Contents
Avalon Game Rules
Welcome to the enchanting world of Avalon! I’m here to guide you through the rules of this captivating game. So let’s dive in, shall we?
In Avalon, you and your fellow players embark on a thrilling journey to the mythical land of King Arthur. You’ll assume the roles of noble knights and sinister spies, vying for control over the destiny of Camelot.
The game begins with each player secretly receiving a character card, which will determine their allegiance. You can be a loyal servant of Arthur or a wicked minion of the evil Mordred. Keep your role a secret!
The main objective of the game is to fulfill quests. Arthur’s loyal servants must complete three successful quests to secure victory, while Mordred’s minions seek to sabotage them. It’s a battle of wits and deception!
On each turn, a leader is chosen to assemble a team of knights to embark on a quest. As the leader, you must carefully select your team, taking into account the trustworthiness of your companions. But be wary of the spies among you, for they will try to undermine your efforts!
Once the team is assembled, the other players vote on whether to approve or reject the proposed quest group. Majority rules, and if the quest is approved, the chosen knights go on a perilous adventure.
The success of a quest is determined by the players’ chosen cards. Loyal knights will play “Success” cards, while spies will play “Failure” cards. These cards are kept secret, allowing for suspense and intrigue. Keep a close eye on who plays what!
If a single “Failure” card is played, the quest fails, and Mordred’s minions revel in their triumph. But if the questing knights manage to avoid any “Failure” cards, they succeed and bring Camelot one step closer to victory!
The game continues with alternating rounds of questing and voting until either three quests fail, signifying Mordred’s victory, or three quests succeed, granting Arthur and his loyal followers the ultimate triumph.
Avalon is a game that tests your ability to deceive and detect deception. Trust is a fragile concept, and you must navigate these treacherous waters with caution. Use your wit and strategy to outsmart your opponents and lead your side to victory!
Now that you’re familiar with the rules, gather your friends, choose your sides, and may the legend of Avalon come to life before your eyes. Prepare for a thrilling adventure where the fate of Camelot rests in your hands!
Remember, in Avalon, trust no one and question everything. Good luck on your quest!
Characters:
– The Good:
– Merlin: Knows the Evil players but must be subtle in guiding the Good.
– Percival: Knows who Merlin is and helps protect their identity.
– Loyal Servants of Arthur: These are the true heroes of Camelot.
– The Evil:
– Mordred and Morgana: Unknown to Merlin. Caution is advised.
– Assassin: Given the chance, they can end the game in Evil’s favor.
– The Unknown:
– Oberon: An Evil player with a secret identity, even to other Evil players.
- 14 Character cards
- 10 Quest cards
- 5 Team tokens
- 20 Vote tokens
- 5 Score markers
- 1 Round marker
- 1 Vote Track marker
- 1 Leader token
- 3 Score tableaus
- 2 Loyalty cards
- 1 Lady of the Lake token
Let’s Play!
Welcome to The Resistance: Avalon, a game where secret loyalties hold the key to victory. In this game, you will either be a loyal knight fighting for goodness and honor, or a follower of the dark ways of Mordred.
The goal of the game is simple: the loyal knights must successfully complete three Quests to win. On the other hand, the forces of evil win if three Quests end in failure. Evil can also claim victory by assassinating Merlin at the end of the game or if a Quest cannot be undertaken.
During the game, players can make claims at any time. It’s crucial to engage in discussions, deception, accusations, and logical deductions to determine if Good will prevail or Evil will rule.
The Cards and Tokens
Character Cards – They reveal a player’s loyalty. Good characters have Arthur’s sigil on a blue background, while Evil characters have Mordred’s sigil on a red background.
From now on, when referring to a player’s loyalty, we’ll use a special font.
Some characters have special abilities. Merlin and the Assassin are always included, while the other special character cards are optional.
A player’s character card must never be revealed or discussed during the game.
- Everyone, close your eyes and clench your fist in front of you.
- Minions of Mordred, open your eyes and survey your comrades, embracing your wicked union.
- Minions of Mordred, close your eyes once again, concealing your malevolence.
- First, everyone should close their eyes and make a fist with their hands.
- If you’re one of the bad guys, extend your thumb slightly so that Merlin can identify you.
