The Resisance Consolidated Rules v1-1
The Resisance Consolidated Rules v1-1
CONTENTS:
10 Character Cards
10 Mission Cards (5 Success & 5 Failure Cards)
5 Team Tokens
20 Vote Tokens (10 Approve & 10 Reject Tokens)
5 Score Markers (Blue & Red Markers)
1 Round Marker
1 Vote Track Marker
1 Leader Token
3 Score Tableaus
OBJECTIVE:
The Resistance is a social deduction game with secret identities. Players are either members of the
Resistance attempting to overthrow a malignant government, or Spies trying to thwart the Resistance. The
Resistance wins the game if three Missions are completed successfully, the Spies win if three Missions fail.
The Spies can also win if the Resistance is unable to organize the Mission Team at any point in the game (5
failed votes on single mission).
A fundamental rule of the game is that players may say anything that they want, at any time during the
game. Discussion, deception, intuition, social interaction and logical deductions are all equally important
to winning.
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SET UP:
Select the tableau corresponding to the number of players. Place the tableau in the center of the play area
with the Score Markers, Team Tokens and Mission Cards adjacent to the tableau. Place the Round Marker
on the tableau’s 1st Mission Space. Give each player set of two Vote Tokens.
Randomly select a Leader; the Leader receives the Leader Token. Use the chart below to determine the
number of Resistance Operatives and Spies that will be in the game.
PLAYERS 5 6 7 8 9 10
RESISTANCE 3 4 4 5 6 6
SPIES 2 2 3 3 3 4
Shuffle the appropriate numbers of Character cards. Deal one to each player face down. Each player
secretly looks at the role assigned to them on the Character card.
SPIES REVEAL:
After all players know their affiliation, the Leader must ensure that all the Spies know one another by
repeating the following script:
“Spies open your eyes. Spies look around and make sure that you know all the other Spies”
The team building phase consist of the Leader picking the players that he would like on the Mission Team
followed by all the players voting to approve/reject the Mission Team.
Mission Team Assignment: After appropriate discussion, the Leader takes the required number of Team
Tokens (using the following chart) and assigns each Team Token to any player including himself. Note a
player may only be assigned one Team Token.
PLAYERS 5 6 7 8 9 10
1ST MISSION TEAM 2 2 2 3 3 3
2ND MISSION TEAM 3 3 3 4 4 4
3RD MISSION TEAM 2 4 3 4 4 4
4TH MISSION TEAM 3 3 4 5 5 5
5TH MISSION TEAM 3 4 4 5 5 5
Example: The first mission in a five player game requires a Team of two players. The Leader passes
Team Tokens to Paul (himself) and Charles, then calls for a Vote.
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SPY STRATEGY TIP: ACT LIKE THE RESISTANCE
The resistance players are out to get you – think fast and remember if you act and vote like a
resistance player you will be harder to spot. All the resistance operatives will want to go on the
missions, and so should you.
Mission Team Vote: After appropriate discussion, he Leader calls for a vote on a Team assignment. Each
player, including the Leader, secretly selects one Vote Token. When all players have their selected Vote
Token ready, the Leader asks for the Votes to be revealed. All players flip over their Vote Tokens so
everyone can see how they Voted. The Mission Team is approved if the majority of Votes approved and
fails if a majority rejected the assignments; a tied vote is also a rejection. If the Mission Team is approved,
play continues in the Mission phase. If the Mission Team is rejected, the Leader passes in a clockwise
manner and the Team building phase is repeated.
The Spies win the game if five Mission Teams are rejected in a single round (5 consecutive failed Votes).
Example: Paul, Charles, Candice and Ian Approve, Ralph Rejects – the Vote is approved, play
continues in the Mission Phase.
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RESISTANCE STRATEGY TIP: TRUST NO ONE
If you don´t trust everyone on the team, then strongly consider rejecting the proposed Mission
Team. Good resistance player will usually use three or more votes per round, carefully watching
who is voting yes and asking them why. Remember the spies know each other and sometimes you
can catch them approving a vote just because a spy was on the proposed team.
Each player on the Mission Team must secretly decide to either support or sabotage the Mission. The
Leader passes a set of Mission Cards to each Mission Team member. Each player on the Mission selects a
Mission Card and plays it face down in front of themselves. The Leader collects and shuffles the played
Mission Cards before revealing. The Mission is successful only if all the Cards revealed are Mission Success
cards. The Mission fails if one (or more) Mission Fail cards have been played.
