






🎲 Outsmart, deceive, and dominate your game night!
The Resistance is a thrilling social deduction card game for 5 to 10 players aged 13+, featuring 30-minute rounds of bluffing, negotiation, and strategic team missions. With no player elimination, everyone stays involved as spies and resistance fighters battle for control in a tense sci-fi setting. Part of the Dystopian Universe, it offers high replayability and dynamic social gameplay that turns every session into an unforgettable experience.

| ASIN | B008A2BA8G |
| Age Range Description | Teen, Adult |
| Best Sellers Rank | #54,419 in Toys & Games ( See Top 100 in Toys & Games ) #895 in Dedicated Deck Card Games |
| Brand Name | Indie Boards and Cards |
| Color | Blue and White |
| Container Type | Box |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.8 out of 5 stars 3,199 Reviews |
| Educational Objective | Coordination |
| Estimated Playing Time | 30 Minutes |
| Global Trade Identification Number | 00722301926178 |
| Grenre | Party |
| Included Components | The Resistance (The Dystopian Universe) |
| Is Assembly Required | No |
| Item Dimensions | 8 x 1.75 x 6 inches |
| Item Dimensions L x W | 7.9"L x 5.9"W |
| Item Display Dimensions | 10 x 0.01 x 10 inches |
| Item Part Number | PSIIBCRES2 |
| Item Type Name | Game |
| Item Weight | 0.3 Kilograms |
| Language | English |
| Manufacturer | Publisher Services Inc (PSI) |
| Manufacturer Maximum Age (MONTHS) | 1188.0 |
| Manufacturer Minimum Age (MONTHS) | 156.0 |
| Manufacturer Part Number | 331570 |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Cardboard |
| Model Name | Resistance |
| Model Number | 331570 |
| Number of Items | 1 |
| Number of Players | 5 to 10 |
| Operation Mode | Manual |
| Package Quantity | 1 |
| Product Style | Resistance (Base Game) |
| Set Name | The Resistance |
| Size | 8 inches (L) x 6 inches (W) x 1.75 inches (H) |
| Sub Brand | Resistance |
| Subject Character | Resistance Fighters |
| Theme | Strategy |
| UPC | 064154779168 698887607971 772223979943 885376431548 722301926178 |
| Unit Count | 1.0 Count |
J**D
Deception, quick and easy style!
I originally bought this because it can handle from 5 to 10 players, perfect for when we have big gaming nights. After having played it, I wish all of our nights were big gaming nights! The game is incredibly simple to learn: everybody gets a card at the beginning deciding if they are a Resistance ember (good guy) or a spy (bad buy). Next the group goes on a mission, where a player at the table chooses a portion of the players to go on the mission, not knowing if they are loyals or spies. All the players vote yes/no on if the team can go and if so, the people on the team can either complete or sabotage the mission. That's pretty much it - there are 5 missions and it's a best 3 of 5 to see which side wins. What makes the game interesting is the high level of deduction, accusations, and paranoia that comes along with it. The first time a mission fails (or maybe sooner) the table will break out in conversation - "You're a spy!" "No, I'm not! I swear I'm loyal, take me on the next mission and I'll prove it!" etc. Since no one knows which person(s) voted to complete or sabotage the mission, all you have to go on are clues and process of elimination from previous missions (there are only 5, so I don't think you can logically deuce with certainty each player's role) along with how much you trust the other players. If you've played Are You the Werewolf?, it's similar, but the big difference to me is that no one gets eliminated in Resistance. I found Werewolf very boring if I was the fist person eliminated. There's also no need for a moderator or whatever - everyone gets to play. It's an incredibly social game because it relies on player interaction. Also, because it's not bogged down in rules, it's very approachable for non-gamers. It's also inexpensive and light on components, so don't be worried about taking it on vacation or to a bar for game night where spillage is a possibility. You could probably even replace the components with something else (playing cards, colored stones, etc.) and the game works just as well. The only negative thing I could say is that if you're looking for a deep, complex game to play over several hours - this isn't it. Bottom line, if you regularly play games with a group of 5+ and looking for a fun, quick game, try this out. Just be ready for a friend to ask - "Can I borrow that when I go visit my family next month?"
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.
