise involves a war between government and resistance groups, and players are assigned various roles related to these groups. Like other [[deductive reasoning]] party games, ''The Resistance'' relies 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.
'''''The Resistance''''' is a social [[Role-playing game|role-playing]] [[Card game|card-based]] [[social deduction game|social deduction]] [[party game]]. The game's premise involves a war between government and resistance groups, and players are assigned various roles related to these groups. A [[King Arthur]] themed-variant with additional roles is marketed as '''''Avalon'''''. Like other social deduction 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.


Games take upwards of half an hour, and are played with five to ten players. ''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.<ref name="rules">{{cite web|title=Indie Boards & Cards – The Resistance Rules|url=http://www.indieboardsandcards.com/resistance.php|accessdate=27 June 2014}}</ref> 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'' is regarded as more complex than similar party games, giving the players more information and opportunity to deceive. Thematically, the game shares the same dystopian setting as ''Coup'' and ''Grifters'', two other games by Indie Board & Cards.
Games take upwards of half an hour, and are played with five to ten players. ''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.<ref name="rules">{{cite web|title=Indie Boards & Cards – The Resistance Rules|url=http://www.indieboardsandcards.com/resistance.php|accessdate=27 June 2014|archive-date=11 June 2014|archive-url=https://web.archive.org/web/20140611052327/http://www.indieboardsandcards.com/resistance.php|url-status=dead}}</ref> 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. Thematically, the game shares the same dystopian setting as ''Coup'' and ''Grifters'', two other games by Indie Board & Cards.

There are also unofficial online versions of the game, at ProAvalon and The Resistance Plus, where people can play with each other, via in-game chat function and simple graphic version of the game.

==''The Dystopian Universe''==
{{Tone|section}}
In the not-too-distant future, the government is run for profit by a new "royal class" of multinational CEOs. Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation.

Out of the oppressed masses rose the Resistance, an underground band of partisan fighters focused on overthrowing these powerful rulers. The valiant efforts of these rebels have created discord, intrigue, and weakness in the political courts of the nouveau royale, bringing the government to the brink of collapse. However, government spies have infiltrated the Resistance, attempting to thwart their missions of overtaking this malignant government. During all this strife, several government officials see an opportunity to manipulate, bribe, and bluff their way into absolute power, destroying the influence of their rivals and driving them into exile.

Meanwhile, on the fringes of this world, grifters are operating, eager to take advantage of every opportunity to profit from the chaos caused by the Resistance. Powerful crime bosses are building their criminal organizations, carefully recruiting new operatives with specialized skills. These criminal teams steal from the government, powerful corporations, and each other via cons, blackmail, daring heists, and a multitude of other nefarious deeds.


==Gameplay==
==Gameplay==
At 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). One of the players (either a spy or Resistance member) is selected to be the Mission Leader. 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. 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 his eyes and begin the game (with long pauses at each stage). Players may never reveal their identity cards to other players (unless the game is being played with "Plot Cards" as discussed below).
At 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). One of the players (either a spy or Resistance member) is selected to be the Mission Leader. 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. 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). Players may never reveal their identity cards to other players (unless the game is being played with "Plot Cards" as discussed below).<ref name=":0">{{Cite web |title=SFE: Resistance, The |url=https://sf-encyclopedia.com/entry/resistance_the |access-date=2022-08-21 |website=sf-encyclopedia.com}}</ref>


{| class="wikitable" style="margin: 1em auto 1em auto; text-align: center;"
{| class="wikitable" style="text-align: center;"
|+ Number of Resistance Members & Government Spies
|+ Number of Resistance Members & Government Spies
! scope="col" | Number of players:
! scope="col" | Number of players:
Line 47: Line 42:


===Rounds===
===Rounds===
During each round of the game, the player to the left of the previous Leader becomes the new Leader. The Leader selects a certain number of players to send out on a mission (the Leader may choose to go out on the mission themselves), starting with Mission 1. The table below shows the required number of players to go out on each mission. All of the players then discuss the Leader's choice and, simultaneous and in public, vote<ref name="rules" /> on whether to accept the team make-up or not. 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, who proposes his own mission. This continues until a majority of players agrees with the current Leader's mission assignment. After five rejected mission proposals in a row, the Spies automatically win that mission.
During each round of the game, the player to the left of the previous Leader becomes the new Leader. The Leader selects a certain number of players to send out on a mission, starting with Mission 1. The table below shows the required number of players to go out on each mission. All of the players then discuss the Leader's choice and, simultaneous and in public, vote<ref name="rules" /> on whether to accept the team make-up or not. 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. This continues until a majority of players agrees with the current Leader's mission assignment. After five successively rejected mission proposals in a single mission, the Spies immediately win the game.