Note: The Resistance Operatives must elect the Mission Success card; Spies may select either the Mission
Success or Mission Fail card.
Note: The 4th Mission in games of 7 or more players requires at least two Mission Fail cards to be a failed
mission.
Note: It´s suggested that two different players shuffle the played and discarded Mission cards before
revealing.
After the Mission has been completed, advance the Round Marker to next Mission space on the Tableau.
Indicate a Mission Success with a Blue Score Marker or Mission Fail with Red Score Marker in the Mission
space. The Leader passes in a clockwise manner and the Team building phase of the next Rounds begins.
Example: Paul gives himself and Charles a set of two Mission cards. Paul selects the Mission
Success card and places it face down in front of him, Charles places Mission Fail card face down in
front of himself.
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Paul takes the two Mission cards and shuffles them before revealing that the Mission failed. Place
Red Score Marker on the first Mission space on the Tableau, advance the Round Marker to the
second Mission space on the Tableau and advance Leader token clockwise.
GAME END:
The game end immediately after either three successful or three filed Missions. The Resistance wins if
three Missions are successful. The Spies win if three Missions fail. The Spies win the game if five Mission
Teams are rejected in a single round (5 consecutive failed Votes).
VARIANTS:
The Resistance is a game highly dependent upon the group playing it, feel free to experiment with
different variants. Two popular variants are:
Targeting – The Missions do not have to be undertaken in a set order. The Leader chooses which Mission
to go on (using the Round Marker on the Tableau) before completing the Team Assignment phase. The
number of players on the team corresponds to the Mission selected by the leader.
The players Vote on both the Leader´s proposed Mission and Team.
Each Mission can only be attempted once. No Mission is required. The 5th Mission cannot be selected until
two other Missions have been successfully completed.
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THE PLOT THICKENS
AN EXPANSION FOR THE RESISTANCE
CONTENTS:
15 Plot Cards
OBJECTIVE:
The “Plot Thickens” introduces Plot cards. These cards provide additional opportunity for Character
affiliations to be identified or concealed.
The Plot cards are marked to indicate which cards are included in the game for the number of players
present. Games of 5-6 players use 7 Plot cards; games with 7+ player use all 15 Plot cards.
Plot cards are not secret. Flip over Plot cards as soon as they are drawn and keep them exposed as long as
they remain in play.
There are three types of Plot cards. Cards with Leader symbol (★) on them are used immediately then
discarded, those with “one” icon (1) are held until used, and one card with a square icon (□) which remains
in play for the entire game. I situation arises in which multiple Plot Cards could be used, precedence and
order is determined by proximity to the Leader (starting with Leader in a clockwise manner). Each player
gets one chance to play any applicable cards, a player may not pass and then subsequently elect to play
cards later in the same opportunity. Information gained by the use of a Plot card can be discussed, but
player´s Character, or Mission cards may never be shown to the other players.
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DETAILED CARD DESCRIPTIONS:
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Example: The Leader draws “Overheard Conversation” and “Strong Leader”. The Leader passes
“Overheard Conversation” to Deniz, who immediately uses it to look at Paula´s (who is seated next
to Deniz) Character card. Deniz may take any (true or false) statement regarding Paula´s
affiliation, but may not show anyone (other than himself) her Character card. The Leader passes
“Strong Leader” to Charles, Charles may not play the card immediately, he holds the card to play
in future.
FAQ:
If I´ve never played The Resistance before, should I try the Plot cards in my first game?
It is not recommended, try playing a couple of time without the Plot cards first. If after a few plays you feel
you want more information, then try adding them the next time you play.
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Modules
How you play and win The Resistance remains the same as the base game except for the changes outline in
each of the various module sections. Modules can be combined, though it is recommended that you play
each module separately (and without the Plot Cards) before combining them.
COMMON CONTENTS:
4 Inquisitor Loyalty cards (spy, resistance) – 2 from Hidden Agenda and 2 from Hostile Intent
Assassin
MODULE FOR THE RESISTANCE
CONTENTS:
6 Assassin Character cards (Commander, Assassin, Body Guard, Deep Cover, Blind Spy, False
Commander)
OBJECTIVE:
The Commander knows the Spies, but the Resistance only wins if the Commander remains undiscovered.
