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Party games

The Resistance: Avalon

For the Loyal Servants of Arthur, succeed at three quests without letting anyone work out who Merlin is; for the Minions of Mordred, make three quests fail or unmask Merlin.

players
5–10
minutes
30

You’ll need the game box. Marquoir sums up the rules and keeps score.

Setup

  • Take the board that matches the number of players.
  • How the sides are split depends on the number: 3 good and 2 evil with five, 4 and 2 with six, 4 and 3 with seven, 5 and 3 with eight, 6 and 3 with nine, 6 and 4 with ten.
  • Among the good cards, one is Merlin; among the evil ones, one is the Assassin. The others are ordinary Servants and Minions.
  • Everyone gets a character face down and two vote tokens. A Leader is chosen at random.
  • With everyone's eyes closed, the Minions recognise each other, then raise their thumbs so that Merlin can see them in turn.

How to play

  • The game has up to five quests. Each one starts with building a team.
  • The Leader chooses the number of team members set by the board, including themselves or not.
  • Everyone votes at the same time to approve or reject the team. With a majority, it goes; a tie counts as a rejection.
  • Rejected: the Leader role passes to the player on the left, who proposes another team.
  • On the quest, each member secretly plays a Success or Fail card. The good players must play Success; the evil players choose.
  • The cards are shuffled then revealed: a single Fail makes the quest fail.
  • Exception: with seven or more players, the fourth quest only fails with two Fails.
  • After each quest, the Leader changes and play moves on to the next.

Scoring

  • There are no points: count the successful and failed quests on the board.
  • In Marquoir, add 1 to each player on the winning side.

End of the game

  • Three failed quests: Evil wins.
  • Five teams rejected in a row for the same quest: Evil wins immediately.
  • Three successful quests: the evil players confer, and the Assassin names a player. If it is Merlin, Evil wins; otherwise, Good wins.

Frequently asked questions

Should Merlin help his side openly?

He should guide it, but discreetly: if he seems too sure of himself, the Assassin will spot him and turn the game around.

Is rejecting a team suspicious?

No. A rejection simply passes the proposal to the next Leader; it is mostly votes in favour of a dubious team that give players away.

The box

Released
2012
Age
Ages 13+
Designer
Don Eskridge
Mechanics
Hidden RolesVotingTeam-BasedDeduction

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