Players are secretly split into two sides. Good (Arthur's knights) must pass 3 quests out of 5. Evil (Mordred's minions) know who is on their side and must fail 3 quests first.
Unlike Werewolf, nobody is killed off: everyone talks, votes and stays in until the end, and you don't need a moderator.
How many evil players, and team sizes
Players
Good
Evil
Team size for quest 1 / 2 / 3 / 4 / 5
5
3
2
2 / 3 / 2 / 3 / 3
6
4
2
2 / 3 / 4 / 3 / 4
7
4
3
2 / 3 / 3 / 4* / 4
8
5
3
3 / 4 / 4 / 5* / 5
9
6
3
3 / 4 / 4 / 5* / 5
10
6
4
3 / 4 / 4 / 5* / 5
(*) With 7 or more players, the 4th quest only fails with two Fail cards.
Roles
Role
Side
What is special
Merlin
Good
Knows who is evil, but has to hint subtly
Assassin
Evil
At the end, if good passed 3 quests, guesses who Merlin is; a right guess wins it for evil
Loyal Servant
Good
No special power
Minion of Mordred
Evil
Knows the other evil players
Percival
Good
Knows who Merlin is (optional)
Morgana
Evil
Appears as Merlin to Percival, so he can't tell which is real (optional)
Mordred
Evil
Hidden from Merlin (optional)
Oberon
Evil
Doesn't know the other evil players, and they don't know him (optional)
For a first game, Merlin, the Assassin, servants and minions are enough. Once you're comfortable, add Percival and Morgana together.
The eyes-closed start
There is no moderator, so one player reads this out (or let an app read it).
"Everyone close your eyes and put a fist in front of you."
"Evil, except Oberon, open your eyes and look at each other." Then "Evil, close your eyes."
"Evil, except Mordred, put your thumb up. Merlin, open your eyes and see who has a thumb up." Then "Thumbs down. Merlin, close your eyes."
With Percival: "Merlin and Morgana, thumbs up. Percival, open your eyes and look." Then "Thumbs down. Percival, close your eyes."
"Everyone open your eyes."
A round
The leader proposes a team of the size in the table (they may pick themselves).
Everyone votes at once to approve or reject the team. With a majority of approvals, the team goes on the quest. Otherwise leadership passes to the left and a new team is proposed.
The quest. Each team member secretly plays Success or Fail. Good must always play Success; evil may choose.
Reveal. Shuffle the cards first. A single Fail fails the quest (except the 4th quest, as in the table).
Leadership passes left and the next quest begins.
Tips for a first game
Good: remember who was on failed quests and who approved those teams. The votes tell you as much as the quest results.
Merlin: don't point at evil directly, or the Assassin will know it's you. Quietly object to bad teams instead.
Evil: sometimes let the first quest pass, to win trust and fail a more important one later.
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MaliWikis is not affiliated with the publisher of The Resistance: Avalon. The game and role names belong to their owners. This page explains the rules in our own words; the rulebook in your box comes first.