SET UP CHANGES:
Use the Commander & Assassin character cards in place of one Resistance and one Spy character card.
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OPTIONAL CHARACTER CARDS WITH SPECIAL POWERS:
Four additional Characters with special powers are available to play. You can play with these cards in any
combination that you would like. Different combinations will make the game harder to win for one the
side or the other. It is best to add one special Character card into a game at a time, adding more or
changing when you are familiar with how they play.
Body Guard
The Body Guard´s special power is knowledge of the Commander at the
start of the game. Using the Boy Guard´s knowledge wisely is key to
protecting the Commander´s identity. Adding the Body guard into a game
should make the resistance win more often.
Note: For games of 5, be sure to add either the Deep Cover spy or False
Commander when playing with the Body Guard.
Deep Cover
The Deep Cover spy´s identity is not revealed to the Commander at the
start of the game. Adding Deep Cover spy into a game should make the
spies win more often.
Blind Spy
The Blind Spy does not reveal himself to the other spies, nor does he gain
knowledge of the other spies at the start of the game. Adding the Blind Spy
into a game should make resistance win more often.
False Commander
The False Commander appears as the Commander to the Body Guard.
Adding the False Commander into a game should make the spies win more
often.
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SPIES REVEAL PHASE:
The “reveal” phase at the start of the game will vary depending on which roles are added – see below for
new scripts to use for different Character cards that are included.
“Everyone close your eyes and extend your hand into a fist in front of you”
“Spies, not the Blind Spy – open your eyes and look around to see your fellow spies”
“All players should have their eyes closed and hand in a fist in front of them”
“Spies, not the Deep Cover spy – extend your thumb so the Commander will know you”
“Spies – put your thumbs down and re-form your hand into a fist”
“All players should have their eyes closed and hands in a fist in front of them”
“Commander & False Commander – extend your thumb so that the Body Guard knows you”
“Body Guard, open your eyes so you know the Commander & False Commander”
“Commander & False Commander – put your thumbs down and for your hand into a fist”
“All players should have their eyes closed and hands in a fist in front of them”
If the Assassin Module is combined with any variant that reveals Character cards, use the Inquisitor Loyalty
Cards instead of passing Character cards: a spy must pass the spy Loyalty card, resistance players must
pass the resistance Loyalty card.
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Trapper
MODULE FOR THE RESISTANCE
CONTENTS:
2 Mission Cards (Success, Fail)
Team Token
OBJECTIVE:
Mission Teams are bigger than needed so the Leader can isolate a team member and watch their every
move. If you are a spy on the Mission Team, you’ll never be sure if you’re bringing the mission down… or
giving your identity away.
SET UP CHANGES:
If playing with 8 (or more) players place the extra set of Mission cards and the extra Team token provided
in this expansion by the Score Tableau.
During the Conduct the Mission phase, each player on the mission selects a Mission card and plays it face
down in front of themselves, The Leader selects one of the played Mission cards, looks at it and sets it
aside; that Mission card does not affect the mission results. The Leader then collects and shuffles the
remaining played Mission cards before revealing them.
The Leader may discuss but cannot reveal the played Mission card he discarded.
Defector
MODULE FOR THE RESISTANCE
CONTENTS:
2 Defector Character cards
5 Defector Switch cards (3x No Change, 2x Change Allegiance)
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OBJECTIVE:
Defectors switch allegiance during the game.
SET UP CHANGES:
Use both Defector character cards in place of one resistance and one spy character card.
Build a Loyalty deck of the 5 Defector Switch cards, shuffle and place the Loyalty deck face-down adjacent
to the Score Tableau.
If the “Switch Allegiance” card is drawn, the two Defector players secretly switch their allegiances - The
spy Defector is now resistance, and the resistance Defector is now a spy. This switch applies to all aspects
of game play including victory conditions and rules regarding playing Mission cards. They do not swap or
show their Character cards.
It is possible that the Defectors will switch allegiance once, twice or even not at all during a game.
VARIANT:
The two Defector players know each other. Recommended for larger groups only.
SET UP CHANGES:
Use both Defector character cards in place of one Resistance and one Spy character card.