- Merlin, it’s your turn to open your eyes and see who the evil minions are.
- If you’re a minion of Mordred, put your thumbs down and resume a closed fist with your hands.
- Merlin, close your eyes again.
- Now, all players need to close their eyes and make a fist with their hands in front of them.
- Finally, everyone can open their eyes and begin playing.
- The good players must choose the quest success card. As for the evil players, they can choose either the quest success or quest fail card.
- In games with 7 or more players, the 4th quest requires at least two failed Quest cards.
- It’s recommended that two different players shuffle the played and discarded quest cards before revealing them.
- To keep things clear, it’s best to assign a player who is not on the team to collect all the discarded quest cards. Shuffle the discarded quest cards when necessary.
When playing the game, there are certain tokens and cards that you’ll need to understand. Let me break them down for you:
– Leader Token: This token is given to the player who will propose the Quest Team.
– Team Tokens: These tokens are used to assign positions on the Quest Team.
– Vote Tokens: With these tokens, players can approve or reject the Leader’s proposed Quest Team.
– Quest Cards: These cards determine whether a Quest is successful or a failure.
Now, let’s move on to the setup. It’s important to follow these steps to get started:
– Select the tableau that matches the number of players. Place it in the center of the play area, along with the Score Markers, Team tokens, and Quest cards.
– Put the Round markers on the 1st Quest space of the tableau.
– Give each player two vote tokens.
– Randomly choose a Leader who will receive the leader token.
– Refer to the chart below to determine the number of Good and Evil players.
By understanding these tokens and following the setup instructions, you’ll be ready to dive into the game!
| Good | 3 | 4 | 4 | 5 | 6 | 6 |
| Evil | 2 | 2 | 3 | 3 | 3 | 4 |
Let’s get started with a game of Shadows over Camelot. We’ll begin by shuffling the Good character cards and the Evil character cards. Among the Good character cards, one will be the Merlin card, while the rest will be “loyal servant of Arthur” cards. As for the Evil character cards, one will be the Assassin card and the rest will be “minion of Mordred” cards. Every player will be dealt one card face down.
Now, here’s where the mystery comes in. Each of us will look at our assigned loyalty on our character card, but it must remain a secret.
It’s time for evil to reveal itself and for Merlin to look into the future.
Imagine a world consumed by darkness, where evil reigns unchecked. In the midst of this chaos, a glimmer of hope emerges – Arthur, a beacon of possibility and prosperity for the land. However, even within his noble court, there are those who have aligned themselves with the sinister Mordred. Their true identities remain hidden, known only to Merlin, who holds the power to unmask them.
Merlin, burdened with this knowledge, must tread carefully, speaking in cryptic language to protect himself and those who stand against the darkness. If his secret is revealed, all hope will be lost.
Once the allegiances are known, it falls upon the leader to solidify the connection among Mordred’s minions and ensure that Merlin is aware of their identities. This is done through a simple yet crucial ritual:
Tutorial Video
Game Play
The game is divided into several rounds, each consisting of a team-building phase and a Quest phase.
When we’re building a team, I’m the one who suggests a group to tackle a Quest. You guys can either say yes and we move on to the quest phase, or reject my suggestion. If you reject it, the leadership goes to the next player, and we repeat the process until we find a team that everyone approves.
Now, the Quest phase is where the real action happens. Those of you who are chosen for the team will decide the fate of the Quest. It’s all up to us to make it successful.
Let’s Build a Team Together
Now is the time for making important choices and following influential figures. In the realm of Avalon, not all knights and ladies are true to Arthur, so it’s crucial that you choose only those who are loyal to him to accompany him on his quests.
Pay attention and you might hear the wise words of Merlin, guiding you with his whispers of truth.
Team Assignment: Once you’ve had a meaningful discussion, the chosen leader will take the necessary number of Team tokens and distribute them among the players as needed.
| Players | 5 | 6 | 7 | 8 | 9 | 10 |
| 1st Quest | 2 | 2 | 2 | 3 | 3 | 3 |
| 2nd Quest | 3 | 3 | 3 | 4 | 4 | 4 |
| 3rd Quest | 2 | 4 | 3 | 4 | 4 | 4 |
| 4th Quest | 3 | 3 | 4 | 5 | 5 | 5 |
| 5th Quest | 3 | 4 | 4 | 5 | 5 | 5 |
I can be on the team, but I don’t have to be. Just remember, I can only play once!