{| class="wikitable" style="margin: 1em auto 1em auto; text-align: center;"
{| class="wikitable" style="text-align: center;"
|+ Number of Players Per Mission
|+ Number of players sent on each mission <ref>{{Citation|last=Travis Worthington|title=The Resistance Rules Overview|date=2010-11-28|url=https://www.youtube.com/watch?v=6AMOVtxwtHA&t=1m25s|accessdate=2016-08-20}}</ref>
! scope="col" | Number of players:
! scope="col" | Number of players:
! scope="col" width="20" | 5
! scope="col" width="50" | 5
! scope="col" width="20" | 6
! scope="col" width="50" | 6
! scope="col" width="20" | 7
! scope="col" width="50" | 7
! scope="col" width="90" | 8–10
! scope="col" width="50" | 8
! scope="col" width="50" | 9
! scope="col" width="50" | 10
|-
|-
! scope="row" | Mission 1
! scope="row" | 1st Mission Team
| 2 || 2 || 2 || 3
| 2 || 2 || 2 || 3 || 3 || 3
|-
|-
! scope="row" | Mission 2
! scope="row" | 2nd Mission Team
| 3 || 3 || 3 || 4
| 3 || 3 || 3 || 4 || 4 || 4
|-
|-
! scope="row" | Mission 3
! scope="row" | 3rd Mission Team
| 2 || 4 || 3 || 4
| 2 || 4 || 3 || 4 || 4 || 4
|-
|-
! scope="row" | Mission 4
! scope="row" | 4th Mission Team
| 3 || 3 || 4* || 5*
| 3 || 3 || 4 || 5 || 5 || 5
|-
|-
! scope="row" | Mission 5
! scope="row" | 5th Mission Team
|3||4||4||5
| 3 || 4 || 4 || 5 || 5 || 5
|}
|}


Once a mission team is agreed on, the players then "go" on the mission. To "go" on a mission, players on the mission are given a set of Mission Cards, one for indicating Success, the other indicating Fail. Each player turn in, face down, a Mission card. Resistance players are required to play a Mission Success card. Spies may either secretly turn in a Mission Success (to keep their identity a secret) or Mission Fail (to win the mission with the risk of their identity being revealed) card. The cards are shuffled and then revealed. If one (or two in Mission 4 when at least 7 players are playing) Mission Fail cards were turned in, the Spies win a point for the active mission. Otherwise, the Resistance players win a point for the active mission.
Missions marked with an asterisk (*) require at least two fail cards to be played in order for the mission to fail.
The game continues until either one team wins by accumulating 3 points or 5 mission assignments in a single mission have been rejected.

Once a mission team is agreed on, the players then "go" on the mission. To "go" on a mission, players on the mission are given a set of Mission Cards, one for indicating Success, the other indicating Fail. Each player turn in, face down, a Mission card. Although almost always, Resistance players turn in Mission success card (because otherwise this mission is going to Fail) but it's not necessary. Turning in a card is based on your strategy but turning in a Fail card as a Resistance player is a tricky strategy. Spies may either secretly turn in a Mission Success (to keep their identity a secret) or Mission Fail (to win the mission with the risk of their identity being revealed) card. The cards are shuffled and then revealed. If all cards show Success, the Resistance earns one point. If even one card shows Fail, the spies have sabotaged the mission and earn one point (except for the above-noted exceptions on Mission 4, where it may be necessary for 2 Fail cards to be played in order for the mission to fail).

The game continues until one team accumulates 3 points.


