Looks pretty good, only problem is that it looks much more complicated than the resistance. For games this isn't a problem but I play resistance with alot of non gamer friends and they love it, just worried about the complexity level for them.
Thanks Tom! I was looking for a good quality review for this One Night Revolution, and you delivered! I love Revolution and I definitely want to add this to my collection now.
This looks great. Although even after the review had started I didn't realize it was resistance themed. The name threw me off. They used the "One Night" name but didn't their own "Resistance" name? Although I guess Coup didn't either. I have to agree with +ProcrastinatinZombie. "One Mission" sounds better for the theme.
+thegrimjester I had this concern about One Night Ultimate Werewolf before playing it (I'm assuming you haven't played it if you're saying this), and it's one of the most "you have to play it to get it" mechanics I've ever seen in a game. This might be a bit longwinded, but I'll try to explain why it's an interesting and good design choice (at least for ONUW, can't personally say about ONR but they seem comparable enough): 1. Not having multiple rounds (no Night phases with murders as in Mafia, or voting rounds as in The Resistance) means that there's no "chaos" injected into the game-state at any point after the initial night. This would be a very boring game. The switching of roles effectively is this chaos. If you have a couple people that can quickly establish themselves as trustworthy, then ONUW could find itself "solved" to easily in many games. With role-switching, they could be fighting for the wrong side on accident, or have a crucial detail missed. 2. It's just a part of the game. You're used to games like The Resistance or Mafia where this doesn't happen, and so therefore isn't a part of the strategy. But it DOES happen in this game, so it IS part of the strategy. Just as The Resistance is a game of "Who is a spy?", One Night titles are games of "Am *I* a werewolf?" There are ways to discover this by manipulating the conversation and it's a poor player who just assumes they are what they were at the start of the game. Of course, there is the "Who is a werewolf?" to but the split is honestly pretty even. It is a significant strategic element of the gameplay. 3. The game revolves around it. Seriously, the game IS role-switching. That's it's biggest differentiating factor from other titles, and one of its biggest gameplay elements. The trouble-maker and robber are always the star roles of the show because everyone knows of the impact that they'll have on the game. This emphasis on the mechanic stops it from being a random afterthought luck-based addition, and shows that it was really integral to the design. I tried to explain as best I could why I think role-switching is a genius move that really sets One Night titles apart, but ultimately, if you're not convinced, try to play it somehow - not necessarily buying one of the games sight-unseen, but at a game shop or even with playing cards.
I appreciate the effort, but I think my only option is to see it played. Perhaps my real objection is not understanding how switching roles ties into the theme. I'm sure that I will see this in action in a few months. Thank you!
Can you still call it lying and bluffing when you aren't sure who you are?Player (who believes he's an informant): "I'm a rebel I swear!" *turns over card: "Wha? I really am a rebel?"
My group played this a bunch of times, and we really liked it at first. There's a lot of deduction, like 'Well, I'm this role, and on my turn I did this and saw that that card had been turned up, so I know that you lied about switching such and such'. The mix of bluffing and deduction was great. But then one guy ruined it. He realized that he could to start out by lying about what he knew, so as to catch others in lies - or sometimes he would tell the truth, and then lie about having told the truth. See, there's no rule about good guys always telling the truth; good and bad can both lie. And others quickly adopted the same strategy - why be the first to tell the truth when it could come back to bite you? And this removed the deduction part of the game. Nobody could be trusted, so we couldn't get anywhere with deducing, and the discussions would get longer and longer. It basically reverted to the original mafia/werewolf game where people would just accuse people at random. Now it just sits on the shelf, because nobody wants to have those long, pointless conversations where every single person is just lying.
Doesn’t seem like a big problem for me. Adapt your strategy. This strategy only helps the informants. How would it help the rebels? If this rlly is a big problem (which doesn’t seem like one), add a house rule or smth.
Looks pretty good, only problem is that it looks much more complicated than the resistance. For games this isn't a problem but I play resistance with alot of non gamer friends and they love it, just worried about the complexity level for them.
Thanks Tom! I was looking for a good quality review for this One Night Revolution, and you delivered! I love Revolution and I definitely want to add this to my collection now.
+Kaitlyn Sims save you're time... don't
I already have so many hidden role deduction bluffing voting out games, why should I get this one?
+LoftOfTheUniverse you sholdn't
+Chaz B nigga
Smaller player count.
Since it made it into the collection, did this game kick out another, and if so, which one?
+Miguel A. Ramirez Sometimes he adds small games into his collection without removing another, because he doesnt need the shelf space to add it.
