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The Resistance: The Plot Thickens

Expansion for The Resistance

The Resistance: The Plot Thickens Rulebook

Table of Contents

Table of Contents

  • The Plot Thickens: Contents
  • The Plot Thickens: Objective
  • Distributing Plot Cards
  • Playing Plot Cards
  • Detailed Card Descriptions
    • (★) Overheard Conversation (2x)
    • (□) Opinion Maker (2x)
    • (★) Establish Confidence (1x)
    • (★) Open Up (1x)
    • (1) No Confidence (3x)
    • (1) Keeping a close eye on you (2x)
    • (1) Strong Leader (2x)
    • (1) In the Spotlight (1x)
    • (1) Take Responsibility (1x)
  • Plot Cards: Example
  • Plot Cards: FAQ
  • Modules: Common Contents
  • Rogue Agent
  • Sergeant

The Plot Thickens: Contents

15 Plot Cards

The Plot Thickens: 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.

Distributing Plot Cards

At the beginning of each Round the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players and 3 for 9-10 players) and distributes the drawn Plot cards to other players (not himself). Remember there are only 5 Rounds in the game.

Playing Plot Cards

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.

If a 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.

Detailed Card Descriptions

(★) Overheard Conversation (2x)

The player to whom the Leader passes this card must look at the Character card of one adjacent player.

(□) Opinion Maker (2x)

Permanent Effect – The player to whom the Leader passes this card must select and reveal their Vote token before any other players have selected their Vote tokens. This card remains in effect until the end of the game. If two "Opinion Maker" cards are in play those, players must reveal their votes simultaneously.

(★) Establish Confidence (1x)

The Leader must pass their Character card to any other player for examination.

(★) Open Up (1x)

The player to whom the Leader passes this card must pass their Character card to any other player (including the Leader) for examination.

(1) No Confidence (3x)

The player to whom the Leader passes this card may use this card to reject an approved Mission team (successful Vote). Using this card counts as failed Vote.

(1) Keeping a close eye on you (2x)

The player to whom the Leader passes this card may use this card to examine a played Mission card. Using this card does not require a player to announce its use before the Mission cards are played, nor does it affect the Mission card played. Multiple Mission cards may be checked in a single round, but no more than one player may check a single player's Mission card on a round.

(1) Strong Leader (2x)

The player to whom the Leader passes this card may use this card to become Leader. Use of this card must be declared before the Leader takes any actions (draw Plot Cards or distributing Team tokens). When a "Strong Leader" is played, another "Strong Leader" may not be played until a Vote has been taken.

(1) In the Spotlight (1x)

The player to whom the Leader passes this card may use this card to force a player to play their Mission card face up. The player playing this card must declare its use and the target player prior to any player on the Mission team selecting their Mission card.

(1) Take Responsibility (1x)

The player to whom the Leader passes this card must take one Plot card from any other player.

Plot Cards: 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.

Plot Cards: 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.

Modules: Common Contents

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

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.

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

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.

Game Play Changes:

During Team Building Phase (before Voting), the Sergeant role is assigned by the Leader to one of the players on the Team by giving that player both a Team token and the Sergeant token. The Leader cannot make himself the Sergeant.

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.