===Other details===
===Other details===
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=== ''Avalon'' variant ===
=== ''Avalon'' variant ===
A variant of ''The Resistance'' was released in 2012 called ''Avalon''.<ref>{{Cite web|url=https://boardgamegeek.com/boardgame/128882/resistance-avalon|title=The Resistance: Avalon {{!}} Board Game {{!}} BoardGameGeek|website=boardgamegeek.com|access-date=2017-02-03}}</ref> In ''Avalon'', instead of Imperial Spies and Resistance Fighters, the game pits [[Round Table|Arthurian Knights]] against the evil [[Mordred]] and his minions. The gameplay is significantly changed by the addition of a role called [[Merlin]], a good player who is told at the beginning of the game who the evil players are. If the evil players lose the game, however, they have one last chance of redeeming themselves by correctly guessing Merlin's identity. If they can do this, the evil players win. As well as the Loyal Servants of Arthur and the Minions of Mordred, there are character cards with special powers. Percival, on the side of Good, knows who Merlin and Morgana are at the start of the game, but not which player is Merlin and which player is Morgana. Percival must ascertain who is Merlin and then protect them. Mordred, on the side of Evil, does not reveal his identity to Merlin at the start of the game, leaving Merlin in the dark. Oberon (Evil), does not reveal himself to the other Evil players at the start of the game, nor does he gain knowledge of the other Evil players. Morgana, on the side of Evil, appears to Percival as potentially Merlin.
A variant of ''The Resistance'' was released in 2012 called ''Avalon''.<ref>{{Cite web|url=https://boardgamegeek.com/boardgame/128882/resistance-avalon|title=The Resistance: Avalon {{!}} Board Game {{!}} BoardGameGeek|website=boardgamegeek.com|access-date=2017-02-03}}</ref>{{Unreliable source?|date=August 2022}} Reviewers from [[Ars Technica]] praised the game's engagement, and described the gameplay "requires more than a little cunning, treachery, and a willingness to make wild, baseless accusations".<ref>{{Cite web |last=Staff |first=Ars |date=2017-12-08 |title=Ars Technica's ultimate board game buyer's guide |url=https://arstechnica.com/gaming/2017/12/ars-technicas-ultimate-board-game-buyers-guide/ |access-date=2022-08-21 |website=Ars Technica |language=en-us}}</ref>

Avalon includes six new character roles which alter the game: two good and four evil. Most notably, [[Merlin]] knows the identity of some or all evil players, but must be careful not to reveal themself to the evil [[Assassin]]. Another pair of roles are [[Percival]] and [[Morgan_le_Fay|Morgana]]- Percival secretly learns that two players are Merlin and Morgana, but does not know which player is which role. Finally, [[Mordred]] is unknown to Merlin while [[Oberon]] is unknown to other evil players, and thus these roles can be utilized to help balance gameplay.


==Expansions==
==Expansions==
===Hidden Agenda===
===Hidden Agenda===
Hidden Agenda introduces three rule modules to the base game that may be played alone or combined with one another.
Hidden Agenda introduces three rule modules to the base game that may be played alone or combined with one another.<ref name=":0" />


* Assassin Module: This ruleset reflavors the roles from The Resistance: Avalon to be compatible with Resistance's dystopian setting, e.g. Merlin becoming the Commander.
* Assassin Module: This ruleset reflavors the roles from The Resistance: Avalon to be compatible with Resistance's dystopian setting, e.g. Merlin becoming the Commander.
Line 96: Line 92:
Hostile Intent also introduces three more rule modules to the base game:
Hostile Intent also introduces three more rule modules to the base game:


* Inquisitor Module: The Inquisitor may secretly look another player's loyalty after each mission. It is open information who has the Inquisitor ability, and it is passed on to whichever player was just examined.
* Inquisitor Module: The Inquisitor may secretly look another player's loyalty after each mission. It is open information who has the Inquisitor ability, and it is passed on to whichever player was just examined. A player who has had the Inquisitor ability cannot be investigated.
* Reverser Module: Both spy and resistance sides have one Reverser which can alter the results of any mission they're on.
* Reverser Module: Both spy and resistance sides have one Reverser which can alter the results of any mission they're on.
* Hunter Module: Both spy and resistance sides have one Chief and one Hunter in their ranks. Each Hunter must identify the opposing side's Chief to win.
* Hunter Module: Both spy and resistance sides have one Chief and one Hunter in their ranks. Each Hunter must identify the opposing side's Chief to win.
Line 109: Line 105:
==Differences from similar games==
==Differences from similar games==


The Resistance was designed to have several distinctions from similar games like [[Mafia (party game)|Mafia or Werewolf]]. In Mafia, a player is eliminated during every day round and every night round. Being eliminated from the game early prevents one from playing most of the game. In The Resistance, on the other hand, players are never eliminated, and get to play in every round. In Mafia, the players never have any information about the mafiosi given away by the game (until they successfully lynch a mafia). The players never know which way any of the mafia voted. In The Resistance, a failed mission gives definite information that at least one of the players who went on the mission is an Imperial Spy. However, in games like Mafia there is a Narrator, a person with an omniscient point of view which allows more of the storytelling aspect that Resistance lacks.
The Resistance was designed to have several distinctions from similar games like [[Mafia (party game)|Mafia]] or Werewolf. In Mafia, a player is eliminated during every day round and every night round. Being eliminated from the game early prevents one from playing most of the game. In The Resistance, on the other hand, players are never eliminated, and get to play in every round.<ref name=":0" /> In Mafia, the players never have any information about the mafiosi given away by the game (until they successfully lynch a mafia). The players never know which way any of the mafia voted. In The Resistance, a failed mission gives definite information that at least one of the players who went on the mission is an Imperial Spy. However, in games like Mafia there is a Narrator, a person with an omniscient point of view which allows more of the storytelling aspect that Resistance lacks.

