More Information

Avalon unboxed
Photo: Avalon Unboxed

History

Released back in 2012 by Indie board and games. The Resistance Avalon was a successful kickstarter That would go on to raise $54,445 with 1,567 backers. The following year it would taking home the Guldbrikken Special Jury Prize in 2013 and be nominated for many more awards in the later years. The game is based off of The Resistance. The main difference between the two is that The Resistance is based off sci-fi spies meanwhile Avalon is based in the fantasy medieval ages of King Arthur and Merlin, the great wizard and his battle against Mordred and his minions.
Merlin picture, old wizard with orb
Photo: Merlin

How to play

Players are randomly assigned role cards. Blue cards represent good and are in alliance with Merlin. Their goal is to complete quests successfully. Three completed quests results in the game ending and the forces of good wins, except the Assassin has one chance to guess who Merlin is and win the game for evil. Merlin is all knowing so he already knows all of those that belong to the minions of Mordred. Merlin's knowledge is only limited to whether someone is good or evil however.

There is one more ally of Merlin that has an unique ability and that is the blue card of the guy with a bowl cut named Percival. His ability is he knows who Merlin is. With his ability he can provide some cover and attempt to trick the Assassin into thin

TIP: There is an Assassin in play that can kill Merlin and win it for the evil side so it is not advised to be too obvious that you are Merlin.
Mordred, all black and very pale
Photo: Mordred
Assassin, minion of mordred
Photo: Mordred
Number of Players
Player Count Blue Black
5 3 2
6 4 2
7 4 3
8 5 3
9 6 3
10 6 4

Those Who receive a brownish/ black card are either part of minions of Mordred or Mordred himself. Their goal is to ultimately fail the objective of completing three quests and thus winning the game for evil. All minions and Mordred know who the evil players are, except if that player is Oberon. In that case Oberon knows who the evil players are but the evil players do not know who Oberon, also a minon of Mordred, is.

There is another possible win condition for the evil side. Part of the minions of Mordred is the Assassin card. Their job is to figure out who has the Merlin card at the end of the game even if the good side has three completed successfully quests, if the Assassin kills Merlin the good side loses despite completing three quests.

TIP: The minions of Mordred obviously wants to fail the quests, but lets say for example if quest 1 requires two players and two minions of Mordred is selected you do not want to both select fail that will give away the evil players too quickly and you two will most likely never be selected to go on quests again.
Typical Order of Turns
Turn Instruction
Setup Distribute roles based on number of players. 1 player needs to moderate and control flow. First have everyone cover their eyes. Minions of Mordred and Mordred should raise their hands and open their eyes except Oberon. Once the minions need see each other close their eyes but keep their hands up. Oberon opens their eyes and should see all the minions of Mordred. Now Oberon closes their eyes and puts their hand up. Next Merlin opens his eyes and sees all the Minions of Mordred and closes their eyes. Everyone can put their hands down, now Merlin puts their hand up. Percival opens their eyes and sees Merlin and Merlin can put their hand down and Percival can close their eyes. Now everyone opens their eyes and the game can start. There is a quest leader that is randomly assigned.
1 After that the leader is based on clockwise order, every turn is a different leader. Players are allowed to influence who the leader picks to go on the quest. The leader must picked the require amount of players based on the board card.
2 Those assigned to a quest are given a fail token and a pass token. They then decide if they want to fail or pass the quest. They place their choice face down and shuffle the choices and place the other non choice token into the pile of with the extra tokens. Then the choice is revealed
3 If the tokens revealed are all successes they pass the quest and place a success counter on that quest if there is a fail token they fail the quest and place a fail counter on the quest. A new quest leader is assigned according to counter clockwise order. Go back to step one.
4 When there are three successful quests completed the questing processes is done and if there is no Assassin the good side wins.
5 If there is an Assassin they get one chance to pick the Merlin, if they are successful the evil side wins.
"Trust No One"
By: Danny Chen