The Resistance Complete Guide: Social Deduction Party Game
Learn how to play The Resistance — the social deduction party game of spies and rebels. Master voting strategy, spy detection, mission team selection, and how to deceive or uncover hidden allegiances.
The Resistance Complete Guide: Social Deduction Party Game
The Resistance is a social deduction party game where a small group of spies infiltrates a team of resistance fighters. Through mission voting and team selection, players must figure out who the spies are — while spies try to sabotage missions without being caught. Designed by Don Eskridge, it supports 5-10 players in 30 minutes.
Game Components
What's in the Box
- 1 mission board (showing 5 mission tracks)
- 10 character cards (resistance or spy)
- 20 vote tokens (approve/reject)
- 5 mission team markers
- 1 leader token
- 1 score marker
- Designed for 5-10 players (best with 6-8)
- Typical game duration 30 minutes
How to Play
Setup
- Determine the number of spies based on player count:
| Players | Spies | Resistance |
|---|---|---|
| 5 | 2 | 3 |
| 6 | 2 | 4 |
| 7 | 3 | 4 |
| 8 | 3 | 5 |
| 9 | 3 | 6 |
| 10 | 4 | 6 |
- Shuffle character cards and deal 1 to each player. Players secretly look — spies see each other but resistance does not know anyone.
- The leader token goes to a random player.
- Place the mission board in the center.
Mission Structure
The game consists of 5 missions. The resistance wins by completing 3 missions. The spies win by sabotaging 3 missions.
Mission Size
| Mission | 5 players | 6 players | 7 players | 8-10 players |
|---|---|---|---|---|
| 1 | 2 | 2 | 2 | 3 |
| 2 | 3 | 3 | 3 | 4 |
| 3 | 2 | 4 | 3 | 4 |
| 4 | 3 | 3 | 4* | 5* |
| 5 | 3 | 4 | 4 | 5 |
*Requires 2 fail cards to sabotage (instead of 1).
Playing a Mission
Step 1: Team Selection
The leader selects a team of players to go on the mission (size from the table above).
Step 2: Voting
All players simultaneously vote Approve or Reject:
- Majority approves: The team goes on the mission.
- Majority rejects: The leader token passes clockwise. The new leader selects a team. Repeat voting.
- If 5 consecutive teams are rejected, the mission automatically fails (spies win that mission).
Step 3: Mission Execution
Each selected team member secretly plays a success or fail card:
- Resistance MUST play success.
- Spies choose: play success (to hide their identity) or fail (to sabotage).
- For missions requiring 2 fails: if only 1 fail card is played, the mission still succeeds.
Step 4: Reveal
The mission cards are shuffled and revealed. Count fail cards:
- 0 fails: Mission succeeds (resistance wins the mission).
- 1+ fails (or 2+ for specific missions): Mission fails (spies win the mission).
Step 5: Next Mission
The leader token passes clockwise. Begin the next mission.
Strategy Tips
For the Resistance
1. Voting Patterns Reveal Spies
- Spies tend to approve teams with spies and reject teams without spies.
- Track who voted for what — a player who approves every team with Player X is suspicious.
- Players who reject strong teams may be spies trying to get the leader token.
2. Mission Success Does Not Mean Trust
- A spy can play success on an early mission to build trust.
- Never fully trust someone because they were on a successful mission.
- Look at patterns across multiple missions, not single results.
3. The Hammer Rule
- On the 5th rejected team, the mission auto-fails. Spies exploit this.
- If 4 teams have been rejected, the next leader must propose a team that will pass.
- Resistance should approve reasonable teams to avoid being hammered.
4. Statistical Deduction
- In a 6-player game (2 spies), a 3-person team has roughly a 78% chance of including at least 1 spy.
- Use probability to evaluate claims — someone who was on 3 failed missions is almost certainly a spy.
For the Spies
1. Blend In During Voting
- Vote with the resistance on obvious teams.
- Do not always protect fellow spies — sacrifice one to protect others.
- Consistent voting patterns make you look trustworthy.
2. Strategic Sabotage
- Do not sabotage every mission you are on — that reveals you immediately.
- Early missions: consider playing success to build trust.
- Critical missions (mission 3 or 5): sabotage decisively.
- On 2-fail missions, coordinate with your spy partner.
3. Create Confusion
- Accuse innocent resistance members.
- Support teams that include resistance players who look suspicious.
- If caught, try to take another player down with you.
4. Exploit the Hammer
- Reject teams until the 5th vote forces a failure.
- This works best when a spy is the 5th leader.
Game Variations
The Resistance: Avalon
- Arthurian themed version with special roles:
- Merlin: Knows who the spies are but must not reveal it directly
- Assassin: Tries to identify Merlin at game end
- Percival: Knows who Merlin is (but also sees Morgana)
- Morgana: Appears as Merlin to Percival
- Considered the best version of The Resistance by many players
The Resistance: Hidden Agenda (Expansion)
- Adds plot cards that provide secret information
- Some cards let you look at loyalty, others protect missions
- Increases strategic depth
The Resistance: Hostile Intent (Expansion)
- Adds alternate mission maps with different mission sizes
- Assassin module from Avalon ported to base game
Game History
Origins
- Designed by Don Eskridge and published by Indie Boards & Cards in 2012
- Inspired by Mafia/Werewolf but eliminated player elimination
- The voting and mission mechanics create deduction without downtime
Legacy
- Over 500,000 copies sold worldwide
- Avalon became the most popular version
- Popularized the hidden role deduction genre alongside Werewolf
- Common at gaming conventions and parties
Statistics
- Designed for 5-10 players (best with 6-8)
- 5 missions per game
- Spy count: 2-4 based on players
- Mission sizes: 2-5 players per mission
- Win condition: 3 successful missions (resistance) or 3 sabotages (spies)
- Voting: majority rules, 5 rejects = auto-fail
- Spies: can play success or fail
- Resistance: must play success
- Over 500,000 copies sold
- Typical game duration 30 minutes
- Suitable for ages 13 and up
- No player elimination
- Designed by Don Eskridge
- Published by Indie Boards & Cards
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