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SPIES REVEAL PHASE:
Add a step to the end of the script as follows:
If the Defector Module is combined with any variant that reveals Character cards, use the Inquisitor Loyalty
Cards instead of passing Character cards: a spy must pass the spy Loyalty card, resistance players must
pass the resistance Loyalty card. Defector players must pass the Loyalty card that corresponds to their
current allegiance.
Rogue Agent
MODULE FOR THE RESISTANCE
CONTENTS:
2 Rogue Character Cards
Watch token
6 Rogue Mission cards (Rogue Success)
OBJECTIVE:
Rogue Agents march to a different drum, whenever spy or resistance they have their own victory
conditions and would rather win by themselves than see their side victorious.
SET UP CHANGES:
Start with either both of these Character cards: resistance Rogue and/or spy Rogue – using the remaining
resistance/spy Character cards as determined by the player count.
Place the Rogue Mission cards and Watch token adjacent to the scoring tableau.
During the reveal phase the spy Rogue does not open their eyes – the spy Rogue neither knows the other
Spies, nor do the other Spies knows him. If playing with the Commander Variant, the spy Rogue does not
reveal themselves to the Commander.
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GAME PLAY CHANGES:
After a Mission Team is approved, the Leader must give the Watch token to one player on the Mission
Team. Note: In a 5-6 player game, a Watch token is not used on the first two approved missions.
The Leader passes a set of three Mission cards (Success, Fail, Rogue Success) to each Mission Team
member. The resistance Rogue is the only player that may play Rogue Success card. The Rogue Success
card act as Success card. If the Watch token was given to resistance Rogue, the Rogue may not play the
Rogue Success Mission card.
A resistance Rogue wins immediately after third successful Mission if they played the Rogue Success card
on the third successful mission and at least once more on prior mission.
A spy Rogue wins immediately after the third failed mission if they have played a Fail Mission card on the
third failed mission and at least once more on a prior mission.
Either Rogue gets a “partial” victory of their team wins after the 5th mission but the were not able to meet
their individual victory conditions.
If the Rogue Module is combined with the Commander variant, the Assassination phase is skipped if a
Rogue has won.
If the Rogue Module is combined with Hunter variant the Accusation stage is skipped if the Rogue has won,
if not then the Accusation phase is completed as normal (potentially giving the resistance Rogue a 2nd
chance to win).
If the Rogue Module is combined with any variant that reveals Character cards, use the Inquisitor Loyalty
Cards instead of passing Character cards; a spy must pass the spy Loyalty card, resistance players must
pass the resistance Loyalty card.
Sergeant
MODULE FOR THE RESISTANCE
CONTENTS:
Sergeant token
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OBJECTIVE:
The Sergeant can be added to the game as optional player power. The Sergeant is a player on the Mission
Team with an optional ability to alter outcome of the mission by switching another player´s played Mission
card.
During the Mission Phase, Team Members select their Mission card and play it face down in front of
themselves so that it is clear which player played what card. Before colleting the played Mission cards, the
Sergeant may tell any one other player to switch their Mission cards (the unplayed card becomes the
played card).
After switching the cards, the Sergeant looks at the switched card (the card that was originally played). He
thus knows which card that player chose, and if his switch was beneficial or harmful to the mission. The
Leader then collects and shuffles the played Mission cards before revealing as normal.
Example: Ron, the Leader, entrust Sarah to both be on the Team and be the Sergeant. He also chooses
himself and Pat to be in the Team. After the Team is approved, Ron, Pat and Sarah play their Mission cards
in front of themselves. Sarah elects to use the Sergeant ability and switches the Mission card that Pat had
played. Sarah then looks at the Mission card that Pat originally played (Success) and she knows that her
switch has doomed the mission to fail. The Leader collects and shuffles the Mission cards before revealing
two Success and one Fair card.
If using The Plot Thickens cards: the Sergeant´s ability comes into play before a player may use Keeping a
close eye to you. Also, the Sergeant may not switch a set of cards if they´ve been played face up due to In
the spotlight.
The Sergeant module is not compatible with modules that use special Mission cards, for example Rogue or
Hunter with 7 or more players.
Inquisitor
MODULE FOR THE RESISTANCE
CONTENTS:
Inquisitor Token
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OBJECTIVE:
The Inquisitor token is an optional player ability. The player with the Inquisitor will be able to look at the
affiliation of another player. Unlike some other character powers, the player that has this ability is open
information. Note: the Inquisitor is best saved for games of 7 or more players.
