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The Resistance is a very intense social deduction game for 5-10 players. 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.
This updated edition of The Resistance features new game art and same core game rules. Now included is the Inquisitor expansion in place of The Plot Thickens for a streamlined extended game play
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players' identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
Geneva, 1920: The League of Nations convenes for the first time. Proud to be the host for this august world body, Switzerland invites its champion axe-juggling troupe, "Les Bella Lieben Jolie De Von Giorno", to entertain the assembled delegates. Unfortunately, halfway through the demonstration, the Troupe goes insane and begins hurling axes into the audience, splitting head after head. The Secretary General calls for calm, but before he can order a recess, his cranium is split as well.
In "Oh My God! There's An Axe In My Head." The Game of International Diplomacy, the remaining Great Powers use the confusion to pass the gavel between themselves, conduct international business amidst the chaos, and generally try to shift the balance of world power while escaping a bunch of armed psychopaths.
Siegfried, Snow White, D'Artagnan, Red Riding Hood, and the other heroes of the twelve realms are being reunited for one last great adventure. The Dark Lords have joined forces to completely conquer and subjugate all the known Lands, and only the combined efforts of all the greatest heroes can halt their nefarious plan.
12 Realms is a fast, lighthearted cooperative miniature game for 1 to 6 players. All players must band together to stop the Dark Lords' overwhelming hordes from pillaging the 12 Realms. Individual invaders can be defeated by using each hero's different talents, but to vanquish the Dark Lords you must claim a powerful artifact.
In their quest to stop the invasion, the heroes can travel together between different lands, or they can try to single-handedly defend a Realm. Each of the 12 Realms is an individual land, with different treasures and events, and populated by unique creatures.
The Wonders are ever expanding!
In the 7 Wonders Wonder Pack, players will obtain four new wonders to play with the base game: Stonehenge, Abu Simbel, The Great Wall of China, and a new version of Manneken Pis.
4 boards (different A & B sides)
4 wonder cards
Offers players a greater variety of game play.
Refreshes the 7 Wonders base game with new elements.
Players: 2 - 8 | Playing Time: 30 minutes | Ages: 13 +
7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions.
In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal.
During the game, players now have an additional option when discarding a card. Instead of gaining three coins, they place one of these tiles in the next open space on a circular display; the law on this tile remains in effect until the end of the game or until it's covered. (Should a fifth tile be placed, for example, it's placed on top of the first tile played.) At the end of the game, players receive points based on how many tiles they played.
In the second half of 7 Wonders: Babel, one of five age specific great project cards is randomly revealed at the start of each age, and a number of tokens are placed on it, based on the number of players. This card imposes a tax on players who want to play cards of a certain color. When a player pays this tax, he takes one of the tokens from this law card. At the end of the age, if all of the tokens have been removed, then players receive a bonus (which is depicted on the card) for each token they have; if tokens remain on the card, then each player without a token is penalized.
Just as the cost of cards increases in each age, the number of resources required to pay the tax also increases.