Don Eskridge's The Resistance (2nd
Edition)
Publisher: Indie Boards & Cards (2012)
Players:
5-10
Play
Time: Approximately 30 minutes
Genre:
Social, Deduction, Deception, Sci-Fi
Price:
$19.99
Are
you prepared to fight for The Resistance
or will you betray your friends and join the Empire?
The Resistance
pits a small group of resistance fighters against a powerful and
corrupt government. The resistance has launched a series of daring
missions to bring the government 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, Choose your teams carefully or forever lose your
freedom. Will the resistance be able to uncover the spies
in time?
My
first experience with this game came on Memorial Day of 2014.
Following a family gathering some of us got together for some gaming,
and what ensued was fun for all. We began with five players and soon
drew spectators that couldn't help but join in, eventually growing
our numbers to seven players. The Resistance is very easy to learn
and teach, with the new players observing just one or two
play-throughs before they were ready to join in.
The general premise of the game is
that there is a team of people trying to complete five
missions to
bring about the downfall of the Empire. Problems arise when the
players' ranks are infiltrated by spies. The group leader (which
rotates among the players) chooses teams to complete the five
missions, attempting to exclude the spies from those teams, so the
missions do not get sabotaged. Loyal resistance members do not know
at the beginning of the game who the spies are, although the spies
are aware of which players are their compatriots. So begins an
exciting game of cat and mouse as each side is trying to succeed
(loyalists) or fail (spies) three missions and bring about their
side's desired outcome.
Gameplay involves a lot of lying for
the spies, and a lot of attempts to convince everyone else that you
are not a spy from everyone. While the game is fun with five or six
players it really begins to shine as the group grows. When your
group gets the basic concepts there are Plot Cards that expand upon
what is already a deviously fun game, these cards allow for many
twists and turns as identities are revealed to single players and
trust and distrust are thrown about after every phase of play.
Conclusion:
This game is fun for everyone, hardcore gamers and casual gamers
alike. Many of the friends and family that I played with could be
classified as non-gamers entirely, and everyone left the table after
five hours
of games with a smile on their face, talking about the numerous
twists and turns during the games. If you've got a sizable group of
people willing to play, and a decent poker face, this game is for you
Rating:
8/10
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