SET UP CHANGES:
At the beginning of the game, give the Inquisitor token to the player on the Leader´s right.
The Inquisitor may discuss but cannot reveal the Character card passed.
The player being examined receives the Inquisitor token. The Inquisitor will only be used three times in the
game. A player that used the Inquisitor cannot have the Inquisitor used on them.
Example: Jeremiah (spy) starts the game to the Leader´s right and receives the Inquisitor token.
The first mission ends in success, the second mission is a failure. Jeremiah, as the Inquisitor, choses
Don (resistance) to examine. Don passes his Character card to Jeremiah. Jeremiah looks at the
resistance card and proclaims “Don is a spy!” – an outright lie! Don is outraged and quickly rebuts
“I never trusted you Jeremiah and now I know you are a liar and a spy”. Jeremiah passes the
Inquisitor token to Don. Don will be able to examine another player´s Character card after the
third mission is resolved.
Reverser
MODULE FOR THE RESISTANCE
CONTENTS:
6 Reverser Mission cards (Reverse)
2 Reverser Character cards
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OBJECTIVE:
Reversers have the ability to change the results of any mission – in the hands of the resistance this can
make a doomed mission succeed, or turn certain victory into defeat.
SET UP CHANGES:
Start with either, or both of these Character cards: resistance Reverser and/or spy Reverser – using the
remaining resistance/spy Character cards as determined by the player count.
The mission is successful only if all the Cards revealed are Mission Success cards and either none or both
Reverse card. The mission is also successful if one (or more) Mission Fail cards have been played with one
Reverse card.
The mission fails if one (or more) Mission Fail cards have been played and either none or bot Reverse
cards. The Mission also fails if all the Cards revealed are Mission Success cards and one Reverse card.
Example: a four member mission reveals Success, Success, Fail, Reverse. The mission is success.
If the Reverser Module is combined with any variant that reveals Character cards, use the Inquisitor Loyalty
Cards instead of passing Character cards: a spy must pass the spy Loyalty card, resistance players must
pass the resistance Loyalty card
OPTIONAL RULE:
The spy Reverser does not reveal themselves in the Spies Reveal phase.
Hunter
MODULE FOR THE RESISTANCE
CONTENTS:
6 Hunter Mission Cards (Chief Fail)
4 Hunter Loyalty Cards (spy Chief, resistance Chief, Chief, Not a Chief)
Investigator Token
10 Hunter Character cards (4x Chief, 2x Hunter, Dummy Agent, Coordinator, Deep Agent, Pretender)
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OBJECTIVE:
In this module both resistance and spies must identify a specific individual among the opposing team to
win. The spy Hunter reveals themselves after the third failed mission and has to correctly Accuse the
resistance Chief to secure the win. Likewise, the resistance Hunter reveals themselves after third
successful mission and has to Accuse the spy Chief in order to secure the win.
SET UP CHANGES:
Select the tableau corresponding to the number of players. Place the tableau in the center of the play area
with the Score Markers, Tem Tokens, Mission Cards and Investigator token. Place the Round Marker on
the tableau´s 1st Mission space. Give each player a set of Vote Tokens. Randomly select a Leader; the
Leader receives the Leader token.
For games of 5 or 6 players, place two Hunter Module Loyalty cards (Chief and Not a Chief) adjacent to the
scoring tableau.
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For games with 7 or more players, place three Hunter Module Loyalty cards (spy Chief, resistance Chief
and Not a Chief) and the Hunter Mission Cards (Chief Fail) adjacent to the scoring tableau.
Start with the following Character cards, resistance Chief, resistance Hunter, spy Chief, spy Hunter – using
the remaining resistance/spy Character cards as determined by player count. For games of 8 (r more)
players, use the second resistance Chief so that there are two resistance Chiefs in play. For games of 10
players, use the second spy Chief card, so that there are two spy Chief in play. Shuffle the appropriate
Character cards and deal one card to each player. Each player secretly looks at the role assigned to them.
