The Resistance: 5+ allies, But Who is the SPY?! Review

 Game: The Resistance Players: 5- 10
 Publisher: Indie Boards and Cards Age: 13+
 Time: 20 minutes Replayability: 8.5/10

the resistance

The Resistance

I don’t always have a group of five players but when I do (every Thursday) I play The Resistance. The Resistance is a fantastic example of deduction and bluffing at it’s best. I would put this title against any of the others and ask them what they would change in order to make it better (you could probably think of something).I think the rules could use just a suggestion of cleaning up an organizing. I also think the game could do for more artwork (which could maybe extend on the universe of the Resistance). In The Resistance, you are working as a team fighting to overthrow the government and bring The Resistance to victory. As a leader, you are selecting people (including yourself) to go on missions to succeed them and come home as a winner. With five missions, you’d assume this is an easy task. However, what you do not know, is your team may have spies working for the government trying to sabotage your plans! These spies know who they are and they will do everything in their power (whether it be rejecting missions or failing missions) to have The Resistance fail. I love this title, I think it’s great for any player and is easy to understand and get down.

My Experience

This is one of those titles that is a must have during the game night. I typically always end up the spy for whatever reason so I’ve grown accustomed to my reactions toward the Resistance. What I absolutely love about this title is the sense of loneliness you get when you are honestly stumped by who is or who is not a spy. Plenty is the amount I find myself pacing around our table trying to read people and seriously feeling lost and ruined. In one of our first missions (which usually ends up with two successes), one of the players (a spy) played a fail. It was one of the biggest power plays I have ever seen. Everyone thought I was the spy (when I actually was not that round) and I could not change the team’s perspective of me. I had to watch as one of the resistance gave two spies the mission cards to take with them. It was devastating because everyone thought I was the spy. I think we’ve clocked in over twenty plays of this game and I’ve only received it a few months ago.

Another night we got a few new players in the mix with us and they absolutely loved it. It’s always exciting seeing new players reactions to trying to weed out the spy, or if they are the spy, trying their hardest not to put on the “Oh-I’m-the-spy-what-do-I-do!” face. While I’ve played this often, I still have yet to see a game where we’ve rejected the mission five times. It seems difficult, but either way, we have some of the most fun playing this one.

the resistanceFinal Thoughts

The Resistance isn’t heavily reliant on verbal interaction with the group. I do wish the game had more than imagination to illustrate the world of The Resistance. The few components that are given to us explore players and mission levels. While the artwork we do have is nice, it would’ve been great to see more to the world of The Resistance. While there is not much to work with as far as components. It’s easily one of the greatest treats for bluffing/deduction lovers. I can see how players may be turned off by the lack of design and components. I also am aware not many love the interaction of verbal games and would rather play board games with actual boards involved. But, when experience with the right group, you may find yourself playing away your entire night on this specific title.  Being a verbal title, the learning curve is in the status of your deduction skills. I find this to be perfect for game nights because the games last no longer than 15 to 20 minutes, so it makes it easy to push in a few of these games before moving on to a new title.

You will like this game if you’re into deduction and bluffing. If you have a big game group. This is definitely at the heart of those styles of games. If you’re a fan of the Coup world, might as well grab this title to add more story to the Coup universe.

You will not like this game if you want more than a storytelling approach to deduction. Maybe you’re looking for more artwork. With just one little board, you could easily play this without ever buying the game.



Joseph Nicholas

Founder and Editor-in-Chief of Indietabletop. Communication major. Favorite mechanics include: Bluffing and Deduction, modular boards, and action point allowance. Favorite video game genres are Rpgs, Puzzles games, and Sim/Tycoons.

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