The Resistance: Avalon board game box image

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The Resistance: Avalon

A classic social deduction (mafia) game where King Arthur's good knights and Mordred's evil forces hide their identities while trying to make quests succeed or fail. Special roles such as Merlin and Percival are added on top of The Resistance system, which deepens the information game considerably.

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👥 5–10 players (best with 7·8) age 13+⏱️ 30 min🎯 weight 2/5
PartyDeduction & bluffing

Rules

Good must complete three Quests while hiding Merlin; Evil can sabotage three Quests or steal the victory by identifying Merlin after Good's third success.

Edition: Base game (Indie Boards & Cards English rulebook; Korean retail materials cross-reference)Checked against one official rulebook · other edition pending

The victory structure first

Every player belongs to Good or Evil. Good must complete three of up to five Quests. Evil wins by failing three Quests or by causing five consecutive Team proposals to be rejected before one Quest can begin.

MMerlinSees most EvilAAssassinNames Merlin at the end
✓Good✗Evil
Merlin knows most Evil players but must hide that knowledge. Even after Good completes three Quests, the Assassin can reverse the result by naming Merlin.

Loyalty counts and setup

Players5678910
Good344566
Evil223334
  1. 1Put the tableau for your player count in the center and place the Round marker on Quest 1.
  2. 2Give every player an Approve and Reject card, then choose the first Leader at random.
  3. 3The Good deck must contain Merlin and the Evil deck must contain the Assassin. For a first game, fill the remaining seats with Loyal Servants and Minions of Mordred.
  4. 4Deal one Character card face down to each player, then have the Leader read the reveal script. Never reveal a Character card or discuss its artwork during the game.

Use gestures during the reveal

Everyone closes their eyes and makes a fist. Evil sees one another, then raises thumbs for Merlin to see. Use the matching script below when optional roles change who sees whom.

Propose a Team and vote openly

Leader♛
Assign Team Tokens
Everyone votes✓Majority Approves✗Tie or majority Rejects
The Leader assigns the required Team Tokens, then everyone reveals a vote together. The Leader may join the Team but does not have to.
Quest5P6P7P8P9P10P
1st222333
2nd333444
3rd243444
4th334555
5th344555
  • A strict majority of Approve votes sends the Team to the Quest. A tied vote is rejected.
  • After a rejection, do not resolve the Quest. Pass the Leader token clockwise and propose another Team.
  • If five Teams are rejected before the same Quest can begin, Evil wins the entire game immediately.

Play and resolve Quest Cards

Only approved Team members submit a face-down Quest Card. Good players must choose Success. Evil players may choose either Success or Fail.

All Success → succeeds✓✓✓
1 Fail → fails✓✗✓
7+ players, Quest 4: needs 2 Fails✗✗✓✓
Normally one Fail Card fails a Quest. The sole exception is Quest 4 with seven or more players, which requires at least two Fail Cards to fail.
  1. 1The Leader gives a Success and Fail Card to every Team member.
  2. 2Each Team member chooses one face down. The Leader collects, shuffles, and reveals the played cards.
  3. 3Have a player outside the Team collect and shuffle the discarded cards separately so their backs or handling do not identify a choice.
  4. 4Place the matching Score Marker, advance the Round marker, and pass the Leader token clockwise.

Three results and the assassination

123453 blue successes → assassination · 3 red failures → Evil wins immediately
Normal Quests end as soon as either side records its third result. This example has Good finish 3–1.
3 successful Quests✓✓✓
Evil discusses
Assassin names a playerA?
MMerlin → Evil wins≠MNot Merlin → Good wins
After Good's third success, keep all Characters hidden while Evil discusses. The Assassin names one Good player as Merlin.

Assassinate only after three successes

Evil does not need to identify Merlin after three failed Quests or five consecutive rejected Teams. The final assassination happens only after Good completes three Quests.

Four optional Characters

Add optional Characters one at a time after the group understands the core game. Each combination changes which side has the stronger information.

PPercivalBoth appear as Merlin to PercivalMgMorganaBoth appear as Merlin to Percival
MdMordredInvisible to MerlinOOberonMutually unknown to Evil
Percival and Morgana create an ambiguous pair, Mordred hides from Merlin, and Oberon neither sees nor is seen by the other Evil players.
CharacterSideEffect
PercivalGoodSees Merlin and Morgana, but cannot tell them apart
MorganaEvilAppears to Percival as Merlin
MordredEvilIs not revealed to Merlin
OberonEvilNeither knows nor is known by the other Evil players

Percival in a five-player game

The English base rulebook says to include either Mordred or Morgana when using Percival with five players.

Edition and scope

Designed by Don Eskridge, Avalon was released in 2012 as a standalone Arthurian version of The Resistance. Korea Boardgames states that its Korean edition also includes the formerly separate Lancelot and Excalibur expansions.

This guide covers the base game

No public official Korean rulebook text was available, so this guide does not infer details for the Korean edition's bundled Lancelot and Excalibur modules. Follow the booklet in that box when using them.

Frequently confused rules

Q. Is a tied Team vote approved?

No. Approval requires a strict majority, so a tie rejects the Team.

Q. Can a Good player submit a Fail Card?

No. Good must submit Success; only Evil may choose between Success and Fail.

Q. What if one Fail appears on Quest 4 with seven or more players?

That Quest succeeds. Quest 4 in a game of seven or more requires at least two Fail Cards to fail.

Q. Do five rejected Teams merely fail one Quest?

No. Evil wins the entire game immediately.

Q. Does Good win immediately after three successful Quests?

No. Evil wins instead if the Assassin correctly identifies Merlin; Good wins only when that guess is wrong.

💡 Master tip

The good side has to pass information along without making it obvious who Merlin is, and for the evil side the key is spreading suspicion around. If Percival is in play, acting in a way that confuses Merlin with Morgana also becomes an important swing factor.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

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Narrator voice guide

Plays the narration for the night phase where players close their eyes and check identities

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