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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.\u003c\/p\u003e","brand":"Indie Boards and Cards","offers":[{"title":"Default Title","offer_id":35784126595223,"sku":"722301926178","price":44.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0461\/7696\/0663\/products\/the_resistance.jpg?v=1598336343"},{"product_id":"ticket-to-ride","title":"Ticket to Ride","description":"\u003cp\u003eWith elegantly simple gameplay,\u003cspan\u003e \u003c\/span\u003e\u003cstrong\u003eTicket to Ride\u003c\/strong\u003e\u003cspan\u003e \u003c\/span\u003ecan be learned in under 15 minutes. 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Players draw from the Adventurer deck that contains cards of 5 different colors all numbered 1-12. With these cards players form combinations to attempt a Strike (cards in a row of any color), a Stomp (cards of the same number) or a Scream (cards of the same color). To capture, players roll a number of dice equal to the number of cards they have of the particular combination. Each creature has different minimum values of a Strike, Stomp or Scream needed to capture it, and a Victory Point amount.\u003cbr data-mce-fragment=\"1\"\u003e\u003cbr data-mce-fragment=\"1\"\u003eThe game includes six, six-sided dice with sides 1, 2, 2, 3, 3, and 4 to reduce extremely lucky outcomes. The Dragonwood deck has 42 cards, 5 of which are displayed in the landscape at any time. In addition to creatures, this deck also has enhancements that are captured in the same way as creatures which assist players in capturing creatures, and contains events that also impact play. 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To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.\u003c\/p\u003e\n\u003cp\u003eEach hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.\u003c\/p\u003e\n\u003cp\u003eAfter time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.\u003c\/p\u003e\n\u003cp\u003eIf one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.\u003c\/p\u003e\n\u003cp\u003eMediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. 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