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THE GAME FILE

The Resistance

Vote on mission teams and identify spies from the results they leave behind.

CompetitivePlay against each other
Players
5–10
Playing time
30 min
Rules
light

Base missions only. The linked earlier rulebook includes Plot Thickens references; optional expansion material differs between printings.

How it plays

Players receive hidden loyalist or spy roles. Spies learn one another’s identities; loyalists do not. A rotating leader proposes a mission team, and everyone votes to accept or reject it. An approved team secretly submits success or failure cards, which are shuffled before the result is revealed.

Loyalists must support missions, while spies may support one to build trust or sabotage it. Three successful missions win for the Resistance; three failures win for the spies. Rejecting five teams for the same mission also gives the spies victory.

Decisions you’ll make

Compare proposed teams with earlier results and votes. A successful mission does not prove that every member is loyal, because a spy can choose to support it.

As a spy, decide whether a failure now is worth identifying a suspect group. Waiting preserves cover, but also moves the Resistance closer to its third success.

Learning the game

Light: the repeated team vote is straightforward; the main challenge is reasoning with incomplete evidence.

LEARN THE GAME

Watch how to play

Triple S Games

How to Play The Resistance

Watch on YouTube