5 Players: resistance Chief, resistance Hunter, spy Chief, spy Hunter, “standard” resistance
6 Players: resistance Chief, resistance Hunter, spy Chief, spy Hunter, 2x “standard” resistance
7 Players: resistance Chief, resistance Hunter, spy Chief, spy Hunter, 2x “standard” resistance, “standard”
spy
8 Players: 2x resistance Chief, resistance Hunter, spy Chief, spy Hunter, 2x “standard” resistance,
“standard” spy
9 Players: 2x resistance Chief, resistance Hunter, spy Chief, spy Hunter, 3x “standard” resistance,
“standard” spy
10 Players: 2x resistance Chief, resistance Hunter, 2x spy Chief, spy Hunter, 3x “standard” resistance,
“standard” spy
“Everyone close your eyes and extend your hand into a fist in front of you”
Spies open your eyes and look around to see your fellow Spies and your Chief”
“All players should have their eyes closed and hands in a fist in front of them”
If playing with 8 or more players, add this step to your opening script so that the resistance Chief(s) know
each other:
“Resistance Chiefs open your eyes; you should see the other Chief”
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GAME PLAY CHANGES:
Team building
During the Team Assignment (before the Team Vote), the Leader gives the Investigator token to a player
(other than himself) not on the Mission Team. If the Mission Team is approved, that player is now the
Investigator if the Mission fails. Note: this step is skipped in the 5th mission; there is never an Investigation
on the 5th mission.
For games with 7 or more players: The Leader passes a set of three Mission cards (Success, Fail, Chief Fail)
to each Mission Team member. The Chief can only play a Success or Chief Fail card – they are not allowed
to play Fail. Only the spy Chief may play the Chief fail card. The mission fails if either one (or more) Fail
and/or Chief Fail cards have been played, except the 4th mission which requires two (or more) Fail and/or
Chief Fail cards. Note: this rule does not happen in games with 5 or 6 players. The Chief Fail cards are not
use at that player count, instead the Chief uses the regular Fail cars.
Early end game trigger: The spy hunter can attempt to take down resistance Chief and end the game early
when the spy Chief fails a mission. Note: And Early End Game Accusation must be made before the
investigation Phase starts.
5 or 6 players: If mission has a Fail card played by the spy Chief, the spy Hunter may reveal themselves and
make an Accusation (see below). The spy Hunter will know that the spy Chief played the Fail.
7 or more players: If a mission has at least one Chief Fail card played, the spy Hunter may reveal
themselves and make an Accusation (see below). Note: the 4th mission requires that the mission fails and a
Chief Fail card is played to trigger the Early End Game Accusation.
Early End Game Accusation: If the Accused is the resistance Chief, the spies have won. If the Accused is
not the resistance Chief, the mission results are reversed – the failure turns into a success (flip over the
Score marker to indicate the change) and play continues as normal except that everyone now knows the
spy Hunter.
Note: If the Early End Game Accusation is incorrect it could result in the third successful Mission. In this
case the normal Accusation rules apply – the resistance Hunter must Accuse the spy Chief to win, a false
Accusation reverses the mission once again to be a failure.
Early End Game Accusation can only happen once per game.
Note: the Investigation phase is delayed if Early End Game Accusation is made.
Investigation
If the mission is successful, the Leader will Investigate any player (other than himself). If the mission is a
failure, the Investigator will Investigate any player (other than himself).
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Note: the Investigation phase is delayed if it is either the third successful mission or the third failed mission.
In this case proceed immediately to the Accusation phase, returning to the Investigation if the Accusation is
incorrect.
The player under Investigation is given the Hunter Loyalty cards, then select the card that corresponds to
their Character card and hands that card to the Investigator.
The resistance Chef must show the Chief (5 or 6 players) or resistance Chief (7 or more players)
Loyalty card.
The spy Chief must show the Chief or spy Chief card.
All other players must show the Not a Chief card.
It Investigator can discuss the information gained but may never show cards to the other players. Loyalty
cards are returned and shuffled together before play resumes.
Accusation
Immediately after the third successful mission the resistance Hunter reveals themselves. The resistance
Hunter must Accuse another player of being the spy Chief – the Accused must answer honestly, but does
not reveal their Character card if falsely Accused.
If the Accused is the spy Chief, the mission results are reversed- the success turns into failure. Flip over the
Score marker to indicate the change. Complete the Investigation phase and then play continues as normal
except that everyone now knows the resistance Hunter.
Immediately after third failed mission the spy Hunter reveals themselves. The spy Hunter must Accuse
another player of being the resistance Chief – the Accused must answer honestly, but does not reveal their
Character card if falsely Accused.