Let’s discuss! Discuss! Discuss! All of us need to help the leader choose the right players for the team. We can catch Mordred’s agents in their web of deceit through active and logical discussion.
Team Vote
Once we’ve had a good discussion, it’s time for the leader to call for a vote on the team assignments. I think it’s important to involve everyone in this decision, so every player gets a vote on whether they accept or reject the proposed team. It’s interesting to see how the votes play out because sometimes the leader can have malicious intentions, or there might be a mistake in the selection of players.
Remember, you don’t have to accept the proposed team if you don’t want to. If you reject it, another player can propose a different team, maybe one without any evil players on it. It’s all about finding a team that you trust and feel comfortable with.
Each player, including the leader, secretly chooses a vote card. Once everyone has made their selection, the leader asks for the votes to be revealed. It’s a moment of anticipation as all the vote tokens are flipped over, and it becomes clear how everyone voted.
If the majority accepts the team, then it is approved, and we can move on to the quest phase. However, if the majority rejects the team, we’ll have to go back to the drawing board and come up with a new one. Democracy can be a fascinating thing!
If our team is rejected (and even a tied vote counts as rejection), I pass the leadership to the person sitting next to me, and we start the team-building phase all over again.
But here’s the thing: If five teams get rejected all in the same round, the evil players win the game. That’s right, it’s a slim margin for us good guys, so we really have to be on our toes.
Now, let me give you some strategy tips. One of the biggest ones is to trust no one. I know, it sounds a bit cynical, but in a game like this, it’s the only way to survive.
If you’re not sure about someone on the proposed team, don’t hesitate to reject the proposal. Rejecting a team doesn’t make you evil or anything. It’s just a precautionary measure, really.
This is important: Skilled players usually go through three or more voting phases before they approve a team. So, pay close attention to who is giving their approval, and ask them why. Sometimes, evil players will give their approval because they know that another evil player has been included. It’s all part of their grand plan, you see.
By the way, Merlin can also use their vote as a signal. But, and this is a big “but,” the evil players are always watching. So, Merlin has to be really sneaky about it. Otherwise, it could seriously backfire.
Now, let’s talk about the quest phase.
Well, you’ve done a fine job in your debates and made wise choices by selecting the brave knights and ladies you trust. Now, it’s time to assess people’s true intentions and loyalty to the noble cause that Arthur fights for. Stay true, and goodness will prevail.
The leader gives each team member a set of Quest cards. Each player chooses a quest card and places it face down in front of themselves.
The leader then collects and shuffles all the played quest cards before revealing them. The quest will be considered successful only if all the revealed cards are success cards. However, if even one fail card has been played, the quest will fail.
Here are some notes:
To indicate a successful quest, place a blue score marker with Arthur’s sigil on the tableau. A failed quest is shown by placing a red score marker with Mordred’s sigil on the tableau.
Once a quest is completed, move the round marker to the next quest space on the tableau. The leader then passes the turn clockwise, and a new round begins with the team building phase.
End of the Game
In the game of Arthur and Goodness, the ultimate goal is for the team of Good to complete three quests and keep Merlin’s true identity a secret. If they can achieve this, Goodness will prevail.
On the other hand, Mordred and his dark forces of Evil win if they can make three quests fail or manipulate the situation in such a way that Merlin is exposed.
The game comes to an end as soon as either three quests are successfully completed by the Good team or three quests fail. Additionally, Evil players can secure victory if they manage to fail three quests and also reject five teams in a single round.
The Last Chance for Evil – Assassinate Merlin
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Hey there! Let me explain how this game works. If you complete 3 quests successfully, the evil players will have one last chance to win. They’ll gather together, without showing any character cards, and the player with the assassin card will try to guess who Merlin is among the good players.
If they guess right and name Merlin, then the evil players win. But if they get it wrong and don’t name Merlin, then the good players win!
Now, there are also four additional characters with special powers that you can choose to play with. You’re free to mix and match these cards however you like. Cool, right?