Werewolf is sometimes used to refer to The Resistance.<ref>{{cite web|last1=Milenković|first1=Vladimir|title=The Resistance(Avalon) game during IOI 2017 - Codeforces|url=http://codeforces.com/blog/entry/53402?#comment-375080|website=Codeforces|accessdate=4 August 2017|date=25 July 2017}}</ref>

[[Deception (board game)|Deception]] is a similar game using investigators and items clues to guess who is the murderer.


[[Deception (board game)|Deception]] is a similar game using investigators and items clues to guess who is the murderer.{{Citation needed|date=August 2022}}
==Similar digital games==
Since 2014, several creators published websites enabling online gameplay. In addition to the standard version of the game, on [http://theresistanceplus.com/ theresistanceplus.com], the Avalon variant, Hunter module, and The Plot Thickens expansion are also supported, as well as a few original roles enabled by the online environment. There are currently three websites ([https://www.proavalon.com proavalon.com], [http://theresistanceplus.com/ theresistanceplus.com], and [https://avalon.fun/ avalon.fun]) which enable online gameplay.<ref>{{Cite web|url=https://www.proavalon.com/forum/show/5e010a9cb3bd9d0004f5af7a|title=Avalon Websites|last=|first=|date=12/23/19|website=proavalon|url-status=live|archive-url=|archive-date=|access-date=12/23/19}}</ref>


==References==
==References==
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{{DEFAULTSORT:Resistance}}
{{DEFAULTSORT:Resistance}}
[[Category:Card games introduced in 2010]]
[[Category:Party games]]
[[Category:Party games]]
[[Category:Live-action role-playing games]]
[[Category:Live-action role-playing games]]
[[Category:Social deduction games]]
[[Category:Social deduction games]]
[[Category:Games based on Arthurian legend]]

Latest revision as of 12:43, 30 January 2024

The Resistance
Avalon
DesignersDon Eskridge
Publication2010
Players5 to 10
Setup timeless than 6 minutes
Playing time15–30 minutes
ChanceNiedrig
Skills

The Resistance is a social role-playing card-based social deduction party game. The game's premise involves a war between government and resistance groups, and players are assigned various roles related to these groups. A King Arthur themed-variant with additional roles is marketed as Avalon. Like other social deduction 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.

Games take upwards of half an hour, and are played with five to ten players. 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.[1] 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. Thematically, the game shares the same dystopian setting as Coup and Grifters, two other games by Indie Board & Cards.

Gameplay

[edit]

At 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). One of the players (either a spy or Resistance member) is selected to be the Mission Leader. 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. 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). Players may never reveal their identity cards to other players (unless the game is being played with "Plot Cards" as discussed below).[2]

Number of Resistance Members & Government Spies
Number of players: 5 6 7 8 9 10
Resistance 3 4 4 5 6 6
Spies 2 2 3 3 3 4

Rounds

[edit]

During each round of the game, the player to the left of the previous Leader becomes the new Leader. The Leader selects a certain number of players to send out on a mission, starting with Mission 1. The table below shows the required number of players to go out on each mission. All of the players then discuss the Leader's choice and, simultaneous and in public, vote[1] on whether to accept the team make-up or not. 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. This continues until a majority of players agrees with the current Leader's mission assignment. After five successively rejected mission proposals in a single mission, the Spies immediately win the game.

Number of Players Per Mission
Number of players: 5 6 7 8 9 10
1st Mission Team 2 2 2 3 3 3
2nd Mission Team 3 3 3 4 4 4
3rd Mission Team 2 4 3 4 4 4
4th Mission Team 3 3 4 5 5 5
5th Mission Team 3 4 4 5 5 5

Once a mission team is agreed on, the players then "go" on the mission. To "go" on a mission, players on the mission are given a set of Mission Cards, one for indicating Success, the other indicating Fail. Each player turn in, face down, a Mission card. Resistance players are required to play a Mission Success card. Spies may either secretly turn in a Mission Success (to keep their identity a secret) or Mission Fail (to win the mission with the risk of their identity being revealed) card. The cards are shuffled and then revealed. If one (or two in Mission 4 when at least 7 players are playing) Mission Fail cards were turned in, the Spies win a point for the active mission. Otherwise, the Resistance players win a point for the active mission. The game continues until either one team wins by accumulating 3 points or 5 mission assignments in a single mission have been rejected.

