One Night Revolution
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Description
One Night Revolution, by Ted Alspach and Indie Boards and Cards is a social deduction party game that takes place in the same dystopian universe as the Coup and other Resistance games.
In the game, players take the role of rebels trying to figure be the government informer or informers in their midst. Unmask the informants and the rebels win, if the informants remain undiscovered, they win. Play takes place over one round and players can lie, bluff and work together to hide or find out who's who.
Set-up is simple and quick, with the HQ with space for three cards placed in the centre of the table and each player given a reference card. Depending on the number of players there will be various numbers of rebels but always three informants. Rebel and informant ID cards are shuffled and dealt out face-down and the remaining three are placed face-down on the HQ.
Depending on player numbers a set of player roles will be dealt, each has a different action that can be carried out. The specialist roles that have been picked are also placed in the centre of the table so all players know which roles are in play. Whoever is the re-assignor can switch player IDs, whilst the analyst can view another player's specialist card. The thief can view or switch ID cards with another player.
Some of the specialist roles have different actions for the rebel and the informant, this again makes the deduction more complex as the informants can hide behind the different roles and is important when it comes to deliberations. Now players look at both their ID and role cards in secret and then the game is ready to begin.
One player is the controller and starts the night phase: all players close their eyes but the informants wake up, open their eyes so they know if anyone else is an informant. All players go to sleep again and then each Ayer in turn, wakes up and completes the action associated with their role. They state they are asleep and the next player wakes up and completes their turn.
Once all tasks are complete the day phase begins and players pick the role they had and start discussing who they think did what based on the actions they have carried out. Here, players need to use a number of skills, the rebels need to work together using the understanding of the tiles to work out who is most likely to be an informant, or whether all three informants were in the HQ. Whilst they are working together, the informants need to use all their cunning, bluffing and lying skills to blend in and point the finger elsewhere. When they are ready, players vote on who were the informants. If they find an informant the rebels.win, if the informants stay hidden the rebels are defeated.
So, can you hide in secret? Will you be able to spot the clues? Who will win when you play one night revolution?
Player Count: 3-10
Time: 15 Minutes
Age: 14+