JJ Studios
Back on the shelf

The Resistance: Avalon

抵抗组织:阿瓦隆

Merlin knows who is evil but daren't say so; lose the quests and evil still has one knife left.

  • 5–10 players
  • about 30 min
  • Easy to pick up
  • Party
  • Bluffing
  • Deduction
  • Fantasy

The goal

Good needs 3 successful quests and to keep Merlin hidden. Evil needs 3 failed quests, or to name Merlin at the end.

How it plays

  1. 1Deal secret roles. Evil players know each other; Merlin knows who is evil, but evil doesn't know who Merlin is. Percival, Morgana, Mordred and Oberon are optional extras.
  2. 2There are 5 quests. The leader picks a team of the size the quest asks for and everyone votes on it openly. A majority sends it; otherwise leadership passes on. Five rejected teams in a row hand evil the win.
  3. 3Each team member secretly plays a quest card: good must play Success, evil may play either. Shuffle and reveal; a single Fail fails the quest (with 7 or more players the 4th quest needs two Fails).
  4. 4Talk it over, pass the leader on, and go to the next quest.

How you win

Three failed quests and evil wins. After three successes the evil players confer and the Assassin names one player: if it is Merlin, evil wins; if not, good wins.

First time?

  • Merlin shouldn't be too accurate; let another good player carry the argument.
  • Evil often gains more by passing the first quest than by sabotaging it.