Other details

[edit]

In the game's second edition, the full game comes with several additional Plot Cards which are handed out by the Leader at the start of each round. Plot cards have special effects when played. These effects allow a player to view specific hidden information, or to change the usual flow of play. The Plot Cards are not included in the third edition, though the Inquisitor role is.[3]

Avalon variant

[edit]

A variant of The Resistance was released in 2012 called Avalon.[4][unreliable source?] Reviewers from Ars Technica praised the game's engagement, and described the gameplay "requires more than a little cunning, treachery, and a willingness to make wild, baseless accusations".[5]

Avalon includes six new character roles which alter the game: two good and four evil. Most notably, Merlin knows the identity of some or all evil players, but must be careful not to reveal themself to the evil Assassin. Another pair of roles are Percival and Morgana- Percival secretly learns that two players are Merlin and Morgana, but does not know which player is which role. Finally, Mordred is unknown to Merlin while Oberon is unknown to other evil players, and thus these roles can be utilized to help balance gameplay.

Expansions

[edit]

Hidden Agenda

[edit]

Hidden Agenda introduces three rule modules to the base game that may be played alone or combined with one another.[2]

  • Assassin Module: This ruleset reflavors the roles from The Resistance: Avalon to be compatible with Resistance's dystopian setting, e.g. Merlin becoming the Commander.
  • Defector Module: One spy and one resistance operative are defectors who randomly swap their allegiances within the game.
  • Trapper Module: The Leader selects an additional operative to go on the mission thereby increasing the odds that a spy is selected, but the leader must select, view, then discard one player's mission card.

Hostile Intent

[edit]

Hostile Intent also introduces three more rule modules to the base game:

  • Inquisitor Module: The Inquisitor may secretly look another player's loyalty after each mission. It is open information who has the Inquisitor ability, and it is passed on to whichever player was just examined. A player who has had the Inquisitor ability cannot be investigated.
  • Reverser Module: Both spy and resistance sides have one Reverser which can alter the results of any mission they're on.
  • Hunter Module: Both spy and resistance sides have one Chief and one Hunter in their ranks. Each Hunter must identify the opposing side's Chief to win.

The Plot Thickens

[edit]

The Plot Thickens adds new rulesets to the game and includes new copies of base game components including character cards, mission cards, and tokens. The plot cards from the second edition return to the third edition, and the Sergeant and Rogue modules which were originally released bonuses with the 2014 Kickstarter campaign for Hostile Intent and Hidden Agenda make an appearance.

  • The Plot Thickens Module: Plot cards are single-use abilities granted to each Mission Leader for use later at critical times.
  • Sergeant Module: When embarking on a mission, that turn's Leader may assign another mission member the Sergeant role. The Sergeant may secretly view and alter one other player's mission card.
  • Rogue Module: One spy and one resistance operative are considered Rogues and have win conditions separate from their respective teams.

Differences from similar games

[edit]

The Resistance was designed to have several distinctions from similar games like Mafia or Werewolf. In Mafia, a player is eliminated during every day round and every night round. Being eliminated from the game early prevents one from playing most of the game. In The Resistance, on the other hand, players are never eliminated, and get to play in every round.[2] In Mafia, the players never have any information about the mafiosi given away by the game (until they successfully lynch a mafia). The players never know which way any of the mafia voted. In The Resistance, a failed mission gives definite information that at least one of the players who went on the mission is an Imperial Spy. However, in games like Mafia there is a Narrator, a person with an omniscient point of view which allows more of the storytelling aspect that Resistance lacks.

Deception is a similar game using investigators and items clues to guess who is the murderer.[citation needed]

References

[edit]
  1. ^ a b "Indie Boards & Cards – The Resistance Rules". Archived from the original on 11 June 2014. Retrieved 27 June 2014.
  2. ^ a b c "SFE: Resistance, The". sf-encyclopedia.com. Retrieved 2022-08-21.
  3. ^ "Kickstarter: The Resistance - a new look coming soon". Retrieved 30 November 2015.
  4. ^ "The Resistance: Avalon | Board Game | BoardGameGeek". boardgamegeek.com. Retrieved 2017-02-03.
  5. ^ Staff, Ars (2017-12-08). "Ars Technica's ultimate board game buyer's guide". Ars Technica. Retrieved 2022-08-21.
[edit]