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**Y
Incredible social deduction game with great art and fantastic replay value.
The Resistance is a very fun and even addicting social deduction game. I say addicting because you will feel disappointed and maybe even a bit sad when your friends or family bail on you and you no longer have enough people at your game night or gaming event to play it. I have found that people seem to either love The Resistance or they hate it. Luckily for me most of my friends and family love the game. The few people that I do know that hate the game tend to be the people who like low to no skill chance based games. I'm not saying there is anything terrible about chance based games that require very little to no skill to play, I have several in my board and card game case. And I'm not saying that you have to be “skilled” or anything to play and enjoy The Resistance it is just a vague observation that my husband and I have made. I think part of the love/hate is because the type (and quality) of the game play can vary greatly depending on the type of people you are playing with. Some games I've played I could easily describe as stressful (the games with that guy who always yells and takes everything too seriously or the games with that couple that are constantly at each others throats) and some games could be described as formulaic and dry (the games with that couple that are easily confused and “don't like to have to think about what they are playing” or the game with that guy that takes notes on how people voted). I have also found that when people don't care about the outcome of the game at all regardless of if they are a spy or not tend to bring the mood down and make the game play feel flat as they don't or will rarely contribute to any of the dialogue. Overall it is a very fun game if you can get 5 or more people together. A little tip I have for more fun game play is to early on set the tone for the game and call someone a “dirty filthy spy” and glance suspiciously around at others as well as whenever you can try and bring some discussion into the game play. On another note the card and tile art is very nice, better than many of my other card and board games. Also, after a week or two of owning the game I bought both expansions (that is how much my family and friends liked it) but I would recommend those for when your group is comfortable with the base set. Another thing I found is too not overdo it on the game (like playing it every game night for hours) as it can be intimidating and stressful for some players and it is better to ease up on the game than to cause a family member or a regular at a game night to hate the game and drop out.
S**X
Great 5-6 player party game.
Resistance is a great traitor game, but not as fun as the vanilla version of "Are You A Werewolf". However, you need at least 7 or 8 for AYAW, and can play Resistance with only 5. If you are unfamilar with traitor games, they are "co-op" games where one or more players are secretly the opposition of what the table is trying to accomplish. e.g. you are all trying to get points, and the opposition gets to secretly make plays so that you lose points. At the game end, if the table gets the required points the "good guys" win, if not... the traitors reveal their cards marking them as the traitors and they win (and laugh manically). The Fun - the first few games for new people aren't as fun as the game ends up being-- people are confused, quiet, and they don't know what to do. But, then someone figures out to play detective and suspicion thrower and the player interaction takes place. It's the bluff mechanic from poker, as you accuse other players of being the traitor and wait for them to defend themselves. The Missing Star - there are two reasons why Resistance is shy of a 5 star game, first it heavily favors the traitors. That being said, the game is usually fun even when you lose. The second is it doesn't force players to interact like AYAW does-- I finally figured out why AYAW plays better. In AYAW they eliminate someone each round from the game (why you need more players), so if you are accused, you have to defend yourself or you are out. Resistance doesn't do that, so players sometimes are quiet and try to figure out who the spies are-- the problem is, if you are quiet, it's harder for people to trust you so that even if you figure it out yourself, the spies may win. Great game, I take it with me when we are going to a group outing... just in case :-)
F**S
Fun, fun, fun
Basically, a group of players are randomly and secretly selected to be either part of the resistance or the spies. The spies get to reveal themselves to each other, so they know who the spies and the resistance members are, while the resistance members remain in the dark about who is a spy and who is part of the resistance. Obviously, everyone knows what he himself is, spy or resistance. The object is to reach 'three' first. For the resistance, this means three successful missions. For the spies, this means three failed missions. There are five total missions (if needed). Once the spies have revealed themselves, the leader of the table (a player chosen randomly, preferably before "spy" and "resistance" assignments are determined) chooses which members to go on the mission. This proposed team goes to a vote, and it passes if more players accept than reject the proposed team. If the team is rejected, then the leader role passes clockwise and the new leader chooses his proposed team, which