Very cool review Tom, thanks a lot.. I'm definitely adding this one to my collection!
This looks great. Although even after the review had started I didn't realize it was resistance themed. The name threw me off. They used the "One Night" name but didn't their own "Resistance" name? Although I guess Coup didn't either.
I have to agree with +ProcrastinatinZombie. "One Mission" sounds better for the theme.
Does anyone know which sleeves I'll need for this game?
+NotApplicable When he drops the cards, it sounds like they are full cardboard, rather than regular cards.
This game looks way too confusing for what it is.
it is. its sorta fun, but my buddies changed back to Coup and Resistance after one try.
It's a game for smaller player counts, not everybody has 4 regular gameboard buddies.
Is this compatible with my base copy of Revolution! or only playable as a stand alone?
I don't understand how switching someone's ID makes a good, or fair game.
+thegrimjester I had this concern about One Night Ultimate Werewolf before playing it (I'm assuming you haven't played it if you're saying this), and it's one of the most "you have to play it to get it" mechanics I've ever seen in a game. This might be a bit longwinded, but I'll try to explain why it's an interesting and good design choice (at least for ONUW, can't personally say about ONR but they seem comparable enough):
1. Not having multiple rounds (no Night phases with murders as in Mafia, or voting rounds as in The Resistance) means that there's no "chaos" injected into the game-state at any point after the initial night. This would be a very boring game. The switching of roles effectively is this chaos. If you have a couple people that can quickly establish themselves as trustworthy, then ONUW could find itself "solved" to easily in many games. With role-switching, they could be fighting for the wrong side on accident, or have a crucial detail missed.
2. It's just a part of the game. You're used to games like The Resistance or Mafia where this doesn't happen, and so therefore isn't a part of the strategy. But it DOES happen in this game, so it IS part of the strategy. Just as The Resistance is a game of "Who is a spy?", One Night titles are games of "Am *I* a werewolf?" There are ways to discover this by manipulating the conversation and it's a poor player who just assumes they are what they were at the start of the game. Of course, there is the "Who is a werewolf?" to but the split is honestly pretty even. It is a significant strategic element of the gameplay.
3. The game revolves around it. Seriously, the game IS role-switching. That's it's biggest differentiating factor from other titles, and one of its biggest gameplay elements. The trouble-maker and robber are always the star roles of the show because everyone knows of the impact that they'll have on the game. This emphasis on the mechanic stops it from being a random afterthought luck-based addition, and shows that it was really integral to the design.
I tried to explain as best I could why I think role-switching is a genius move that really sets One Night titles apart, but ultimately, if you're not convinced, try to play it somehow - not necessarily buying one of the games sight-unseen, but at a game shop or even with playing cards.
I appreciate the effort, but I think my only option is to see it played. Perhaps my real objection is not understanding how switching roles ties into the theme. I'm sure that I will see this in action in a few months.
Thank you!
I think ill stick to resistance or spyfall less of a learning curve but fun to play
I don't have all of the roles he has in this video, help
I think this a prototype version. The game changed before it's final release.
Can you still call it lying and bluffing when you aren't sure who you are?Player (who believes he's an informant): "I'm a rebel I swear!" *turns over card: "Wha? I really am a rebel?"
My group played this a bunch of times, and we really liked it at first. There's a lot of deduction, like 'Well, I'm this role, and on my turn I did this and saw that that card had been turned up, so I know that you lied about switching such and such'. The mix of bluffing and deduction was great. But then one guy ruined it. He realized that he could to start out by lying about what he knew, so as to catch others in lies - or sometimes he would tell the truth, and then lie about having told the truth. See, there's no rule about good guys always telling the truth; good and bad can both lie. And others quickly adopted the same strategy - why be the first to tell the truth when it could come back to bite you? And this removed the deduction part of the game. Nobody could be trusted, so we couldn't get anywhere with deducing, and the discussions would get longer and longer. It basically reverted to the original mafia/werewolf game where people would just accuse people at random. Now it just sits on the shelf, because nobody wants to have those long, pointless conversations where every single person is just lying.
Doesn’t seem like a big problem for me. Adapt your strategy. This strategy only helps the informants. How would it help the rebels? If this rlly is a big problem (which doesn’t seem like one), add a house rule or smth.
One night games are really bad in my opinion. I would prefer Ultimate Werewolf and The resistance before their One night variants.
Just look at it like Star Wars. The Rebels are the good guys.
Looks cool
This game honestly sucks...
I was such a big fan about the original, but this one just flat out is too convoluted for it's own good.
Way too confusing. More strategic does not automatically equal better.