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The Resistance Trivia Questions

How much do you really know about The Resistance? Below are 8 true or false statements. Click each one to reveal the answer and explanation.

1.

In a 5-player game, the Resistance can win with only three successful missions due to the scoring system.

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Easy
✓ TRUE

The game ends when either side reaches three mission victories; 5-player games require three successes for Resistance win.

2.

A single successful mission requires at least one failed mission card to be played by spies.

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Easy
✗ FALSE

A mission fails only if a spy plays a fail card; if all players play success, the mission passes regardless of spy presence.

3.

In The Resistance, spies can strategically play a success card to avoid suspicion even when sabotaging is possible.

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Easy
✓ TRUE

Spies may choose to play success to blend in, especially when a mission needs only one fail to sabotage.

4.

The Resistance was the first board game to use a hidden traitor mechanic in a cooperative setting.

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Medium
✗ FALSE

Earlier games like Werewolf (1986) and Shadows Over Camelot (2005) predate it in using hidden traitor mechanics.

5.

The Resistance was originally designed as a party game for large groups of up to 12 players.

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Medium
✗ FALSE

The original base game of The Resistance supports 5–10 players. It was never designed for up to 12; no official release or expansion has increased that maximum.

6.

The Resistance includes a plot point where players can vote to skip a mission entirely.

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Medium
✗ FALSE

There is no skip vote mechanic; players must always send a team on a mission after proposing and voting on it.

7.

In the original version, the Resistance leader role was introduced in a later expansion, not the base game.

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Hard
✗ FALSE

The leader token and rotating leader role were part of the original 2009 base game of The Resistance, not added in an expansion.

8.

The game's designer, Don Eskridge, cited the film 'The Thing' as a major inspiration for the hidden identity mechanic.

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Hard
✓ TRUE

Eskridge has mentioned John Carpenter's 'The Thing' and its paranoia as a key influence on the game's social deduction.

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