The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
Rule Correction:
For first printing (2010 purchases), the expansion rules should read: "Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards." and "...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)" - This has been corrected in the subsequent printings.
The Care Bear | Board Gamer Stereotypes
- plays in a near-perfect duration for a party/social deduction game (~30 minutes).
- no player elimination, keeping everyone in the game until the end of the round.
- high replayability due to group-dependent social dynamics.
- durable, well-sized components and box; long-term durability mentioned.
- moments of tension and memorable social interactions.
- scales poorly beyond 5–6 players; larger groups feel imbalanced and slower.
- power imbalance possible with certain spy cards; a single bad card can derail a mission.
- some mission cards can feel underwhelming or less impactful.
- recurring play over years can reduce willingness to revisit.
- pacing can lag in bigger groups and require management.
- Array
- Dystopian future
- Analytical discussion
- Mafia
- Werewolf
Mechanics (from transcript analysis)
- Bluffing and social signaling — Players rely on deception, signaling, and social dynamics to identify spies
- hidden roles — Players are secretly assigned as Resistance or Spy; spies know each other at the start
- Mission resolution — Mission participants play a success or fail card; spies can choose fail to sabotage the mission
- no elimination — There are no player eliminations during the rounds
- player elimination — There are no player eliminations during the rounds
- Team Selection — On each turn you pick other people to go on the mission with you
- Teams — On each turn you pick other people to go on the mission with you
- Voting — Team votes to approve or reject the proposed mission; if teams are rejected too many times in a row, the resistance loses
Video topics + discussion points
Quotes (from this video)
- "the game plays in like almost the perfect amount of time"
- "it's one of the purest social deduction games out there"
- "replayability is extremely high due to different groups"
References (from this video)
- Engaging social interaction and deception creates dynamic group play
- High tension and negotiation moments can be highly entertaining
- Lying can cause discomfort or friction among players
- Group dynamics can become tense if players distrust each other too strongly
- Array
- Secret resistance movement in a dystopian setting
- Dialog-driven, argumentative, improvisational
- Wingspan
Mechanics (from transcript analysis)
- social deduction — Players attempt to deduce who among them is on the opposing side through discussion, accusations, and defense.
- Voting — Players vote on proposed missions or actions to determine success or failure, shaping the game's progress.
- Voting / approval testing — Players vote on proposed missions or actions to determine success or failure, shaping the game's progress.
Video topics + discussion points
Quotes (from this video)
- this game forces you to lie
- it's so mean why would we want to play a game like that we're friends
- co-ops what else could we work together like this
- oh you want to play wingspan
- as long as they're having fun I'm having fun
- we can all work together and win just listen to what i have to say
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Bollocks.
- This is a Splatter game that got a reprint a few years ago.
- I'll probably jump off a [ __ ] bridge or something.
- Stop [ __ ] lying.
- I'll personally come around your house with a slapstick and whack you around the head.
References (from this video)
- pioneering social deduction experience
- easy to teach and portable
- depends heavily on player trust and dynamics
- social deduction
- secret missions, deception
Mechanics (from transcript analysis)
- hidden roles — Players have secret identities as resistance or spies.
- modular voting / mission success — Team selects mission participants; spies attempt to sabotage.
Video topics + discussion points
Quotes (from this video)
- that was an absolute chaotic mess I don't even know if this video is watchable or not
- the ultimate board game travel kit
- absolute chaotic mess and yet I had fun talking about 16 games
References (from this video)
- highly engaging social dynamics; strong hook for groups
- clear, repeatable core loop
- some players dislike the reliance on player interaction rather than complex mechanics
- trust, deception, hidden agendas
- resistance vs. spy infiltrators; futuristic/spy-fiction vibe
- social deduction with minimal fluff; emphasis on logic and misdirection
- Werewolf
- The Resistance
Mechanics (from transcript analysis)
- hidden roles; mission voting — players are assigned factions and attempt to complete successful missions while deducing others' alignments
Video topics + discussion points
Quotes (from this video)
- the game was twisted
- Cards Against Humanity is not to my taste, but it's the reason that every popular party game now has to have an after Dark Edition
- it's a safe space to indulge some of the darker aspects of human interaction
- one of the best hooks in the history of the industry
- the Ouija board appears to have emerged from American spiritualist camps
- Werewolf also known as Mafia
References (from this video)
- High replayability with different roles
- Strong group dynamics
- Requires a social environment; can be rough for newcomers
- trust, deception, and group dynamics
- Social deduction in an undercover resistance scenario
- short, high-stakes social interaction
Mechanics (from transcript analysis)
- Social deduction / hidden roles — Players try to identify the loyalists and spies through discussion and voting on missions.
Video topics + discussion points
Quotes (from this video)
- Las Vegas is probably my top one, and it's just everyone's involved.
- New York Slice is one that I really like—the I split you choose thing; it's just simple rules but I really dig that.
- Skull and Cockroach Poker are two really great bluffing games.
- This is like my sweet spot—these are the games that I love to introduce to new people.
- I love board games because they allow me to have incredible social experiences with friends.
- The biggest barrier to board games being huge is just that so many people won't play them.
References (from this video)
- Tense, quick to teach
- Great for parties and larger groups
- Requires many players for best effect
- Can feel repetitive across sessions
- trust, deception, infiltration
- Dystopian resistance movement fighting an oppressive regime
- dialogue-based deduction with public and private information
- Avalon
- Mafia
- Werewolf
Mechanics (from transcript analysis)
- hidden roles — Players have secret allegiances; some know more than others.
- Mission outcomes (success/fail) — Teams attempt missions; failures indicate infiltration.
- Mission team selection — A subset of players select a team to attempt a mission.
