Saturday, September 26, 2015

Systems Saturday - The Resistance (2009)

When Norm came to join us for an afternoon a Friday Culver's, one of the games he brought with him was The Resistance (2009).  I had only played once before at a Gaming Hoopla a couple years ago.  I recalled enjoying it but recalled looking it up online later and finding the number of expansions a daunting.  I don't recall if we used expansions in that game back then but we simply used the base game this time.  We had seven players back then and just five this time around but it seemed to play similarly enough.


The description from Board Game Geek is as follows:
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.

Although it was a bit choppy with some new players jumping in and my own memory requiring some prodding, we enjoyed this game again.  Although Love Letter tends to be our quick-pick-up game, round these parts, I think we might need to get this one into the mix a bit more.


A look under the hood of various Games, Rules and Systems.
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