|Apparently it's futile...|
One massive shortfall which didn't become apparent for a few games was the difficulty in dropping preconceptions from previous games. If a player is a spy for a few consecutive games, it can be hard for players to see them in any other light, and this can derail a game before it starts. We did hear variations on the line "I think he's a spy - he was a spy last time!" crop up far too often for a game with random character assignment!
And finally the game components need a little TLC - as we mentioned in Part 1, the satin finish on the cards makes them prone to weathering, and so an investment in sleeves comes highly recommended.
- The Resistance is quick to learn and quick to play, meaning everyone can get into it with only minimal explanation.
- Refreshingly, it's a game that doesn't break the bank.
- Accommodating up to 10 players, this is a game which large groups can all get thoroughly involved in.
- With the right group of people it can be great fun playing mind games with your friends, and throwing suspicion around where none exists!
- It requires only a very small amount of playing space.
The Bad Points
- The flipside of the high player numbers is that smaller groups may struggle to get enough people together for a game.
- The cards will need sleeving or else they'll suffer wear and tear quite quickly.
- With the wrong crowd, this has the potential to start fights and end friendships!
- Players' opinions can be easily influenced by previous, unrelated games.