Video topics + discussion points
Quotes (from this video)
- the godfather of social deduction games dmitry davidov probably described it best he said that at their core social deduction games are about an informed minority versus an uninformed majority
- these are the rules in their simplest form
- social deduction is addictive
- it's a safe space to be really sneaky in a way that i find so enjoyable
- my granny was really sneaky and my grandad when he turned out to be the wealth and he won
References (from this video)
- engaging social interaction
- replayability with different player counts
- bluffing can cause distrust
- game can run long with many players
- hidden roles
- spies vs resistance
- social deduction
Mechanics (from transcript analysis)
- hidden roles — players are split into resistors and spies with secret goals
- missions and voting — team selection and mission outcomes reveal spies
Video topics + discussion points
Quotes (from this video)
- "a dice placement game"
- "game-breaking special ability"
- "elevate this game above its competition"
- "dexterity game"
- "timer on an app or on a watch"
- "fantastic dexterity game"
- "left for dead the board game"
- "never lost a game"
- "best played with more players of the six seven players"
References (from this video)
- strong social interaction
- trust, deception, and deduction
- social deduction in a resistance-themed scenario
- hidden roles and bluffing
Mechanics (from transcript analysis)
- hidden roles — players have declared or concealed identities with agendas
- vote and persuade — discussions and votes determine success of missions
- Voting — discussions and votes determine success of missions
Video topics + discussion points
Quotes (from this video)
- cartographers that's got a solo mode doesn't it
- I'd like to play the Teenage Mutant Ninja Turtles Shadows of the Past I've got that game it works brilliantly for five players
- Twilight Struggle there we go
- Fantasy Realms nice little portable card game simple to teach lots of nice strategy
- this dragon's gold now
- that game is the meanest game I think I've got
- Power Grid plays with six and it's quite good with bigger numbers but I'm rubbish at it
- Pitch Out flicking game really good totally overlooked
- self-serving because it is my own design but would play a nice three-player game of Doodle Rush
- rock paper wizard that's what I'd go for
- I've changed a lot over the years didn't enjoy killer bunnies
- Ticket to Ride is very predictable isn't it
- Identic that's what I'd go for duplic or identic it's the same game
- the most complex games that I have are Dominant Species and Poseidon
- Poseidon that's a heavy economic game an introductory 18xx game
- I could easily imagine a bunch of six to eight year olds asking to play Monopoly that would ruin my day
References (from this video)
- great with large groups
- engaging social deduction experience
- requires a sizeable player count to shine
- social deduction
- secret mission team vs spies
- high-tension intrigue and bluffing
- Codenames
- One Night Ultimate Werewolf
Mechanics (from transcript analysis)
- discussion and deduction — players infer loyalties through missions and voting
- hidden roles — players secretly belong to resistance or spies
Video topics + discussion points
Quotes (from this video)
- all the interactions between players are positive
- this list is designed around people just getting into the Hobby
- easy to learn and once some people know the game you can mix them up
- Forbidden Island teaches the basics of cooperative gaming and can be used as a launching point to other games in the Forbidden series
- the Resistance is probably the best of them
- Seven Wonders scales incredibly well from three to seven players
- One worker mechanic is an awful lot of fun
- Memoir 44 is the most accessible of them mostly because it feels like playing with toy soldiers
- Small World looks really dinky and inviting but it's a mercenary and brutal game
References (from this video)
- sleek, fast, and highly replayable
- scales well with group size
- heavy reliance on player psychology and bluffing
- hidden roles and social deduction within a factional struggle
- covert resistance vs. government agents
Mechanics (from transcript analysis)
- hidden roles / social deduction — Players are assigned secret roles; success depends on group dynamics and logical deduction while avoiding betrayers.
Video topics + discussion points
Quotes (from this video)
- we're not here to make friends we're here to break people
- one of the biggest personalities in a board game space
- it's a good investment
- the idea and it's it's mostly illegal now I believe
- this version is a ton of fun
- the table presence is terrific
References (from this video)
- rich social interaction
- two-layer dynamic (on-table vs above-table play) that engages different players
- can stretch long and tense in groups
- some players dislike quarterbacking or watching mistakes
- trust and deception, social deduction
- secret missions, two teams with hidden information
- parliamentary intrigue and bluffing atmosphere
- Avalon
Mechanics (from transcript analysis)
- Hidden Information — information about players' identities is not shared openly
- hidden roles — information about players' identities is not shared openly
- social deduction — players have hidden roles and must deduce who is on which team
Video topics + discussion points
Quotes (from this video)
- the on the table game versus the above the table game were both very good and they were both drawing in different people
- I wrote a 40-page Avalon guide
- luck and skill are two very different axes
- the wake up system of Fresco is definitely the standout
- it has to be fun to lose
- stay humble
References (from this video)
- Introduces non-elimination and moderator-free play
- Strong entry point into social deduction
- Can become repetitive in longer campaigns
- Relies on group dynamics for tension
- trust, information gathering, resistance
- Dystopian resistance scenario
- mission-based social deduction
- Avalon
- Secret Hitler
- Feed the Kraken
Mechanics (from transcript analysis)
- Mission-based gameplay — Group votes to send a team on a mission; team members secretly vote to help or fail.
- No player elimination — Players remain in the game for the full duration.
- player elimination — Players remain in the game for the full duration.
- Voting — Group votes to send a team on a mission; team members secretly vote to help or fail.
Video topics + discussion points
Quotes (from this video)
- The Resistance and Avalon retain all that paranoia of werewolf, but everyone gets to play the whole game without the need of a moderator or any player elimination.
- Blood on the Clock Tower is a gigantic step forward in this genre.
- It's the board game equivalent of Carcination.