If the Accused is the resistance Chief, the spies have won. If the Accused is not the resistance Chief, the
mission results are reversed – the failure turns into a success. Flip over the Score marker to indicate the
change. Complete the Investigation phase and then play continues as normal except that everyone now
knows the spy Hunter.
After the 5th mission, a false Accusation will result in the other team to being given a chance to make a n
Accusation. Repeat the Accusation process above; a correct Accusation results in a tem win while an
incorrect Accusation repeats the process, alternating between teams until a team wins.
If the Hunter Module is combined with any variant that reveals Character cards, use the inquisitor Loyalty
Card instead of passing Character cards: a spy must pass the spy Loyalty card, resistance players must pass
the resistance Loyalty card.
VARIANTS:
Additional Characters with special powers are available to play this module. It is best to add one special
Character card into a game at a time, adding mode or changing when you are familiar with how they play.
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Resistance Dummy Agent
If Investigated, the resistance Dummy Agent may show the Chief (5 or 6
players) or resistance Chief Loyalty card (7 or more players). If Accused,
the Accusation is false as the Dummy Agent is not the resistance Chief.
Resistance Coordinator
The resistance Chief(s) will know the resistance Coordinator at the
beginning of the game and can use that knowledge to help build successful
mission teams. If investigated, the resistance Coordinator must show the
Not a Chief Loyalty card. If the Coordinator is Accused by the spy Hunter,
the spies win. During the Spies Reveal phase add these lines if playing with
the Coordinator:
Resistance Coordinator – The resistance Chief(s) will know the resistance Coordinator at the beginning of
the game and can use that knowledge to help build successful mission teams. If investigated, the
resistance Coordinator must show the Not a Chief Loyalty card. If the Coordinator is Accused by the spy
Hunter, the spies win. During the Spies Reveal phase add these lines if playing with the Coordinator:
Resistance Pretender
Can be used with the Deep Agent, the Pretender appears as the Deep
Agent to the other spies. If using Deep Agent (with or without the
Pretender), use this as the Spies Reveal script:
Resistance Pretender – can be used with the Deep Agent, the Pretender appears as the Deep Agent to the
other spies. If using Deep Agent (with or without the Pretender), use this as the Spies Reveal script:
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“Everyone close your eyes and extend your hand into a fist in front of you”
“All Spies, but not the Deep Agent open your eyes”
“All players should have their eyes closed and hands in a fist in front of them”
At any time during Team Building Phase prior voting, the Deep Agent may Blame Pretender. The Deep
Agent reveals themselves and must Blame another player of being the Pretender. The Blamed must
answer honestly, but does not reveal their Character card if falsely Blamed. If the Blamed is the Pretender,
the Deep Agent and Pretender switch Character cards (and allegiances). If the Blamed is not the Pretender,
the play continues as normal except everyone now knows the Deep Agent.
CrediTs
Game Design: Don Eskridge
Graphic Design/Illustration: Luis Francisco, Jarek Nocon, Jordy Knoop, Michael Rausmussen, George
Patsoutaus, Jardan Saia, Maryam Khatoon, Luis Tomas, Vinh Mac, Alex Murur
Acknowledgements: Thanks to Brian Carpenter, Erc Hehl, Martin Burley for playtesting and the Berkeley
Boardgamers, Mike Lee, Pete Vasiliauskas for assisting the development f “The Plot Thickens” expansion.
Special thanks to Eric Zimmerman, Katie Salen, Chris Jones, the BGG community, the Eskridges, Narae,
Thomas and Jessica, DaPo, Team Don, and may more. Don extend special thanks to Joshual Kimble, Matt
Coruzzi, Clyde Wright, Youjin, Meliss & Amos, Ken & Jieun, Kwang-hee, Hellena, Walter, Evie, Justin &
Laura. Thank you all the players that helped make this expansion possible, especially Chris, Patrick, Erdwin,
David, Pate, ad Phil. Many thanks to my excellent family, the BGG community and play-testers, KJ, Dave,
Narae, Tom, Jess, the Berkeley Board Gamers, and anyone who’s ever kicked the ceiling over a game of
Resistance.
If you liked this game, you can find it and other small publisher games online at
www.indieboardsandcards.com
(The Resistance consolidated rules with Hostile Intent, Hidden Agenda and The Plot Thickens, v1.1)
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