In this mode, one Resistance Fighter will have a secondary role of the Merlin. He possesses knowledge on the identities of the Spies. However, he must be careful not to reveal his identity. The Assassin, a secondary role assigned to one of the spies, will be on the lookout for the Merlin. In the event the Spies lose the game, the Spies will still be victorious as long as the Assassin correctly identify the Merlin.
Set in the near future, The Resistance pits a small group of resistance fighters against a powerful and corrupt government. The resistance has launched a series of bold and daring missions to bring the government to its knees. Unfortunately spies have infiltrated the resistance ranks, ready to sabotage the carefully crafted plans. Even a single spy can take down a resistance mission team, choose your teams carefully or forever lose your chance for freedom.
The Team Building phase consists of the Leader picking the players that he would like on the Mission Team, followed by all the players voting to approve/reject that Mission Team. All members must give their vote publicly and simultaneously. This is done by having all members show either a thumbs-up (approve) or thumbs-down (reject) together.
The Mission Team is approved if the majority of Votes are affirmative 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 Leadership is passed in a clockwise manner and the Team building phase is repeated. If Mission Teams are rejected consecutively for 4 turns in a round, the 5th proposed Mission Team will be automatically approved.
Each player on the Mission Team must secretly decide to either support or sabotage the Mission. The Leader will pass this device to his team members, allowing them to make their choices. The Mission is successful only if nobody sabotages the mission. The Mission fails if one (or more) players choose to sabotage.
Note: Resistance Operatives are not allowed to sabotage missions; Spies may choose to support or sabotage.
Note: The 4th Mission in games of 7 or more players requires at least two sabotages to be a failed mission. These rounds will be denoted by a *.
The game ends immediately after either three successful or three failed Missions. The Resistance wins if three Missions are successful. The Spies win if three Missions fail.
In the Team Building phase, have the Leader select players as the Mission Team.
If the Mission Team is approved by the majority of the votes, press OK. If not, pass the leadership in a clockwise manner and repeat the process.
Please pass this device to Team Member .
Please select your desired outcome for this mission.