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
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.
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"