again goes to a vote. If five straight proposed teams are rejected, this counts as a mission fail for the spies. I've yet to see this happen. Typically, a team eventually gets accepted. The number of players for a mission depends on how many players are playing the game and which mission number you're on. Sometimes it'll be 2 players, other times as many as 5 players. Note: your vote to accept or reject a team becomes public, so you'll have to explain yourself if you reject a team or accept a team with a suspected spy. This is one place where inferences will get made about your status. Only after a team has been accepted by the table do those team members vote for whether the mission succeeds or fails. This is done by secret ballot. Typically, just one "reject' vote means the mission fails. On some missions, you need two 'rejects' for the mission to fail. It's really only after the first mission has been voted on that the game becomes truly interesting, because you now have information to draw inferences from about who is a spy and who is part of the resistance. If the spies aren't clever, they will be found early enough to get shut-out of the missions and the resistance will win the game. If the resistance isn't clever enough, one or two spies will elude them long enough to get voted on in the later missions and the spies will win the game. Your job as the resistance is to make the best inferences as to who are the spies and to convince your fellow resistance members of this. Once you can get all of the resistance to see things your way, given that you're right, you can easily win the game -- because you have the numbers. Your job as a spy is to act like a resistance member, making it as hard as possible for the resistance to figure out who all the resistance members are. Sometimes that will mean giving yourself up (by an overtly spy type act) if it means keeping the identity of another spy intact, because that spy might get voted on the deciding final mission and you'll win the game.
M**N
Simply brilliant - (protect your pieces)
A great game you'll play again and again. It's simple to play but yet different every time you play. One word of warning however - you will play the game so often that you will wear out the pieces. The voting tokens, guns and mission tokens are made from thick cardboard. These pieces get used a lot during game play. I was fortunate enough to have learnt from my friends misfortune (he had to make new guns and voting tokens from wood because his wore out). So before you play one game - take some sticky plastic wrap (the type your kids wrap their school books with - see photos) and wrap all the cardboard and even the game play boards. You will not be sorry. The way I covered them was as follows: 1. Cut the plastic wrap to the approx dimensions of the piece to be covered (one piece per side), leaving a half inch to inch excess all around. 2. Remove the backing and apply to the piece to be covered, apply pressure and smooth out and then trim excess using a Stanley knife - being careful not to cut the cardboard piece. 3. Finish it off by using a hairdryer to melt the plastic wrap into the piece - this removes extra air pockets but also gives it a great finishing look. It may take a while to do but will be worth it, you never know what may happen. Dirty or sticky fingers, spilt drinks or food, at least you'll have the peace of mind that the game will not get damaged. For the playing cards I would suggest buying sleeves with a picture/black backing. The expansion packs have a slightly different colour to them , making it possible for the decerning player to pickup. These would be used for the voting cards as well as the character cards. They will both protect them and prevent anyone from noticing the expansion cards from the standard cards. (Chief/defector etc.)
O**Y
Great party game for adults
Very fun game to play with a crowd. Things can get a little heated. My family is very competitive and will stop at nothing to get a dub. Haha so trust may be lost, but it will be a good time
A**R
Recommend
Great game for 5 to 10 players
F**O
Excelente juego grupal
Muy buen juego para jugar con toda la familia. Las reglas pueden parecer algo complejas al inicio pero despues de 2 partidas es muy facil entender el concepto del juego, lo que mas me agrado de este juego a diferencia de otros como Salem o Wolf Night es que las partidas no son ni muy largas ni demasiado cortas y que ademas todos los miembros del juego siguen jugando hasta terminar la ronda, asi que no tendras a nadie sentado y aburrido esperando que termine todo. Las piezas son de buena calidad y tiene un arte muy bueno, super recomendado para tu coleccion de juegos de mesa! Planeo comprar la version Avalon tambien :)
K**S
Five Stars
As expectes. Bought as a gift... we have the original game. This is the expansion.
H**I
Dont fight over this
The seller did a very good job on delivering the product as soon as possible. From USA to India, this product arrived a week earlier than expected. Back to the real deal, this is a fun game. Though the basics of the game are lies and framing others, but it is fun to work it out who the spies are. However, that is the basic things which you must also remember before playing this, it's just a game. Obviously your friends would not trust you, and be framing you too in the process. So, chill and relax. It's not worth fighting over it.
R**I
Fun!
Very engaging and fun game! The quality of the cards were good!
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