One Night Revolution (formerly One Night Resistance) is a super fast game of secret identities for 3 to 10 players that combines all the deductive and chaotically fun elements of the One Night Ultimate Werewolf series with more structured game play. The result is a very addictive game that is easy to learn and will be played over and over again.
Every player starts with a specialist role and an ID (either Government Informant or Rebel Fighter). At night the Informants reveal themselves to one another — assuming any exist, that is, as at all player counts between zero and three Informants are in play — then all players complete their specialist action in a clockwise order (removing the need for a rigid script/app and reducing the potential to accidentally reveal your role). Specialist actions include gathering information, switching roles, and helping players in their attempt to identify the Informant(s) before the day is over. If a majority of players identify an Informant, the Rebels wins — but if the Informant(s) remain hidden, they win!
Ratio of Informants to Rebels
There are always Rebel ID cards equal to the number of players. There are always 3 Informant IDs. Shuffle all IDs together and deal them out, leaving three extra IDs in the middle. These are called HQ or middle cards.
List of Specialist Roles included in the Base Game (plus Kickstarter extras)
Observer: no night action
Investigator: look at one ID
Signaler: if Informant, tap an Informant on the shoulder to your immediate left or immediate right; if Rebel, tap a player on the shoulder to your immediate left or immediate right
Thief: if Informant, view your own ID; if Rebel, swap your ID with another player's ID and view that new ID
Reassignor: if Informant, switch an Informant ID in the middle with a Rebel player's ID; if Rebel, swap two other players' IDs
Analyst: view 1 player's Specialist card
Confirmer: view your ID
Revealer: flip a player's ID face up (including your own) and only if it's an Informant, flip it back face down
Blind Informant: if Informant, do not wake up during Informant reveal phase but instead put your thumb up; if Rebel, no night action
Defector: if Informant, view your ID; if Rebel, swap your ID with an Informant ID in the middle (if none exist, skip)
Rogue: if Informant, swap a Rebel's ID with another Informant's ID; if Rebel, view your ID card
List of suggested rolesets for beginner players per player count
3 - 1 Reassignor, 1 Investigator, 1 Thief
4 - 1 Reassignor, 1 Investigator, 1 Thief, 1 Signaler
5 - 1 Reassignor, 1 Investigator, 1 Thief, 1 Signaler, 1 Observer
6 - 1 Reassignor, 2 Investigators, 1 Thief, 1 Signaler, 1 Observer
7 - 1 Reassignor, 2 Investigators, 1 Thief, 2 Signalers, 1 Observer
8 - 1 Reassignor, 2 Investigators, 1 Thief, 2 Signalers, 2 Observers
9 - 1 Reassignor, 2 Investigators, 2 Thieves, 2 Signalers, 2 Observers
10 - 2 Reassignors, 2 Investigators, 2 Thieves, 2 Signalers, 2 Observer